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Thread: Some Fan Mission Reviews

  1. #101
    Member
    Registered: Apr 2005
    Quote Originally Posted by Bulgarian_Taffer
    Cant agree with you about the Cronicles of the metal age. A perfect mission and it is not easy. Especially finding the button of the secret door was difficult for me.

    um...the next sentences after the too easy say:

    Too easy.

    Just kidding. Never let it be said this one isn't a challenge.

  2. #102
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    in general the older missions were less polished, yet there were some outstanding entries back then, embracing the enemy, saturio returns home, stronghold, equilibrium, inverted manse, smugglers request, the seventh crystal, etc. these are great missions because they all did things that were new in dromed. a mission with an enemy you have to stop, a sprawling mechanist facility, invisible keeper using arrows and swords, three missions in one package, and the last two had huge sprawling stories and T7C a camvator. these are the giants we stand on today. there are new missions coming out that aren't as good as these, there are in my opinion a lot more average missions than outstanding ones. which makes me wonder a bit about the rating system that you ditched. the thing is with custom materials being all the rage today, and the sophistication of many editors there is an inflation going on. a mission that is rated a 5/10 today at thief-thecircle might have been an 8/10 four years ago, likewise, the 8/10 missions from the past next to current projects might not seem as impressive. your comment, "worth a download" bothers me for some reason, and its related to its still being a rating of personal opinion. what i'd really like to know is if you would play it again?

  3. #103
    Member
    Registered: Apr 2005
    Quote Originally Posted by Ottoj55
    your comment, "worth a download" bothers me for some reason, and its related to its still being a rating of personal opinion. what i'd really like to know is if you would play it again?
    that's a tough question. if i replay a game, usually about a year has passed after i finished it, like with the thief ii original missions.

    don't forget, ALL one reviewer ratings are personal opinion. if you love zombies or buttons that are two pixels large hidden on a camo background, then you should take my opinion with a grain of salt. if you frob readables then immediately hit escape so that you just get the new objective if there is one and not have to read the text, you might not judge a fan mission the same since you might not catch the plot twist, small detail/eventss written about that happen in the "real world", etc that i so love.

    edit:

    also:
    these are great missions because they all did things that were new in dromed. a mission with an enemy you...
    AHHH spoilers for missions i haven't reviewed/played yet AHHHHHHHHHH. luckily you didn't list them side by side so i didn't get spoiled for anything in particular.

    i'm actually playing seventh crystal now, and having a blast.

    there are new missions coming out that aren't as good as these, there are in my opinion a lot more average missions than outstanding ones. which makes me wonder a bit about the rating system that you ditched. the thing is with custom materials being all the rage today, and the sophistication of many editors there is an inflation going on. a mission that is rated a 5/10 today at thief-thecircle might have been an 8/10 four years ago, likewise, the 8/10 missions from the past next to current projects might not seem as impressive.
    some stuff holds up well, some stuff doesn't. i am playing these all as if they popped out the day i play them. fair to the older missions? no. fair to the players? yes. not to mention, awesome stuff i see in 2005 that was invented in 2000, makes no difference to me, i don't know any better.

    for example, "willow island" i really liked. the design, settings, story, and polish held up despite coming out in 2000. some doesn't. it happens with everything. take a look at the oscar winner of 1952 vs its competition.

    which do you think held up better: high noon or the greatest show on earth?
    Last edited by russellmz; 16th Jul 2005 at 01:13.

  4. #104
    Member
    Registered: Apr 2005
    THE 7TH CRYSTAL
    Author : Saturnine
    Date of Release : November 7th 2001

    Ohhhhhhhhhhhhhhhhh yeahhhhhh... - Garrett

    The 7th Crystal is divided into several acts. The first act is a "camvator" briefing where you can't move but can can look around as you automatically drift through part of the map while the narrator goes over the mission background. After that, you see a meeting with Garrett's employer and then on to the mission itself.

    This is one mission where the darkness levels are just right. Flares are actually useful in many areas and I ran out, a first in Thief missions. The ambient lighting is used effectively to create nice shadows to hide in and boost the atmosphere. Shadows were on the walls too,

    Architecture is very good and has a realistic feel. The mansion owner is a showoff but doesn't blow his money on many small trinkets you can steal, instead spending on the decor. The place looks like it was decorated by a professional, with no plain spots, wallpaper, carpeting everywhere. Definitely no complaints on the design (except for the way too modern-looking toilets). Lots of love and attention went into this map. Small details like the cups on the shelf at a bar being upside down to not collect dust like they would be in real life make the place feel real.

    There are some good scares both subtle and in your face (literally at one point). Like any good horror flick there are a few good chuckles. One bit at the end falls flat due to it being out of place with the seriousness of the events happening. But most of the others I enjoyed. A nice touch in one of the rooms is that I attempted to allieviate the spookiness and due to the designer's foresight, it didn't work. Very creepy to play with the player's expectations.

    Many characters are well developed. We see the classic three ways in literature to describe characters: what they say/do, what others say/do about them, and what they say/do themselves. Some are a bit too exposition-y, but you are left with a clear picture of the main characters being described.

    The ending is a nice surprise. One of those unexpected endings that make you go, "Whoa." The designer plays fair by giving you a clue or two during the mission. Some people turn out not to be all they appear to be. One enemy I thought I would be fighting turned out to be a red herring. Oh, and fair warning: there is some R-rated language at the end. The mission author received an email of complaint from someone who was playing it while his kids were watching.

    Aside from the story's loose ends and a few guards that were a bit too sensitive even when I was walking on moss, there are few complaints I have with the mission. Some of the places you have to go to complete the mission are hidden a little too well in the dark. One in particular I didn't even notice as I walked by with a flare.

    Make sure to stay through the credits (I didn't like the ending music that much), as it kicks open the door for a sequel. Unfortunately, chances for a sequel are probably quite low given how old the mission is. But I would love to be proven wrong.

    Definitely download. Beautiful setting, unique ending, well developed characters, and a few creepy scares make this a great play.
    ..........

  5. #105
    New Member
    Registered: Jul 2005

    Coterie of Smokers, Damsel in Distress, Estwater Bank, Children of the Future

    Coterie of Smokers-

    It was well built, technically good, but completely boring. Another mansion. Another lockpicked victorian door. There were no good ideas. A too big level where you know what you will see.

    Damsel in Distress-

    Sorry, but I must say that the architecture was disgusting. Terribly huge and empty, useless place everywhere. No atmosphere, spartan level.

    Eastwater Bank-
    The best small FM I've ever played. It had a good atmosphere, an awesome use of space, and an excellent story in the background. I must mention that it was technically good too. Nice FM!

    Children of the Future-

    No, I won't start to talk about the adult content. It's about criminals. An outstanding and really good fan mission with an atmosphere and story like no other. I enjoyed the named characters too. There was life going on in the background. The only thing I didn't like was the huge and empty garden. But it was a good surprise (not another victorian mansion, city loot finding, mechanist compound, or stupid undead). Good!

  6. #106
    Member
    Registered: Jul 2004
    Location: namedrocalypse
    The reason this thread got such output is most likely because Russell gave lots of details as to what he liked and disliked about a mission; not just "it was empty" or "it was boring." Those are the kinds of one-liner reviews to expect from OttoJ55 and Komag and and that's just sad. It gives nothing back to the mission and does nothing to help the designer improve. My apologies to Otto and Komag.

    Perhaps I'm not being fair since I personally don't find any mission to be truly terrible. Even the extremely quirky Lord Burkhard mission. I try to find good points in the worst choas. For example, in Lord Burkhard none of the keys work for the doors, possibly because the author thought the keys were color-coded to the doors, like in DOOM. Subsequently, I am forced to bash down most of the doors, that in itself is pretty funny. Also, All of the loot for this mission is in one room! That's funny, too.

    Edit: I'm beginning to think this entire post was pointless and unnecessary. I'm sorry if I offended anyone.
    Last edited by metal dawn; 20th Jul 2005 at 01:22.

  7. #107
    New Member
    Registered: Jul 2005
    OK, Metal Dawn it's good to see that you write a review no longer than any of mines after you warn me about no to do that. Please stay close to the FACT that you are not the starter of this thread, just someone who wrote in. Please ensure that you deal with the topic and don't attack the writings of others. Thanks.

  8. #108
    He wasn't reviewing, he was giving an example, ya poo-poo head.

    Anyways, i was under the impression that this was Russlellmz's thread to post reviews in. What's the consensus here, folks? Can anyone post a review in this thread, or should they make their own?

  9. #109
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    my reviews however terse, are kept on my personal site. i wish i had the dedication to publish my thoughts on this many missions.

  10. #110
    Member
    Registered: Apr 2005
    Quote Originally Posted by EmperorSteele
    He wasn't reviewing, he was giving an example, ya poo-poo head.

    Anyways, i was under the impression that this was Russlellmz's thread to post reviews in. What's the consensus here, folks? Can anyone post a review in this thread, or should they make their own?
    i ain't no {member of a certain politcal party that kicks people out of townhall meetings for not being in that same party}. anyone should feel free to post opinions, questions, etc. without my sending the secret service to escort you out.

    also, i have no secret service to escort anyone out, so the point is moot. it's probably be more tidy to have 1 review thread rather than 40 anyway.

  11. #111
    Thiefmissions.com
    Moderator

    Registered: Mar 2001
    Location: Houston, Tx., USA
    I don't believe that there's any such thing as a thread that only one member can post to. I'd certainly be upset (i.e. the "closing threads" kind of upset) if someone started posting crap like "My thread! Mine!"

  12. #112
    Quote Originally Posted by russellmz
    i ain't no {member of a certain politcal party that kicks people out of townhall meetings for not being in that same party}. anyone should feel free to post opinions, questions, etc. without my sending the secret service to escort you out.

    also, i have no secret service to escort anyone out, so the point is moot. it's probably be more tidy to have 1 review thread rather than 40 anyway.
    OMG you're making a political statement agaisnt Bush WHY DO YOU HATE AMERICA YOU LIBERAL TERRORIST OMG!!!!!1234567890

    Seriously, nice one =) Good point though, it was a bit silly of me to assume this thread was all yours, heh.

    Now get back to workplaying FMs!

  13. #113
    New Member
    Registered: Jul 2005
    Location: Moscow

    Children of the Future

    This is an FM of a beginner Dromeder, but he has good ideas and talent. Due to the numerous bugs, gameplay was quite frustrating at times, but at the other hand, it was really enjoyable too. This mission is full of creative surprises. The architecture was original but too simple at times. I really loved the Red Lite Section, the atrium with Red Drainville and Mr.Ashman's room, but really hated the huge and empty garden and the basement was so simple like in Song of the Caverns. The story was a good thing. Anyway, it's a *MUST SEE* piece by everyone who can run Thief.

    76% out of 100%
    Last edited by Butakutya; 22nd Jul 2005 at 16:35.

  14. #114
    Member
    Registered: Apr 2005
    FLETCHER'S FINAL MISTAKE
    Author: SlyFoxx
    Date of Release: 5/04
    Version: 1.0

    In this mission you have several objectives right off the bat. Before you can do anything, you need to get your stuff from your weapons room. Normally I don't like missions where you start off missing equipment, but the designer let you have a blackjack and the lack of lockpicks meant there was still a lot of map to explore through the midgame.

    Fairly tight city design provides a quicker city map exploration of non-locked areas than usual. You get a variety of different building types (city utilities, apartments, bars, etc) but most are connected by a road or path and within easy reach. There was some marathon running to get from one place to another, but that was mostly in a single building/area.

    Switches are often in hard to find places. This is mitigated somewhat by the fact that for many secret doors or safes you are tipped off by recessed tiles or doorways. Still, one or two switch locations boggle the mind.

    The story is decent(make sure you play the briefing video). There are some funny little plots, like the rivalry between two bars, and the favor your friend asks you to do. Well, the friend's favor isn't so much funny as really ballsy given the error he made and how it inconveniences you.

    As someone who loves taking the roof route whenever possible, this mission dangled a few opportunities in front of me but then yanked them away. There are some second story porches that seem wide open, yet when I tried to enter by jumping off a rope arrow, climbing the wall, or ledging from a nearby roof, I unceremoniously bounced off each time. The porches seemed to mock me as they have wide open looking spaces that look like I can easily fit, yet for some odd reason I cannot get there except by the front door and going up the stairs. I don't know if it is designed that way or if I didn't frob/lean/jump/ledge/stand on crate/eat a loaf of bread at the same time properly.

    Crates are needed for entering a lot of windows, second story or otherwise, at least for me. This was a bit of a pain in one area where the ledge was extremely narrow so I had to reload a few times so I wouldn't have to re-climb before tossing/dropping my crate properly on the ledge. It seems odd that I couldn't climb through without the crate, a few times I got the ledge inhalation sound, almost got through the window, then popped back out. Very frustrating till I found a crate.

    The existence of the underground gang was revealed a bit early, though I don't think revealing it mid-mission would be that much of an improvement. There are quite a few annoying enemies down there, but at least the designer gave you plenty of equipment to deal with them in the manner you see fit. I don't recommend combat in this particular case.

    There is plenty of loot, though a lot of it you'll have to work at to get. Some loot is hidden very well. I think the designer posted he coudn't find it all himself.

    One objective can be ticked off but then reversed if you drop a certain papyrus. Not a big deal, though slightly annoying if you don't notice it right away.

    Worth a download. A pretty good mission with a lot to do, though lots of switch finding detracts from the fun.
    ...............

  15. #115
    Member
    Registered: Jun 2001
    Location: Tatry Mountains, Poland
    I just wanted to say BIG THANK YOU to rusellmz! Finally someone reviews Thief missions. I guess every designer waits for someone to say something (good or bad) about his work.
    Cartographer's Note FM: in production.
    Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!

  16. #116
    Member
    Registered: Jun 2000
    Location: Finland, Earth

    Fun idea: how about we be the judge of your own work instead?

    Quote Originally Posted by Butakutya
    This is an FM of a beginner Dromeder, but he has good ideas and talent... Anyway, it's a *MUST SEE* piece by everyone who can run Thief.

    76% out of 100%
    Oh wait, you were banned for altnicking in order to pimp your own mission. Nevermind then

  17. #117
    Member
    Registered: Dec 2001
    Location: OldDark Detox Clinic
    Vigil
    altnicking in order to pimp your own mission
    I couldn't help but get that feeling about that post as well, but I shrugged it off. I see I'm not the only one that gets that feeling. It would be interesting to see a moderator trace the origin of the post.

    Ehh, maybe it's genuine too... who knows.

  18. #118
    uncadonego, he did it before as Southred/Marco Giotto/Salvador the diceman, and all of them already got banned.

    Anyway, back to the real reviews.

  19. #119
    Member
    Registered: Apr 2005
    Quote Originally Posted by bukary
    I just wanted to say BIG THANK YOU to rusellmz! Finally someone reviews Thief missions. I guess every designer waits for someone to say something (good or bad) about his work.
    you're welcome, it combines my two favorite things: playing computer games and bitching about inane stuff in computer games.

    PLAGIARISM
    Author: Genie_bottle (Paul)
    Date of Release: 29th February 2004
    Entry for Komag's Fifth Dromed Contest

    In Plagiarism, you steal a manuscript for a lesser writer. This mission takes place on a small city map. Once again Garrett's reputation takes a hit as one of the objectives is to steal from the church poor box. Nice!

    The mission is easy and fairly straightforward. Some objectives are easier than expected since keys are in logical, non-puzzling areas and most doors are pickable. Making a few non-pickable would increase the enjoyment of the mission since the player might then be forced to use rope arrows more or sneak farther. Although I must admit one guard standing around totally caught me by surprise (fairly) and I had to reload.

    A few notes that tantalize you with some subplots but don't really pay off, like what the mysterious Mrs. Fletcher does in her apartment, or the underground crypt in the church. I thought there would be more to it since a note writer mentioned he heard stuff then when he turned around nothing was there(maybe he was writing about me?). There are a few too many "broken window" mentions, though it did make me look for it.

    A guy sleeping in a chair while sitting up started screaming after I knocked him out and he was laying flat on the floor. That most likely came from the game engine itself(see posts below). More doors should be painted on, a lot look like they can be opened but cannot. At least one is frobable but could not be opened. Sound was weird for several doors: you could barely hear the lockpick sound and I could only tell it was working from the door handle jiggle. Garrett has quite the reach arms in this mission, frob distances seem to be longer than usual.

    Worth a download. Straightforward, though a bit too easy.
    Last edited by russellmz; 29th Jul 2005 at 01:02.

  20. #120
    Member
    Registered: Dec 2001
    Location: OldDark Detox Clinic
    often times if an AI goes on high alert or sees a body just before being knocked out, they will still yell after being knocked out, even in the OM's, so it's probably not a game bug per se of the author's.

  21. #121
    Member
    Registered: Apr 2005
    interesting. i'll edit the review to mention that.

    THE TURTLE ON ITS BACK
    By Gonchong
    Competition Release 1.0
    Sept 11th 2001
    A 64x64x64 Thief II Mission

    Gonchong sure loves his water levels. You're a stowaway and the ship capsizes for some reason and you have to escape the ship, Poseidon Adventure style. Fun little level.

    Little details set the atmosphere well. Machines are out of control, stuff is floating in the water, and a few corpses are here and there. There aren't any readables, which makes sense given the urgency required in most areas, but I still would have liked some stuff to browse.

    Surprised by an enemy although a very logical placement. You need to be efficient in your movements. Timing is critical in some areas due to you holding your breath. Nothing impossible, though.

    There is a limited amount of loot, but you can still scrounge some up. And I know in hindsight this seems obvious, but electricity and water = owies. Imagine my "shock" when I had one health point left after a close call, swam to a corner, I went "whew!", and then Garrett went, "ARGHHHHHhhhhhhhh!"

    At one point I was annoyed because the roof was too low and I couldn't continue using the rafters to get the jump on someone. There was at least two feet of clearance but Garrett's big head wouldn't fit.

    The objective could have been tweaked a bit so as to end when I get to the top of the ship instead of just hitting the surface. I avoided one piece of loot underwater because I was running out of breath swimming to the surface.

    Worth a download. Fun little map.

  22. #122
    Member
    Registered: Apr 2005
    A LOVE STORY v1.1
    Author : John Denison
    Homepage : http://www.geocities.com/john9818a/thief2.html
    Date Finished : February 26, 2004

    This is a sequel to Jenivere De Ja Vu. Same map, but the designer made some minor changes and set it in a different time.

    I recommend playing the original first. This mission has lots of little details that refer to the old one. Most of the old little hiding places are revealed (since you theoretically found them in the last mission). A few old notes are still there, but new ones appear, some of them hinting at what happened in the original mission.

    The beginning I had to repeat because I had no idea how to get out of the jail cell and you only have a few seconds to do so before you fail the mission. It is very simple but on your first playthrough or so you're going to fail unless you're quick. Some nice classic thief gameplay as you blackjack and loot the city and its inhabitants while avoiding the City Watch. Some errors from the old map remain like a few doors that you can frob but can't open or lockpick, but there are no game breakers in the original or here.The city is as nice as I remember, with a few minor changes.

    The loot requirement is again very high. In the original mission you had to get 2000 out of 2500, here you have to get 2000 out of about 2300. The same complaints this causes pop up again: the end game is dragged out into a frustrating trek back and forth as you look for a few gold to fill out the objective requirement, and in the end I had to look at the forums and loot list fill out the last 31 gold I needed. Even then it was hard because I was not sure what or where I had taken or not taken loot. Lower the percent of loot required, please!

    The plot has Mosley supposedly taking a ring for herself that belongs to someone else. Doesn't sound like the uptight Lt. Mosley in Thief 2. Still, the story needed the guys in blue to have the ring at the beginning, so I guess it's okay. Ending is a bit weird. I was a bit confused when what had happened when, but it is a good ending. Not exactly a "happy" ending, but a good one.

    One objective can be unticked if you get to the end early and then go back. Luckily you can still finish the game.

    Worth a download even if you played the original, but as I mentioned in the Jenivere De Ja Vu review, you're probably gonna need to download the loot list from his website. While you're at it, you might want to grab the original walkthrough, as it told me how to get to a secret area I had forgotten and managed to put me over the top for the loot objective.
    ..............

  23. #123
    Member
    Registered: May 2002
    Location: staring out to sea
    Regarding doors being painted on; you are referring to a tex rather than object. It's a common practice amongst many designers to use unfrobbable door objects instead of texs as they look more realistic, particularly inside well lit indoor rooms where texs look, as you say, painted on, {and too small}. It's just about a designer trying to bring a level to life.

    I feel few things spoil the atmosphere of an FM more than a very obvious unrealistic door tex. But I'm also aware of the frustration players feel of looking for switches that don't exist. Personally I generally treat unfrobbale doors as unopenable until I'm lead to believe otherwise.

    Perhaps it would help if authors make the switches for unfobbable doors which do in fact open more obvious.

  24. #124
    Yeah, painted-on doors are lame, but, "fake object doors that light up" also suck. And the thing is, this is easy to avoid. You just open up the doors properties and make it unfrobable, ergo, it doesn't light up. Takes 2 seconds.

    Now granted, sometimes you have unfrobable doors which require a switch to open, but i think it's safe to say that if you're wandering around a city, a door on a building isn't going to have a secret switch with which to open it up =)

  25. #125
    Member
    Registered: Feb 2003
    Location: Stalking the Tumtum tree
    Of course, an advantage to painted doors is... nobody can use a Firearrow Key to open them then ask what the empty room is for

    (usually beta testers being a bit too effecient for my own good )
    Jam tomorrow;
    Jam yesterday;
    Never jam today.

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