Dark Arrow on 7/3/2005 at 17:11
(I know this isn't exactly the right forum to discuss this, but since there seems to small group ex-IS employers around here I thought about asking about it in here)
So, what members in here worked with Thief 3? What did you do?
Do you know who designed which levels?
What things were cut and why? Any ideas that never saw the light of day? Do you have any inside stories you might want to share with us fans? Any inside stories you don't want to share but can't help typing them and posting? ;)
bukary on 7/3/2005 at 19:15
Quote Posted by Dark Arrow
Do you know who designed which levels?
As far as I know:
Keeper Compound - I thought it was built by Faceless, but LevelInfo says "DavidR' (Riegel?).
Old Quarter - David Riegel (Sledge / Raen)
Fort Ironwood - David Riegel
Clocktower - David Riegel
Pagan Sanctuary - Heather Kelley
Gamall's Lair - Heather Kelley
Hightowne Museum - Jeremy Graves (Faceless)
Kurshok Citadel - Jeremy Graves
Stonemarket - Jeremy Graves (?)
St. Edgar's Eve - David Riegel
Shalebridge Cradle - Jordan Thomas (null)
Garrett's House - Jordan Thomas
Pavelock Prison - Jordan Thomas
Keeper Library - ?
Audale1 - ?
Castle - ?
Docks - ?
Blue Heron Inn - ?
Seaside Mansion - ?
South Quarter - ?
GlasWolf on 7/3/2005 at 19:38
Overlook Mansion and Rutherford Castle were both by Nate Blaisdell.
EndlessDespair on 7/3/2005 at 20:24
I think the Castle was also Nate's mission, but that one got touched by a lot of people because it's so early in the game and therefore important.
Most of the city sections were group efforts because they had to be continually and iteratively redesigned. One person would model them, another would go in and put in some missions, Jordan would set up all the civilian traffic, etc. I'm pretty sure Brian Glines was the primary on Docks. I don't know who started South Quarter but towards the end of the project Monte Martinez (from DXIW) was helping out with it.
Hopefully Krypt or Null will fill in more here -- my memory of who worked on what level is largely just from what I remember seeing on people's monitors, and that's unreliable.
Gingerbread Man on 7/3/2005 at 20:49
Does the Abysmal Gale fall under the greater Docks level? I wouldn't think so, personally.
Krypt on 7/3/2005 at 21:03
You can't really attribute any of the levels in the game to a single person. Tons of people touched every map, each implementing different aspects. There was usually one designer in charge of most stuff in a map, but other people who put a lot of work into them, like artists, should get credit :) For example, I did navmesh work on a lot of maps that I didn't touch otherwise. Like the Haunted House... that took a bit of work to get AIs to walk up static mesh spiral staircases :p Here is the stuff I did that I can remember:
Docks - 50-75% of the geometry, scripting, navmesh, object/character placement
Haunted ship - a little bit of geometry, scripting, navmesh, object/character placement
Clocktower - minimal geometry work, scripting, navmesh, object/character placement
Gamall's Lair - scripting, most of the navmesh, object/character placement
Inn training - all the initial scripting (much of which was redone later), object/character placement
Haunted House - navmesh
Dungeon(kurshok citadel) - most of the navmesh
That's all I can think of at the moment... there's probably a million other little things I did that I can't remember.
Brodieman on 7/3/2005 at 22:21
Damn Nate did a fine job with overlook mansion :thumb: I loved that level.
EndlessDespair on 7/3/2005 at 22:28
Quote Posted by Brodieman
Damn Nate did a fine job with overlook mansion :thumb: I loved that level.
He really worked long nights on that. It was his labor of love the same way Shalebridge Cradle was Jordan's. He was especially proud of the dramatic stormy lightning in the widow's solar.
Brodieman on 7/3/2005 at 22:49
Quote Posted by EndlessDespair
He really worked long nights on that. It was his labor of love the same way Shalebridge Cradle was Jordan's. He was especially proud of the dramatic stormy lightning in the widow's solar.
It shows.
Great level design. When the lightning first flashed across and illuminated the observatory i near cheered in excitement, until i realised the guards had spotted me ;). That little thunder/lightning totally added a new dimension to the game. While The Cradle has the surreal and tense award, Overlook was like classic Thief with the ante greatly upped. I still play that mission all the time, i love it. For me along with the Cradle was the best level in the game.
Rosd on 8/3/2005 at 05:52
What interests me most about "the making of" stories of game devlopment are the ideas and maps that got left behind through the devlopment, like the Antarctic levels Half Life 2 was supposed to have. Any of the devs have any info about missions or anything else that was cool that didn't make it?