<Username> on 17/9/2022 at 20:39
One of the best (and most divisive) TG mappers returns!
downwinder on 17/9/2022 at 20:40
thank you for release,downloading now :)
i liked the missions :)
the last one was my favorite
Thinking Robot on 17/9/2022 at 21:11
First of all, thanks for releasing a new FM a week prior to the New Dark Contest, nice warm-up.
I gave it a quick view, you are definitely an outstanding mapper out there, I liked all the maps of this little campaign of micro missions. So I took that campaign as a teaser of maps, not of gameplay. In except of the "dog"/forest mission, all other maps seemed complete. In summary, there was an escape from an attacked burning scyscraper (yes, that reference was pretty concrete for me), a lovely ship micro mission, a lighthouse, a manor and a map with a surprisingly deep well.
Sadly said gameplay wasn´t my personal cup of tea. Every one of them required forced ghosting, there was no player inventory in any mission.
So I wish these missions would be polished up and released again. :angel:
skacky on 17/9/2022 at 21:42
You forgot to package dark.cfg so the second mission has a ton of disappearing objects.
fortuni on 18/9/2022 at 08:19
How do you finish the second mission? I either keep drowning or killed by invisible archers.:(
Bikerdude on 18/9/2022 at 11:30
Quote Posted by skacky
You forgot to package dark.cfg so the second mission has a ton of disappearing objects.
Can this just be added to the zip archive to fix the issue..?
ticky on 18/9/2022 at 12:57
Is this the Elevator Mission guy or Spoonman? Indeed, a very dividing experience, however, it was stunning to see one of the most tastefully and well-proportioned done pirate ships, the deserted mini island and the overall great atmosphere, architecture.
nevermind, I found in the readme: it's Spoonman.
ticky on 18/9/2022 at 13:19
While this set of missions had a couple of very great moments, I think the focus and the thinking of the author changed a lot since the beginning.
Remember the first missions of the author, mostly for T2, from 2005-2007?
The Broken Hammers was quite nice, with readables and story that made sense. Same goes for Heretics and pagans, which had a nice landscape and also good custom AI.
Remember The Lost Crusade back in 2007? It was a not superpolished, but a very well done mission with a uniqute atmosphere and a lovely setting of a daylight, lively small port town with tastefully placed ambient sounds. The tomb area was supernice as well, and the readables had actual stories, made sense, there were actual story and actual characters.
Then something might have happened, because since the truly disturbing Upwards Spiral (2018), penis-shaped swimming pools, (real life) mass killer manifestos in readables, dumb bad language (stupid, short readables all about feces, semen, blood, masturbation and any other similar references) and little to no story/plot took the lead, while the architecture became super-polished compared to The Lost Crusade. As for gameplay, in certain missions since 2018, supersensitive enemies outnumbering the player make it as non-Thiefy as possible. Very weird and unique. I don't know if the author seeks attention with this "rebellious" language used in the readables and objective texts, but I must add - it doesn't make these "new era" Spoonman missions much better for me.
One thing's for sure: I don't wanna disturb artistic freedom and ways of expression here, but I wanted to highlight some actually weird and a bit disturbing elements of these missions.
<Username> on 18/9/2022 at 18:27
That is fascinating. I only played Spoonman's missions since The Upwards Spiral (2018). I wasn't aware his earlier mission weren't as idiosyncratic. Wonder what happened that prompted the change.