Unna Oertdottir on 19/1/2017 at 10:23
Another dml request by fortuni
Quote:
DML1
//Fix for Out for a Walk; Fix cemetery portcullis
+ObjProp 217 "HitPoints"
{
"" 200000
}
save this as miss15.mis.dml
How to install dmls
(
http://www.ttlg.com/forums/showthread.php?t=145374)
Ricebug on 20/1/2017 at 14:02
My question is, should this be counted as a release for 2017? It doesn't seem to be polished and beta-tested.
Unna Oertdottir on 20/1/2017 at 14:10
Quote Posted by Ricebug
My question is, should this be counted as a release for 2017?
No. Release date: 2006.08.11
fortuni on 20/1/2017 at 16:43
Clearing changed the domain of Darkfate to .org from .ru a couple of years ago, so if you ever see a .ru link in this forum just change it over to .org
All other files in Darkfate remain the same.
<Username> on 10/11/2019 at 09:50
Finished in 43 minutes with 4804 of 4929 total loot. Out For A Walk is as standard as Thief missions get: a small area in the City with a Hammerite church nearby. J_J's first mission "The Storm" also featured a building in the City with a Hammerite church nearby.
This mission is okay. Nothing in it that hasn't been done better before or after the year it was created. The architecture is basic. The lighting in some places could be better. Some AIs do not have patrol paths and are standing with their backs to the wall in a corridor you must go through, forcing you to confront them head-on. Some areas lack proper room-brushing, which leads to sound issues.
Some forced ghosting at the beginning. You start with no blackjack and no sword, just with the lockpicks. You get all of your equipment after you break into an armorer near the starting location.
There is a large crowd at an open-air bar. This looked like a nice touch at first, but then I realized none of the AI in the crowd react to player actions, not even stealing bottles and money right from under their noses while I was in plain sight.
At the Hammerite church, the author tried a similar trick with placing a humming congregation of Hammerites in the pews. This time the idea works because you can only see the congregation through a small opening and cannot interact with any of the AIs.
Other things I noticed in Out For A Walk: 1. There is a single fly hovering near the public bath house and Adams' place. 2. The Hammerite in the prison area has a custom skin with what looks like a Ninja face mask. 3. The two thieves in the prison's cells still have their swords.
Aemanyl on 19/7/2025 at 09:47
A hidden gem released in 2006, during a time when the golden days of Thief: The Dark Project modding had already passed. It was still a while before authors like Melan, BBB, and Vlad Midnight would begin a slow resurgence of fan missions designed in the classical T1 style. This mission, medium in size, takes us on a familiar journey. The objectives couldn't be more traditional: the rent is due, and it's time to head out for a nighttime stroll through the city, stealing anything that shines or holds even a hint of value.
The map takes us through a variety of locations. We explore apartments and shops. There is a tavern, complete with a bar full of drunks, which has become something of a classic trope in earlier missions. The mission also includes a Hammerite church, followed by a descent into tombs for a bit of tomb raiding. The variety of locations makes it feel like we are in a real city rather than just a collection of disconnected spaces.
There are some thoughtful visual novelties. A few characters have custom skins, which helps distinguish them from the usual NPC crowd. Certain lamps have flies buzzing around them - another lovely touch. There are also some custom ambient tracks; notably, the Hammerite temple features Buddhist chants. While totally unexpected, the choice actually blends surprisingly well with the scene (there is a partially visible but inaccessible area with some Hammerites praying in the pews) and does not feel out of place.
On the technical side, there are a few issues. Roombrushing could have been better in several places, which slightly affects immersion. Sound propagation is inconsistent, and in some areas, footsteps or ambient noise cut off abruptly. The lockpicking times in this mission are absurdly long, sometimes to the point of frustration. Still, these issues don't seriously detract from the overall experience.
Despite its rough edges, I enjoyed playing Out for a Walk. It's familiar in the best way - rooted in classic ideas, but with enough personal touches to make it stand out. Recommended.
Atmosphere: +15 points
Gameplay: +20 points
Story: +10 points
Originality Bonus: +5 points
Classic Experience Bonus: +10 points
Cinematic Bonus: N/A
Audio Bonus: +5 points
Debut FM Bonus: N/A
1999 FM: N/A
Classic Era FM (1999-2003): N/A
Laziness Penalty: N/A
Bugs Penalty: -5 points
AI Content Penalty: N/A
New Dark Penalty: N/A
Total Score: 60/100 or 6/10
<Username> on 19/7/2025 at 11:00
Nice to read more comments and reviews for these old missions.
Are you "enhancing" your reviews with AI? The flow and tone of the text give me the impression you are.
Aemanyl on 19/7/2025 at 11:26
Quote Posted by <Username>
Nice to read more comments and reviews for these old missions.
Are you "enhancing" your reviews with AI? The flow and tone of the text give me the impression you are.
No AI was used in the process of writing this review. I was just feeling like being more elaborate when writing about this mission. However, I can now understand where you get that impression, as I notice a few phrases and expressions that are commonly used by the AI.