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My one complaint is that some of the readables felt a little lacking. Besides that, level design and atmosphere were top notch.
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This mission was a very pleasant surprise and a monumental achievement for the author. It is a pure joy to explore. There are countless paths to take and, while confusing, it never becomes frustrating just getting lost and finding yourself emerging into an area you had been to before from a completely different angle. There is a unique atmosphere, surreal in a kind of Into the Odd way but very much its own style. There is very tasteful use of custom textures and sounds which don't feel out of place. I think this mission will instantly become an all time great, particularly in the sandbox city genre. The only critiques I have relate to a lack of story - there are some nods here and there to magic and the effect it has had on Tolham but I don't think it is told particularly well and the readables are few and far between and are written in a slightly exposition-y style. The mission also has almost nothing in terms of a reference or homage to TDS and while that wasn't a strict requirement of the contest, it would have been nice to see a few more acknowledgements. I think the closest it gets in this regard is some ambient tracks from TDS. Nonetheless, this has already become one of my favourite missions and I think it would be a deserving winner of the contest.
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It was fine, but it really did not remind me of ds at all.
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An amazing mod, with secrets around every corner
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"The density of the city itself and the detail that accompanies it is impressive, and naturally encourages exploration, but it feels like the reward is the exploration itself. A lot of platforming here feels disproportionate in what you get at the end - making multiple, death-defying leaps for a stack of coins, for instance - and the frequency of these led to navigation feeling more of a chore, by the end.
The atmosphere and distinct identity of Tolham is what kept me going through the mission. A lot of the ambience are just stock ones, edited, but even that does a lot to create a fresh feeling of unease traipsing about these winding corridors. The hand drawn map is also a really nice touch, too."
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Nice city sandbox with surreal feeling over it. Perhaps too labyrinthine and devoid of challenge in some areas (platforming aside) but very enjoyable.
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Almost perfect.
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Nice big level but can be confussing on where to go.
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Awesome mission to explore, but I failed to see connection to TDS
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The atmosphere and the architecture is very strong with this one. It can be seen that a lot of work went into designing this mission, however I feel like it is a bit too hard. I generally dislike daytime missions because Garrett is highly visible and the textures don't look too good when the ambient light is too much. The flow of the mission is also affected by the daylight, since you can't concentrate on searching the many small hidden places when constantly being threatened of being seen. Instead, you are always forced to move quickly if you don't want to be detected. The story is a bit clichéd, looking for similar stones in one small place in the city, nothing we have'nt seen before. I mostly enjoyed this FM because of the ambiance (the music was very good in some places) and because of its looks, but the gameplay is more difficult than it should be and the loot is many times hidden in the most unexpected places (on torches, in the hands of statues) and it's rather annoying.
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This was a nice, large area to explore (using all sorts of Thiefy fun with ropes, etc. - jumping from place to place) but that's about it. Plot - what plot? Just grab a bunch of stuff for no reason. Also, these types of missions suffer from the "great place to gameplay, but not a place where people actually live" where the buildings don't have entrances usable by mortals (instead of thieves), there are no bathrooms/living rooms/kitchens/etc. to these areas. "Because it's mages" doesn't really work as a reason.
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I really liked the T1 atmosphere in this, though in my opinion it´d suit more for a T1 contest than a T3 one. Also for me the gameplay was difficult and the story felt boring.
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Lots of time to spend on this challenging mission. Not a fan of climbing missions. I get frustrated easily. That said, it was satisfying when you completed an objective.
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Really huge and well thought out. I enjoyed the many secrets, the environment switched to many different feelings too. Music and sound was well made, very tricky puzzles with a few maybe being a bit to specific. opened up feeling claustrophobic and maze like, but by the end it made sense and had a unique approach. Only thing missing was the story behind the world was extremely cryptic. That is better than being very straight forward, but I have no idea what was happening with the stones haha. Very well done, the love and attention put into this level was amazing!!
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This mission is a very good continuation of a spooky approach to FMs that started few years ago.
The scale of the mission however might not fit everyone's liking. For sure there will be people who love and who don't like this mission.
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I like the atmosphere of Tolham, an ancient city of mages and convoluted machinery, built up over one another. Reminiscent of Into the Odd, but with the "Odd" cranked up to ten - which makes the atmosphere suffer a bit. In my opinion a disturbing place of weird magic works much better when there's very few of them in a mission, but when most of the city is just that, it has a much lesser effect. On the plus side - Tolham is quite striking visually, with all the machinery and magic going on.
Gameplay-wise, I loved it. I just love city missions and climbing on ledges. There's quite a few hidden places.
Story-wise, it's good. I like the sense of a grander mystery it presents.
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I had a lot of fun with it, and even though I thought I searched every nook and cranny I got bare minimum of loot (expert) and missed two extra objectives. Initially I found myself anxious stretching the routes and exploring but everything connects together in neat(?) way, travelling from far stretched places was exhausting. It is a big mission that feels like a tangle of cords (in a good way).
Visuals is the subject I can ramble about, it reminds me a lot of 70's high fantasy with acid? music. The colors scheme were over the place and usage of textures and their edit is rich to point of being on edge between concious artistic decision and being tacky.
The Tolham as place feels for me like an old mage in bright blue robe adorned with stars, a dashing hennin, but the guy has crippling depression. I wish the mage could cast fireball, since there were not too many challenging or intimidating areas.
There is no story to follow, the place may have lore and suggested points, but it is basically fetch to get items in visually rich environment.
Besides some texture usage, and ambiance; it feels like a mission that can be independent, and doesn't need the context of contest. Without a doubt I see the inspirations The Author put in the readme being founding rocks for the Tolham. My experience with the mission was good.
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The FM has charming atmosphere, but navigation in the vertical city is very disturbing, same like very strange design of interiors. Including mix of various themes, especially sepulchrals. I dont get it. From the other hand, the mission is quite a interesting challenge, what should be nice for advanced players.
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while not really connected to TDS, its still a very creative mission
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Love it all the way through.
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I love having a big cityscape to freely roam around and get lost in, and "Mysteries of Tolham" definitely delivers on that front. Unfortunately, it also felt the least TDS-like of the contest entries.