The Cell Next Door
--------------------------------------------------------------------------------
Title: The Cell Next Door
Author: Frank Mitchell
Contact info: frank@thiefsystems.org
Date of release: March 2005
--------------------------------------------------------------------------------
Description:
I had an easy job planned for tonight, meet Jersak at the Broken Barrel for a
pint, split the loot we got from the Hightowne Museum job, and leave quietly out
the back door.
Unfortunately, someone must have tipped the Hammers off to my being there,
because they showed up shortly after I did. So now I'm in a cell in some nasty
little basement, and it looks like Jersak is in the cell next door. I've got no
idea if he managed to stash the loot before he was nabbed, or if he was the one
who sold me out in the fist place.
Guess it's time to get out of here, get some questions answered, and get my
money back.
--------------------------------------------------------------------------------
Objectives:
- Get out of your cell.
- Find out if Jersak sold you out.
- Pick up at least 500 in loot.
--------------------------------------------------------------------------------
Play Information:
Game: Thief 2: The Metal Age
Mission Title: The Cell Next Door
File Name: miss17.mis
Difficulty Settings: yes
Equipment Store: no
Map / Auto map: no / no
New Graphics: yes
New Sounds: yes (imports from TDP)
New Scripts: yes (GayleSaver's and telliamed's)
EAX Support: no
Briefing: no
Difficulty Levels: Lucky, Skilled, Ghost
Lucky - All your tools. Deal the with the guards however you want.
Skilled - Less tools, more sneaking, and smarter guards.
Ghost - Sneak, steal, survive. Basically a forced ghost.
Construction:
Base: From scratch
Build Time: Two months
Inspiration: The sewers and basement of Lord Bafford's Manor
--------------------------------------------------------------------------------
Loading Information:
DarkLoader ready. Filename: celldoor.zip
GayleSaver's custom scripts must be installed.
http://thiefmissions.com/scripts
--------------------------------------------------------------------------------
Credit where credit's due:
Textures
Thanks to R. Soul for the new lamp glass texture.
http://mysite.wanadoo-members.co.uk/another_website/lights.html
Objects
Thanks to Nameless Voice for the new rope model.
http://geocities.com/nameless_voice/
Sounds
Thanks to Komag for the bar ambient in the Broken Barrel.
http://ttlg.com/forums/showthread.php?t=80937
http://keepofmetalandgold.com/
Technical FX
Thanks to mopgoblin for the pockets picked bug fix.
http://ttlg.com/forums/showthread.php?t=71247
Thanks to Bumbleson and schwaa for the objective ticks off after a note is read
effect.
http://ttlg.com/forums/showthread.php?t=52578
http://ttlg.com/forums/showthread.php?t=62613
Tools
Thanks to Avalon for Thief Objective Wizard.
http://thief-thecircle.com/dromed/tools.asp
http://thief-thecircle.com/teg-old/tools/tow102.asp
Thanks to Thorin Oakenshield for Thief 2 Objects List.
http://thief-thecircle.com/dromed/tools.asp
Thanks to telliamed for ParchEd and the version check script.
http://thiefmissions.com/telliamed/
Thanks to GayleSaver for his custom scripts, without which opening the
cell door at the beginning and ticking off that second objective would have
required a lot of frogs.
http://thiefmissions.com/scripts
Beta testing
Thanks to Kestril for asking the obvious questions. "What's in the box?"
Thanks to Freddy Fox for trying to break everything he could poke a sword at.
Thanks to Thiefsie Fool for pushing me to constantly improve the game play.
Thanks to Dark Arrow for climbing to the top of the world and jumping off.
Thanks to Silent_Warrior for trying to follow Sarah out the back gate.
Thanks to Flecha das Sombras for forcing me to tighten up my readables.
Thanks to Nielsen74 for noticing all the misaligned textures I missed.
--------------------------------------------------------------------------------
Copyright:
Copyright (c) 2005 by Frank Mitchell
Permission is given to freely play and distribute this level, provided that it
remains whole and intact.
This level was not made and is not supported by Looking Glass Studios,
Eidos Interactive, or ION Storm Austin.
Title: The Cell Next Door
Author: Frank Mitchell
Contact info: frank@thiefsystems.org
Date of release: March 2005
--------------------------------------------------------------------------------
Description:
I had an easy job planned for tonight, meet Jersak at the Broken Barrel for a
pint, split the loot we got from the Hightowne Museum job, and leave quietly out
the back door.
Unfortunately, someone must have tipped the Hammers off to my being there,
because they showed up shortly after I did. So now I'm in a cell in some nasty
little basement, and it looks like Jersak is in the cell next door. I've got no
idea if he managed to stash the loot before he was nabbed, or if he was the one
who sold me out in the fist place.
Guess it's time to get out of here, get some questions answered, and get my
money back.
--------------------------------------------------------------------------------
Objectives:
- Get out of your cell.
- Find out if Jersak sold you out.
- Pick up at least 500 in loot.
--------------------------------------------------------------------------------
Play Information:
Game: Thief 2: The Metal Age
Mission Title: The Cell Next Door
File Name: miss17.mis
Difficulty Settings: yes
Equipment Store: no
Map / Auto map: no / no
New Graphics: yes
New Sounds: yes (imports from TDP)
New Scripts: yes (GayleSaver's and telliamed's)
EAX Support: no
Briefing: no
Difficulty Levels: Lucky, Skilled, Ghost
Lucky - All your tools. Deal the with the guards however you want.
Skilled - Less tools, more sneaking, and smarter guards.
Ghost - Sneak, steal, survive. Basically a forced ghost.
Construction:
Base: From scratch
Build Time: Two months
Inspiration: The sewers and basement of Lord Bafford's Manor
--------------------------------------------------------------------------------
Loading Information:
DarkLoader ready. Filename: celldoor.zip
GayleSaver's custom scripts must be installed.
http://thiefmissions.com/scripts
--------------------------------------------------------------------------------
Credit where credit's due:
Textures
Thanks to R. Soul for the new lamp glass texture.
http://mysite.wanadoo-members.co.uk/another_website/lights.html
Objects
Thanks to Nameless Voice for the new rope model.
http://geocities.com/nameless_voice/
Sounds
Thanks to Komag for the bar ambient in the Broken Barrel.
http://ttlg.com/forums/showthread.php?t=80937
http://keepofmetalandgold.com/
Technical FX
Thanks to mopgoblin for the pockets picked bug fix.
http://ttlg.com/forums/showthread.php?t=71247
Thanks to Bumbleson and schwaa for the objective ticks off after a note is read
effect.
http://ttlg.com/forums/showthread.php?t=52578
http://ttlg.com/forums/showthread.php?t=62613
Tools
Thanks to Avalon for Thief Objective Wizard.
http://thief-thecircle.com/dromed/tools.asp
http://thief-thecircle.com/teg-old/tools/tow102.asp
Thanks to Thorin Oakenshield for Thief 2 Objects List.
http://thief-thecircle.com/dromed/tools.asp
Thanks to telliamed for ParchEd and the version check script.
http://thiefmissions.com/telliamed/
Thanks to GayleSaver for his custom scripts, without which opening the
cell door at the beginning and ticking off that second objective would have
required a lot of frogs.
http://thiefmissions.com/scripts
Beta testing
Thanks to Kestril for asking the obvious questions. "What's in the box?"
Thanks to Freddy Fox for trying to break everything he could poke a sword at.
Thanks to Thiefsie Fool for pushing me to constantly improve the game play.
Thanks to Dark Arrow for climbing to the top of the world and jumping off.
Thanks to Silent_Warrior for trying to follow Sarah out the back gate.
Thanks to Flecha das Sombras for forcing me to tighten up my readables.
Thanks to Nielsen74 for noticing all the misaligned textures I missed.
--------------------------------------------------------------------------------
Copyright:
Copyright (c) 2005 by Frank Mitchell
Permission is given to freely play and distribute this level, provided that it
remains whole and intact.
This level was not made and is not supported by Looking Glass Studios,
Eidos Interactive, or ION Storm Austin.
• Uploaded 27.03.2005 • Size 685.89 Kb