Heartcliff Islands
=============================================================
08/21/2015
=============================================================
Title : Heartcliff Islands
Filename : Heartcliff_20150821_v1.zip
Author : Qolelis
Contact info :
Homepage :
Date of release : August 21st, 2015
Version : 1.0
Description : "A Lord Rumsworth contacted me about a family heirloom, called the
Foreseer, which got stolen when he was just an infant. He wanted me to find it and
told me he had tracked it down to a remote pair of islands known as the Heartcliff
Islands, where the current owner, a Lord Edwards, was now running a prison.
The islands have tough security and the only way in is as a prisoner, so I pretend to
break in at my employer's mansion, get caught, and he handles the rest. Lord Edwards
is running a side-operation where he sells prisoners to anyone who is willing to pay,
so, once I'm inside, my employer will send someone to act as a potential customer and
at the same time smuggle in an extra loaf of bread.
Lord Rumsworth offered to pay me half in advance if I accepted and the rest when I
delivered. The only snag was that I would have to trust him to do his part, but that's
a risk I was willing to take to get something to do other than simple pickpocketing,
so I accepted.
I would no doubt be robbed of any personal belongings, so I didn't bother bringing much
equipment, just the basics for show - except the maps provided by a former employee, which I hid in my shoe."
=============================================================
* Play Information *
Game : Thief 2: The Metal Age
Level Names : Heartcliff Islands
File names : miss20.mis, tce.gam, tce.osm
Difficulty Settings : Yes.
Equipment store : No.
Map/Automap : Yes/Yes.
New graphics : Yes.
New sounds : Yes.
New conversations : Yes.
New models : Yes.
EAX Support : Yes.
Multi language support : No (English only).
Briefing : No.
Subtitles: : Yes.
=============================================================
* Notes *
New Dark 1.23+ is required. FMSel is strongly recommended.
Most custom resources are in the style of the stock resources (which have been used whenever
possible), so they might not even be noticed. Texture mods and the likes are both untested and
unsupported, so disable them if you want to experience this mission the same way I did (this
mission has been designed with the stock resources in mind). If you use texture mods, then know
that they might spoil details (because secret doors use old textures while surrounding wall use
new textures, so they will clash) or mess up texture alignment.
No spiders. Some undead.
Many puzzles can be avoided, but you will get something extra for each puzzle you
solve. If you want all endings, you will have to solve most of them, though. For many
puzzles, there are more clues on Normal.
Recommendations:
- Enable new_mantle. See "fm.cfg" for more information.
- Disable all mods (the updated textures might otherwise spoil many of the secrets, and
updated objects (especially those with joints) could mess things up).
Tips:
- Chains and pipes are climbable.
- Arrows stick into doors (any ropes will be destroyed if the door moves, though, so
be careful).
- When mantling onto low terrain or objects, crouching before mantling can make it easier.
- I have tried to make the inventory easier to navigate by grouping things and
surround each group by items that are usually bound to a keyboard shortcut:
+ lantern: press F12 (or whichever key you have bound) to access the compass and then Tab
from there to reach the lantern.
+ keys: press F6/F7 to access the lockpicks (if you have them in your inventory) and then
Tab from there
+ etc...
- Food items are grouped together in a bag with the name of the latest item shown in
parentheses for a set amount of time after being picked up. Picked up food items still
work as ordinary food items.
- Keys are grouped together on a keyring with the name of the latest key shown in
parentheses for a set amount of time after being picked up. Use the keyring as you would a key.
- If you are prone to seizures caused by blinking lights, avoid cellblock 3 on level 5
and the room marked "Main Interrogation" on level 2 in the prison.
- Don't be alarmed if you cannot seem to control yourself at some point in this
mission ;) because there is a good chance that it is intended. If it happens,
then remember that the effect can be mastered in more than one way.
- If you get extremely low frame rates outside (or think you will), then you can try
the alternative mission file, called "miss20_alt1.mis", included in Extras.zip inside
the mission zip. Unzip it to your FMSel HI install folder, rename the original, then
rename the alternative to "miss20.mis", and finally restart your playthrough. It will
mostly play exactly the same as the original, except that there is a big, black wall
cutting right through between the two islands to limit the line of sight.
- The ferry is possible to mantle onto from the right angle, but it might be a little
awkward, so don't expect too much.
Known bugs:
- Don't stand on stuff while riding an elevator or you might come to regret it.
- Keep your distance when opening a ventilation gate or you might get stuck or worse.
- AIs sometimes get stuck on stair railings. Try save & load - or just see it as an
opportunity to use your blackjack. ;)
=============================================================
* Construction *
Base : None.
Map Size : Large.
Build Time : 3 years.
Build Info : Objcast lighting: ~18 minutes
Portalization + optimization: ~3 minutes
Pathfinding: ~2 minutes
Total: ~23 minutes
=============================================================
* Loading Information *
Runs from FMSel. Leave the file ZIPPED - DO NOT UNZIP this file, but put the whole zip-file
into whatever folder/directory you want to on your hard drive, then in FMSel setup, point to
this folder/directory, and the mission should show up in the FMSel main screen.
Support for Darkloader is untested.
=============================================================
* Thanks To *
- L for ideas and support.
- Telliamed for releasing the source code for his custom scripts, without which I couldn't have written my own custom scripts.
- LarryG for always being helpful.
- The shades of fallen implementors for being the shades of fallen implementors.
- All people at TTLG who helped with ideas and suggestions.
- Shalebridgecradle.co.uk for hosting test forums.
- Alpha/beta testers (in alphabetical order):
Gloria Creep (alpha)
nightshifter (alpha)
PotatoGuy (beta)
Ravenhook (alpha)
urgrue (alpha and proofreading)
Credits:
- hntarch.gif (and hauntbow.bin) was taken from Yandros's HMDK.
- Tiara and purple gemstone in secret crypt was taken from "CoSaS Release Pack 21 - Loot":
+ gstoneX with texture gstoneX.gif, where X = 01-08
- mummy comes from DromEd Deluxe
- The noblew02 mesh textures are taken from Deceptive Perception 2 (by Yandros and William the Taffer).
Yandros based his textures on work by Lady Rowena and William the Taffer.
I based mine on Yandros's textures.
The mesh itself is the original one from the stock resources.
- Mage princess sounds (found in "snd/MagePrincess") and "necrofem.sch" were taken from DromEd Deluxe.
- flare1.tga and spotcone1.tga were taken from the new dark corona demo.
- Nameless Voice helped with the rotating lighthouse lights. I just adapted his set-up a little and streamlined it
by putting everything in a custom script.
- Water worms based on SS2 Grubs.
- Steamboat based on Targa's sailboat.
- The spell "Now open lock//to the dead man's knock" is from a short story called "The Hand of Glory: the Nurse's
Story" contained within the 19th century collection called "The Ingoldsby Legends":
https://books.google.se/books?id=T3UoAAAAYAAJ&pg=PA55&lpg=PA55&dq=%22now+open+lock+to+the+dead+man%27s+knock%22+%22hand+of+glory%22&source=bl&ots=YgNLjIFevt&sig=QzbY_MzKg4f5AygigOnT4jGhMO8&hl=en&sa=X&ei=r6zcVK-5EIboywPxwYCIBA&ved=0CCwQ6AEwAw#v=onepage&q=%22now%20open%20lock%20to%20the%20dead%20man%27s%20knock%22%20%22hand%20of%20glory%22&f=false
- Inkwell (NVInkwell.bin, feather1.gif, inkwell.gif) made by Nameless Voice.
- Seachest (pchesep2.bin, sc*.gif and lock1.gif) taken from EP2.
- Keychain (keyring.bin, coskey*.gif) taken from CoSaS - Mission X.
- Custom voices:
female guard's extra two lines by Redleaf
Garrett's spoken spells by Saxmeister
Genowefa's speech by Redleaf
=============================================================
* Copyright Information *
This level is ? by Qolelis
Distribution of this level is allowed as long as it is free and the package is kept intact. You may not include this level in any
map pack without my permission. No one may edit and re-distribute this mission without my express permission.
This level was not made and is not supported by Looking Glass Studios or Eidos Interactive.
=============================================================
08/21/2015
=============================================================
Title : Heartcliff Islands
Filename : Heartcliff_20150821_v1.zip
Author : Qolelis
Contact info :
Homepage :
Date of release : August 21st, 2015
Version : 1.0
Description : "A Lord Rumsworth contacted me about a family heirloom, called the
Foreseer, which got stolen when he was just an infant. He wanted me to find it and
told me he had tracked it down to a remote pair of islands known as the Heartcliff
Islands, where the current owner, a Lord Edwards, was now running a prison.
The islands have tough security and the only way in is as a prisoner, so I pretend to
break in at my employer's mansion, get caught, and he handles the rest. Lord Edwards
is running a side-operation where he sells prisoners to anyone who is willing to pay,
so, once I'm inside, my employer will send someone to act as a potential customer and
at the same time smuggle in an extra loaf of bread.
Lord Rumsworth offered to pay me half in advance if I accepted and the rest when I
delivered. The only snag was that I would have to trust him to do his part, but that's
a risk I was willing to take to get something to do other than simple pickpocketing,
so I accepted.
I would no doubt be robbed of any personal belongings, so I didn't bother bringing much
equipment, just the basics for show - except the maps provided by a former employee, which I hid in my shoe."
=============================================================
* Play Information *
Game : Thief 2: The Metal Age
Level Names : Heartcliff Islands
File names : miss20.mis, tce.gam, tce.osm
Difficulty Settings : Yes.
Equipment store : No.
Map/Automap : Yes/Yes.
New graphics : Yes.
New sounds : Yes.
New conversations : Yes.
New models : Yes.
EAX Support : Yes.
Multi language support : No (English only).
Briefing : No.
Subtitles: : Yes.
=============================================================
* Notes *
New Dark 1.23+ is required. FMSel is strongly recommended.
Most custom resources are in the style of the stock resources (which have been used whenever
possible), so they might not even be noticed. Texture mods and the likes are both untested and
unsupported, so disable them if you want to experience this mission the same way I did (this
mission has been designed with the stock resources in mind). If you use texture mods, then know
that they might spoil details (because secret doors use old textures while surrounding wall use
new textures, so they will clash) or mess up texture alignment.
No spiders. Some undead.
Many puzzles can be avoided, but you will get something extra for each puzzle you
solve. If you want all endings, you will have to solve most of them, though. For many
puzzles, there are more clues on Normal.
Recommendations:
- Enable new_mantle. See "fm.cfg" for more information.
- Disable all mods (the updated textures might otherwise spoil many of the secrets, and
updated objects (especially those with joints) could mess things up).
Tips:
- Chains and pipes are climbable.
- Arrows stick into doors (any ropes will be destroyed if the door moves, though, so
be careful).
- When mantling onto low terrain or objects, crouching before mantling can make it easier.
- I have tried to make the inventory easier to navigate by grouping things and
surround each group by items that are usually bound to a keyboard shortcut:
+ lantern: press F12 (or whichever key you have bound) to access the compass and then Tab
from there to reach the lantern.
+ keys: press F6/F7 to access the lockpicks (if you have them in your inventory) and then
Tab from there
+ etc...
- Food items are grouped together in a bag with the name of the latest item shown in
parentheses for a set amount of time after being picked up. Picked up food items still
work as ordinary food items.
- Keys are grouped together on a keyring with the name of the latest key shown in
parentheses for a set amount of time after being picked up. Use the keyring as you would a key.
- If you are prone to seizures caused by blinking lights, avoid cellblock 3 on level 5
and the room marked "Main Interrogation" on level 2 in the prison.
- Don't be alarmed if you cannot seem to control yourself at some point in this
mission ;) because there is a good chance that it is intended. If it happens,
then remember that the effect can be mastered in more than one way.
- If you get extremely low frame rates outside (or think you will), then you can try
the alternative mission file, called "miss20_alt1.mis", included in Extras.zip inside
the mission zip. Unzip it to your FMSel HI install folder, rename the original, then
rename the alternative to "miss20.mis", and finally restart your playthrough. It will
mostly play exactly the same as the original, except that there is a big, black wall
cutting right through between the two islands to limit the line of sight.
- The ferry is possible to mantle onto from the right angle, but it might be a little
awkward, so don't expect too much.
Known bugs:
- Don't stand on stuff while riding an elevator or you might come to regret it.
- Keep your distance when opening a ventilation gate or you might get stuck or worse.
- AIs sometimes get stuck on stair railings. Try save & load - or just see it as an
opportunity to use your blackjack. ;)
=============================================================
* Construction *
Base : None.
Map Size : Large.
Build Time : 3 years.
Build Info : Objcast lighting: ~18 minutes
Portalization + optimization: ~3 minutes
Pathfinding: ~2 minutes
Total: ~23 minutes
=============================================================
* Loading Information *
Runs from FMSel. Leave the file ZIPPED - DO NOT UNZIP this file, but put the whole zip-file
into whatever folder/directory you want to on your hard drive, then in FMSel setup, point to
this folder/directory, and the mission should show up in the FMSel main screen.
Support for Darkloader is untested.
=============================================================
* Thanks To *
- L for ideas and support.
- Telliamed for releasing the source code for his custom scripts, without which I couldn't have written my own custom scripts.
- LarryG for always being helpful.
- The shades of fallen implementors for being the shades of fallen implementors.
- All people at TTLG who helped with ideas and suggestions.
- Shalebridgecradle.co.uk for hosting test forums.
- Alpha/beta testers (in alphabetical order):
Gloria Creep (alpha)
nightshifter (alpha)
PotatoGuy (beta)
Ravenhook (alpha)
urgrue (alpha and proofreading)
Credits:
- hntarch.gif (and hauntbow.bin) was taken from Yandros's HMDK.
- Tiara and purple gemstone in secret crypt was taken from "CoSaS Release Pack 21 - Loot":
+ gstoneX with texture gstoneX.gif, where X = 01-08
- mummy comes from DromEd Deluxe
- The noblew02 mesh textures are taken from Deceptive Perception 2 (by Yandros and William the Taffer).
Yandros based his textures on work by Lady Rowena and William the Taffer.
I based mine on Yandros's textures.
The mesh itself is the original one from the stock resources.
- Mage princess sounds (found in "snd/MagePrincess") and "necrofem.sch" were taken from DromEd Deluxe.
- flare1.tga and spotcone1.tga were taken from the new dark corona demo.
- Nameless Voice helped with the rotating lighthouse lights. I just adapted his set-up a little and streamlined it
by putting everything in a custom script.
- Water worms based on SS2 Grubs.
- Steamboat based on Targa's sailboat.
- The spell "Now open lock//to the dead man's knock" is from a short story called "The Hand of Glory: the Nurse's
Story" contained within the 19th century collection called "The Ingoldsby Legends":
https://books.google.se/books?id=T3UoAAAAYAAJ&pg=PA55&lpg=PA55&dq=%22now+open+lock+to+the+dead+man%27s+knock%22+%22hand+of+glory%22&source=bl&ots=YgNLjIFevt&sig=QzbY_MzKg4f5AygigOnT4jGhMO8&hl=en&sa=X&ei=r6zcVK-5EIboywPxwYCIBA&ved=0CCwQ6AEwAw#v=onepage&q=%22now%20open%20lock%20to%20the%20dead%20man%27s%20knock%22%20%22hand%20of%20glory%22&f=false
- Inkwell (NVInkwell.bin, feather1.gif, inkwell.gif) made by Nameless Voice.
- Seachest (pchesep2.bin, sc*.gif and lock1.gif) taken from EP2.
- Keychain (keyring.bin, coskey*.gif) taken from CoSaS - Mission X.
- Custom voices:
female guard's extra two lines by Redleaf
Garrett's spoken spells by Saxmeister
Genowefa's speech by Redleaf
=============================================================
* Copyright Information *
This level is ? by Qolelis
Distribution of this level is allowed as long as it is free and the package is kept intact. You may not include this level in any
map pack without my permission. No one may edit and re-distribute this mission without my express permission.
This level was not made and is not supported by Looking Glass Studios or Eidos Interactive.
=============================================================
• Uploaded 20.08.2015
• Size 56.47 Mb