Thief - The trail of the Arch-Heretic
Posted: Wed May 03, 2006 23:38
OK, I've really had no time what so ever to myself recently. I started an apparently unambitious project for my own amusement some time ago to distract me in the all too short gaps between piles of exam papers for me to mark. I hadn't really intended to bother releasing it, but I guess that's changed. 
The project was just an update to my old NJTHIEF level. At the 11th hour, I decided to change the game it was for and re-did stuff for Heretic. This was because I hadn't edited for Heretic in the longest time and I felt the weapons and general atmosphere of Heretic probably was more suited to a Thief tribute. I think I was right. Also, I reminded myself about Heretic in the process and I can honestly say the game has grown on me hugely in the last few weeks. It's a much better, much more balanced game than I remember.
Anyway, the basic structure and logic of the level is the same as before. I've taken advantage of a bunch of GZDoom features to allow me to use lots of Thief textures in their own palette and 3D floors to enhance the architecture. However, I've tried not to go "over the top". Most of the areas won't appear significantly more detailed than before. I think that, generally, the use of 3D floors is quite subtle. A lot of the time they won't be obvious and in your face, yet there are 56 line type 160s (3Dfloor) in there. I've also used quite a few DECORATE features and Zdoom's ability to mix and match stuff from the games it supports.
Emulating Thief AI is impossible to do in any satisfying way in the Doom engine, so as a nod to Thief, there is a loot system. You can pick up items of loot that will do no more than add to your loot counter and give you a Thief ranking at the end of the level. The loot is counted on screen at all times by default, but "puking" script 300 will toggle this method of display on and off. It will give you a brief flash of your loot total when you pick up a loot item in "off" mode. It's just a bit of fun.
The level uses dynamic lights and reflective floors. both of these can be a frame rate killer. I noticed a little bit of slowdown on my machine when running at 1024x768 in some areas, despite the relative simplicity of the map. I've included some tips on getting it to run quicker in the text file, including a pukable script (script 666) to toggle on and off the reflective floors.
I've used loads of Thiefy sounds. A significant proportion of the 5MB download is due to sounds. However, it was a 30MB zip until I converted the sounds to OGG format.
Anyway, by now you may be salivating, or perhaps you have just fallen asleep, or clicked away. You maybe want to know where to get this re-hashed old level. Well, it's sitting in /incoming now. If Ty gives it the all clear, I'll post the archive link ASAP. You're looking for a file called njhthief.zip. If it doesn't get a clean bill of health for the archives, I'll upload it somewhere.
For now, you'll just have to do with some screenshots. I've lightened these to make them easier to see on teh intarweb.
[spoiler]
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Oh, and if you want the back story (from the text file) just imagine Stephen Russell’s gravelly, sarcastic tones (the voice of Garrett) speaking these words over some sepia toned screenshots.
[spoiler]The keepers contacted me in their usual "subtle" manner.
Apparently some dark magic has been employed to take over
the old Bafford place. Quite why they thought I'd
care I have no idea but I guess they were right because
I started asking around...
It seems the streets around Bafford's place were closed
off a few days ago. Some people managed to get out,
the rest have bolted themselves into their houses.
Those who were caught out on the streets... Well, it
seems fair to say they won't be coming home any time
soon. The tales going round the Crippled Burrick Inn
spoke of golems, skeletal knights and all manner of
creatures stalking the streets at the behest of their
master. Apparently this master likes to go by the title of
"Arch-Heretic". Sounds like a lot of hot air to me.
I really should leave this sort of thing to the city
guard, or the hammers, or the keepers, or anyone really.
Taking on an army of who-knows-what simply isn't my style
and anything that keeps the city guard busy makes my life
easier. However, the tales also spoke of unusual gold coins
and jewels turning up on the market. My nose tells me
they've come from the old Bafford house.
Before he vacated the premises, Bafford had an electric
barrier installed on the front door. Getting in that way
will be impossible unless the barrier is deactivated.
However, Basso the Boxman tells me that a friend of his
was called to the Bafford manner a few weeks ago to submit
an estimate for a repair. Apparently, Bafford's kitchen
wall still has a hole through to the sewers in it. I used
the very same hole on my last "visit". I hope the new
landlord hasn't had the opportunity to fix it yet.
Taking on an army of monsters may not be my style,
but the chance of picking up some loot is, so I guess I'll
have to get used to making a little noise...
Objectives:
Get into Bafford Manor.
Kill the Arch-Heretic.
Grab as much loot as possible.[/spoiler]

The project was just an update to my old NJTHIEF level. At the 11th hour, I decided to change the game it was for and re-did stuff for Heretic. This was because I hadn't edited for Heretic in the longest time and I felt the weapons and general atmosphere of Heretic probably was more suited to a Thief tribute. I think I was right. Also, I reminded myself about Heretic in the process and I can honestly say the game has grown on me hugely in the last few weeks. It's a much better, much more balanced game than I remember.
Anyway, the basic structure and logic of the level is the same as before. I've taken advantage of a bunch of GZDoom features to allow me to use lots of Thief textures in their own palette and 3D floors to enhance the architecture. However, I've tried not to go "over the top". Most of the areas won't appear significantly more detailed than before. I think that, generally, the use of 3D floors is quite subtle. A lot of the time they won't be obvious and in your face, yet there are 56 line type 160s (3Dfloor) in there. I've also used quite a few DECORATE features and Zdoom's ability to mix and match stuff from the games it supports.
Emulating Thief AI is impossible to do in any satisfying way in the Doom engine, so as a nod to Thief, there is a loot system. You can pick up items of loot that will do no more than add to your loot counter and give you a Thief ranking at the end of the level. The loot is counted on screen at all times by default, but "puking" script 300 will toggle this method of display on and off. It will give you a brief flash of your loot total when you pick up a loot item in "off" mode. It's just a bit of fun.
The level uses dynamic lights and reflective floors. both of these can be a frame rate killer. I noticed a little bit of slowdown on my machine when running at 1024x768 in some areas, despite the relative simplicity of the map. I've included some tips on getting it to run quicker in the text file, including a pukable script (script 666) to toggle on and off the reflective floors.
I've used loads of Thiefy sounds. A significant proportion of the 5MB download is due to sounds. However, it was a 30MB zip until I converted the sounds to OGG format.

Anyway, by now you may be salivating, or perhaps you have just fallen asleep, or clicked away. You maybe want to know where to get this re-hashed old level. Well, it's sitting in /incoming now. If Ty gives it the all clear, I'll post the archive link ASAP. You're looking for a file called njhthief.zip. If it doesn't get a clean bill of health for the archives, I'll upload it somewhere.
For now, you'll just have to do with some screenshots. I've lightened these to make them easier to see on teh intarweb.
[spoiler]

[spoiler]

[spoiler]

[spoiler]

[spoiler]

[spoiler]

[spoiler]

[spoiler]

Oh, and if you want the back story (from the text file) just imagine Stephen Russell’s gravelly, sarcastic tones (the voice of Garrett) speaking these words over some sepia toned screenshots.

[spoiler]The keepers contacted me in their usual "subtle" manner.
Apparently some dark magic has been employed to take over
the old Bafford place. Quite why they thought I'd
care I have no idea but I guess they were right because
I started asking around...
It seems the streets around Bafford's place were closed
off a few days ago. Some people managed to get out,
the rest have bolted themselves into their houses.
Those who were caught out on the streets... Well, it
seems fair to say they won't be coming home any time
soon. The tales going round the Crippled Burrick Inn
spoke of golems, skeletal knights and all manner of
creatures stalking the streets at the behest of their
master. Apparently this master likes to go by the title of
"Arch-Heretic". Sounds like a lot of hot air to me.
I really should leave this sort of thing to the city
guard, or the hammers, or the keepers, or anyone really.
Taking on an army of who-knows-what simply isn't my style
and anything that keeps the city guard busy makes my life
easier. However, the tales also spoke of unusual gold coins
and jewels turning up on the market. My nose tells me
they've come from the old Bafford house.
Before he vacated the premises, Bafford had an electric
barrier installed on the front door. Getting in that way
will be impossible unless the barrier is deactivated.
However, Basso the Boxman tells me that a friend of his
was called to the Bafford manner a few weeks ago to submit
an estimate for a repair. Apparently, Bafford's kitchen
wall still has a hole through to the sewers in it. I used
the very same hole on my last "visit". I hope the new
landlord hasn't had the opportunity to fix it yet.
Taking on an army of monsters may not be my style,
but the chance of picking up some loot is, so I guess I'll
have to get used to making a little noise...
Objectives:
Get into Bafford Manor.
Kill the Arch-Heretic.
Grab as much loot as possible.[/spoiler]