I, too, loved that level. I especially remember that part where you had to fire an arrow up into a hallway and climb up into the hallway which you could have normally walked down had it been designed normally.HuManBing wrote: Then I played Thief: The Dark Project. One mission has you infiltrating a manor house to get a valuable sword. The house's lower levels are pretty normal, but as you get higher and higher, the layout changes disturbingly. Corridors twist and change shape and even curve back on themselves like the branches of a tree, and moss covers the walls. One room has floortiles floating over an open star-filled void, and if you slip you end up falling endlessly. One room has a wonderful perspective trick that makes it look like four corridors head off from it, ending in doors. If you actually walk up to any, it is clear that one corridor shrinks and ends in a miniature doorway, while another one grows alarmingly ending in a giant doorway.
That level inspired my design for the Vault of Quinn Roche. It made it similarly disturbing and twisted.
I think that the Thief designers outdid themselves with the "Shalebridge Cradle" level in their latest game. That is the single most scariest level I've played on a game yet...and not much came out and attacked you in the level, either.
The one moment that really got me in the Cradle level was this...I turned and saw an tiny little child's chair. But it was facing the corner of the room. I remember that tiny little chair casting a long shadow...which was impossible because it was in the corner of the room. That was the only object in the room.



