Get a downloadable version of this Tutorial HERE.






1. Draw your map (no simple thing) and save it in .pcx format (must begin with “page” followed by a 3 digit number (eg. page000.pcx). For multiple pages save them from 0 to whatever number of pages you have (like page000.pcx to page007.pcx for 8 pages)

MAKE SURE THAT THE MAP IS SAVED WITH THE THIEF PALETTE. To do this with Photoshop 5.0 click on image, mode, and then color table. Click on load then go to where you saved the thief palette, select it, and hit Ok.



Note: You do not have to save the palette if you use a map that already has the palette saved in it, link below.

You can get maps without anything on them HEREHERE or HERE ( includes 7 maps, 2 notes). It will make your job a little easier, and a little more authentic. I spent a few hours a while ago editing them, so I hope you use them, and like them

2. Now, create a directory called intrface (notice there’s no e between the t and r) and inside it create another directory named after your mission (miss19, miss27, etc.)

Put your maps into your mission directory (miss19, etc.)

If you have text on your map you may want to make it multilingual (so far I’ve seen English, French, and German) so put the English version in the English Directory (which you create) inside your mission directory which is inside the intrface folder.

3. In Dromed, go to Editors (on the menu bar), click on mission parameters, and click on Dark Mission Description and then on OK.

In the first line put the number of your mission (19, 27, etc.)
In the second put the name of your mission (miss19, miss27, etc.)

4. Next, in Dromed in the box in the corner type in

quest_create_mis map_min_page, 0
quest_create_mis map_max_page, 0
 for one map if you started with map 0

(for more you would replace the number in max map for the highest number of your maps)You Should Now Have A Basic Map



1. Follow the guidelines for the basic map

2. Draw boxes around the rooms in color 254 In Photoshop 5.0 this color is:

H= 300 L= 60
S= 100 a= 94
B= 100 b= -60

It Should Be Pink:


R= 255 C= 42
G= 0 M= 64
B= 255 Y= 0 K= 1

3. Fill in the area inside the boxes with this color In Photoshop 5.0 this color is:


H= 97 L= 89
S= 98 a= -68
B= 100 b= 82

It Should Be Green:


R= 100 C= 50
G= 255 M= 0
B= 5 Y= 88
K= 0

To get these colors in a program other than Photoshop use the tool which copies colors from a picture, open an original p000ra.pcx from the intrface.crf file and copy the colors.

Save this file as p000ra.pcx for page000(can also be p001ra.pcx, etc), to get rooms that overlap also use p000rb.pcx (can also be p001rb.pcx, etc)

Put the files in the same folder as the automapper programs (cutout.exe and makerect.exe) which can be downloaded HERE.

4. If you know dos then skip this paragraph. If you don’t then follow this process EXACTLY as it is written. In windows go to your uppermost directory (usually C: ). Create a new folder and name it maps. Unzip the automapper programs (cutout.exe and makerect.exe) and put them in the maps folder you just created. Also put your P000ra.pcx, P000rb.pcx, etc. files in there. To go to the appropriate folder, as I’ll ask you, open a dos window, type “c:” (no quotes) then <enter>. Then type “cd maps” (no quotes) then <enter>. To run the programs type in the highlighted blue words in the next few paragraphs.

From a dos window (Start-> Programs->MS-Dos Prompt) go to the appropriate folder and run cutout p000ra.pcx where p000ra.pcx is the name of the map with the pink and green boxes and you’ll now have the rooms which appear in the same directory as the automapper programs.

From a dos window run makerect p000ra.pcx which makes the .bin file which tells Thief 2 where the room goes on your map.

*** If you have more than 1 file(ra, rb, rc, etc.) per map page then you type “cutout p000ra.pcx p000rb.pcx” and so on, without the quotes, then “makerect p000ra.pcx p000rb.pcx” again, without the quotes.

5. Copy the map, rooms, .bin and p000ra,b,etc. files to the intrface\miss# directory (and language directories if needed).

6. In Dromed, you must go to the Object Hierarchy found under editors. Up at the top where it says Archetypes click on it and change it to rooms. Click on default room and click on Add and name a new room type. Make a new room type for each different room file (p000r000,etc.).


7. Make your rooms using the newly created room brushes, one type for each room picture. You would use the same room for a squiggly hallway that has only one room picture for it.

8. Now, for each room you must click on edit (the one at the bottom of the screen), add, then room, then automap. In the dialogue box enter the map page and enter the room number (0, then 1 for p000r001.pcx to be displayed over page000.pcx)


You Should Now Have An Automap


How To Make Garrett Draw The Map



1. Pretty simple, do complete Automaps of your level, then replace the base maps (page000.pcx, etc.) with the original blank maps that you used to create your map in the first place.

Now Garrett Will Draw In The Rooms When He Enters Them.


How To Make A Map Out Rooms Objective To Top




***This involves saving the gamesys (it just makes it so much easier)***Note: There is probably a better way to do this (the way that they did it in the Oms), this is just a way I figured out that works, at least on a small scale, as I haven’t tested it large scale yet.

1. Complete “How To Make Garrett Draw The Map”

2. Create a blue room (a room where the player cannot get to or see, away from point 0,0,0).

3. Inside the blue room place a “table (-38)”, directly over it place an “emittertrap (-2555)”, directly under the table place a “Pllate4x4 (-2259)”.

4. Click on the table, click on properties, add “max hit points” and “hit points” found under “game>damage model”, set both to the number of rooms you have.

5. Select the concrete emittertrap, click properties, click add->s->scripts and type in “ReloadTweqEmit” (no quotes) and hit ok. While you’re in there click on add->tweq->emit and where it says “emit what” change broadhead to rock.

6. In the object hierarchy go to physical->debris->rock (-1380) and click on rock and then edit, click add->Physics->Misc->collision type and make sure “bounce” and “slay on impact” are selected. You must also add game->bash factor and enter 1 (one).

Now here’s where it gets complicated, and where you’ll probably screw up the most, so I’m going to explain how to do one room, step by step.

7. In the object hierarchy expand Fnord->TrapTrig->BoundsTrigger (-2086) and click edit, expand Physics->Misc, click on Ai Collides With and then click edit and uncheck the box (this prevents AI from triggering the objective).

8. Just inside the entrance to each doorway create a “BoundsTrigger (-2086)” and resize them to fit the doorway. Create a RelayTrap (-1704) and a DestroyTrap (-2651), one of each for every room.

9. Corpse Link the table to “table (-38)” and also Corpse Link the table (first one) to “bks_5 (-1841)” (it’s a piece of statue).

10. To the BoundStriggers add a ControlDevice Link to the RelayTrap.

11. To the RelayTrap add ControlDevice Links to the emittertrap and the DestroyTrap, in that order.

12. To the DestroyTrap add ControlDevice Links to all the BoundsTriggers in that specific room.

13. Repeat Steps 10 to 12 for each room you want to work with the objective.

14. Create an objective by entering :


quest_create_mis goal_state_x, 0” for incomplete and
quest_create_mis goal_visible_x, 1

without the quotes where x is the number of your objective and it is a visible objective (I don’t know why you would want an invisible map out rooms objective).15. For the text of the objective, create a text file named goals.str to make such a file open up a program such as notepad in Windows, because it is a plain text document, save it as “goals.str” (by putting it in quotation marks this prevents Windows from renaming it goals.str.txt which will happen if you have windows set to hide known file extensions and don’t put it in quotations) and put it in the intrface directory where your maps are (such as intrface\miss17\english\goals.str).

Inside the text file, write


fiction_x: “Enter Loading Objectives Screen Text Here”
text_x: “Enter In Game Objectives Screen Text Here”

Where x is the number of your objective, there is one space after the colon (:) and the text is enclosed in quotation marks.

16. Create a “QuestVarTrap (-1823)”. Click on properties, click add->Trap->Quest Var. In the dialogue box enter =1:goal_state_x where x is the number of your objective, this marks the objective as complete when it becomes complete.

17. Just one more link. Add a ControlDevice link from the Pllate4x4 to the QuestVarTrap and it’s done.

Contact Info:
If you have any questions or comments you can contact me at SEAHAWK74@HOTMAIL.COM or ask at THE EDITORS GUILD where you’ll most likely get a quicker answer (especially during the summer (in Canada) when I don’t have access to the internet).

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