Please try out my brand new quest. Dark Hallows is a quest about a hero (you) who is tricked into a quest to find a father who has been kidnapped. Delve deep into the dungeon's below Protector's Enclave and find out who is behind the treachery. You'll experience some challenging encounters while working on the sub-quests to keep things a bit more interesting. I hope you enjoy playing the quest as much as I did building it!
Quest: Dark Hallows
Code: NW-DCCEQXP4D
Author: @scanadian
Duration: 30+ minutes
Group Size: solo possible...2 players advised
Ok, played through it twice (accidentally hit decline on the review the first time >.<) so here's what I got:
- The first two quest objectives appear to be mislabeled. They look more like quest names than objectives.
- You have a LOT of dialogue fail options in the beginning. One or two is alright but after that they lose their charm.
- The trees in the sewers look great. Thought they were a nice touch.
- The segmented carpet in one of the hallways looks odd. If you can make them run into each other I think it will look better. *edit* It's really just because it is so perfectly spaced. It makes it look like some poor guy's job is to straighten every part multiple times a day
- The traps you have set up stop companions from following you past them. It's not bad the first time, but the 2nd time with the fire guys it kept causing one of the big ones to glitch and just stand still (the one I wasn't attacking).
- The jumping puzzle was unexpected, but well executed.
- At one point you fight 2 Nasher Rebels back to back. One of them is skinned to look human, but they both have the same name.
- The Warden in the jail cell area glitched both times I fought him. I think it has to do with my companion getting trapped in walls/cells. Not sure how to fix that. The fight after was pretty cool.
*edit* Yes, he was freezing in the middle. Could be the node.
- The door that you have to figure out how to unlock is backwards, and causing an odd animation when opening it. It's not too bad though, and honestly I prefer them opening out myself. But the Foundry editor is picky
- I liked the general decoration. The floating debris at the end in particular caught my eye.
- I don't really understand why the miners are there. Are they expanding the tunnels? They seem a bit out of place. Also, having to click the torch in order to click the door was odd.
Overall the pacing was good, the designs were nice. I think you could flesh out the story a bit more though.
**spoilers**
I assume the little girl was the daughter of the Necromancer that was killed there? It seemed implied, but I don't remember anything really making the connection. Does the ghost ever name the necromancer? If not, adding that his last name was Hexbane would help that out.
*edit* I think it would be a great idea to tie them in! You could even name the necro A... Hexbane so it would seem like he had resurrected and written all the notes. Then you get a Shyamalan twist at the end when it's actually his daughter out for revenge.
NW-DPTTECLTF - Cindy Jones and the Holy Stein. A simple but hopefully entertaining foray into the world of Foundry.
I'll have to look at the first two quest objectives because I'm not sure what you mean exactly.
The segmented carpet was actually on purpose to give it an older look. I'll touch it up a bit.
As far as the traps go, I was having the same problem with my companion. For some reason, traps in the foundry don't work like they do in the live game. The arrow traps, when disabled, would still fire... Maybe I'll just take them out.
For some reason, the 2nd Nasher Rebel was skinned like a guard when I first put him out, so I changed the look. I'll rename him.
I'm not sure how the Warden was glitching since it hasn't for me, but I'll look into it. If it's him running to the middle of the room, that is because I have some ambush markers placed there for the next fight. I'll see about making those activate after he dies.
The doors were a pain in the neck for me. The patch just before the foundry went down changed the animation on opening them, but it also made it to where some doors would open before the objective was met. I'll have to look into it.
I'm honestly not sure what the miners are doing there either! It was probably just a quick encounter placement.
The necromancer actually had nothing to do with the main storyline, but that is a great idea to add him in, maybe as the father.
Thanks again!! I'll have a go at your quest when I'm off work tonight.
Comments
Code: NW-DCCEQXP4D
Code: NW-DCCEQXP4D
- The first two quest objectives appear to be mislabeled. They look more like quest names than objectives.
- You have a LOT of dialogue fail options in the beginning. One or two is alright but after that they lose their charm.
- The trees in the sewers look great. Thought they were a nice touch.
- The segmented carpet in one of the hallways looks odd. If you can make them run into each other I think it will look better. *edit* It's really just because it is so perfectly spaced. It makes it look like some poor guy's job is to straighten every part multiple times a day
- The traps you have set up stop companions from following you past them. It's not bad the first time, but the 2nd time with the fire guys it kept causing one of the big ones to glitch and just stand still (the one I wasn't attacking).
- The jumping puzzle was unexpected, but well executed.
- At one point you fight 2 Nasher Rebels back to back. One of them is skinned to look human, but they both have the same name.
- The Warden in the jail cell area glitched both times I fought him. I think it has to do with my companion getting trapped in walls/cells. Not sure how to fix that. The fight after was pretty cool.
*edit* Yes, he was freezing in the middle. Could be the node.
- The door that you have to figure out how to unlock is backwards, and causing an odd animation when opening it. It's not too bad though, and honestly I prefer them opening out myself. But the Foundry editor is picky
- I liked the general decoration. The floating debris at the end in particular caught my eye.
- I don't really understand why the miners are there. Are they expanding the tunnels? They seem a bit out of place. Also, having to click the torch in order to click the door was odd.
Overall the pacing was good, the designs were nice. I think you could flesh out the story a bit more though.
**spoilers**
I assume the little girl was the daughter of the Necromancer that was killed there? It seemed implied, but I don't remember anything really making the connection. Does the ghost ever name the necromancer? If not, adding that his last name was Hexbane would help that out.
*edit* I think it would be a great idea to tie them in! You could even name the necro A... Hexbane so it would seem like he had resurrected and written all the notes. Then you get a Shyamalan twist at the end when it's actually his daughter out for revenge.
I'll have to look at the first two quest objectives because I'm not sure what you mean exactly.
The segmented carpet was actually on purpose to give it an older look. I'll touch it up a bit.
As far as the traps go, I was having the same problem with my companion. For some reason, traps in the foundry don't work like they do in the live game. The arrow traps, when disabled, would still fire... Maybe I'll just take them out.
For some reason, the 2nd Nasher Rebel was skinned like a guard when I first put him out, so I changed the look. I'll rename him.
I'm not sure how the Warden was glitching since it hasn't for me, but I'll look into it. If it's him running to the middle of the room, that is because I have some ambush markers placed there for the next fight. I'll see about making those activate after he dies.
The doors were a pain in the neck for me. The patch just before the foundry went down changed the animation on opening them, but it also made it to where some doors would open before the objective was met. I'll have to look into it.
I'm honestly not sure what the miners are doing there either! It was probably just a quick encounter placement.
The necromancer actually had nothing to do with the main storyline, but that is a great idea to add him in, maybe as the father.
Thanks again!! I'll have a go at your quest when I'm off work tonight.
Code: NW-DCCEQXP4D
Sending it now.
: D
Code: NW-DCCEQXP4D