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Riddles in the dark. V 1.25 Final - NW-DLEWTKWKD

lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
edited June 2013 in The Foundry
Riddles in the Dark (Part 1) Version Final (Further improvement will be dialogue only, fixing typos. I'm happy for all those nitpicks you can give me. ) - NW-DLEWTKWKD

Brethren of Five, by Draedis@lolsorhand
Short Code:NW-DLEWTKWKD
Mission Type: Indoor/Outdoor. Storyline/Delve and Exploration.
Average Duration:20-40 minutes.
Amount of Combat: Medium/heavy
Difficulty: Normal/Hard - Sliders control this, and point out what they do.
Starts at: Protectorate, Neverwinter.
Maps: 8, (Home in Protectorate, Meeting Place, The Golden Rooster, Camp, Encounter, Caverns, Shore Camp, Letters in red.)

Suggestions: Read what the conversations say, it's quite important and at some points, certain wordings will have dire consequences.

Mission Summary: After meeting with a mysterious stranger, and heard his offer to find a measly little letter for a good payment, you've decided to (Hopefully) take up on the offer and set off to your first clue of finding this letter. A man named Gromy lives in an encampment quite far away from Neverwinter.

Description:

Storyline/Delve with areas for you RPers/Explorers. (Difficulty builds up, last area being harder than the caverns. Enemies avoidable.)
(For those who are interested in the main plotline, exploration is rewarded.)
Difficulty: Solo: Normal/Hard | Duo: Easy/Medium - Party: Easy

(This map is the first part of the campaign "Brethren of the Five." )

I believe this to be as done as I can make it currently. Only improvements that follow now will be in dialogue, such as typos. So again, all typos you see, please report them.

---Screens <(^^)<

Below is a small point of interest in the Brethren's camp.

RFy592Ll.jpg

Below is from the chase scene.

1Ef3Ejsl.jpg

Below is from the Bat'Nak tribe's caverns.

cTPJRIGl.jpg

And finally, below is from the last area.

qjXl6y7l.jpg

---

Safe travels out there!

I have posted this map here in a post before, this will be for the whole campaign. (Was new to the forums back then, sorry for the inconvinience.)

Drae
I like turtles.

Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
Post edited by lolsorhand on

Comments

  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    Review trade anyone? :)
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    I'll definitely check this out later tonight. :) You do not have to play mine. :cool: Hey, guys, let's get lolsorhand some plays! ;)
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    runis12 wrote: »
    I'll definitely check this out later tonight. :) You do not have to play mine. :cool: Hey, guys, let's get lolsorhand some plays! ;)

    :3 I would surely approve. Going to update some details on a minor thing, npc names, typos ( surely some are left ) but i've tried my best, i do fix those who people notice. But the quest itself is done, and so are the areas imo. But bed time now, 4 am almost here in Sweden. I'm happy for all playthroughs though, keep in mind there will be 4-5 parts, maybe even six.. But with each map taking 2 weeks or so to do, with many hours put into the map every day. It will be some time before the campaign gets finished.

    For those that stay tuned, i doubt you'll regret it though! (Also will play through your campaign, maybe start tomorrow or so. My brain is mush from editing. )
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    Though still up for trading. Not much for the trade but i do like trying different foundries, the review just something i usually do anyway.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    1.27 Dubblet of letter fixed, added fx, and added a easier way of getting back up from the ship at Shore camp. All in all just minor improvements to the general feel. :)
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    Come now, anyone alive in here? :) *Shakes forum about.*
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • hekl3rposthekl3rpost Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 20 Arc User
    edited June 2013
    I appreciate you showing interest in Immortalis. I hope you got a chance to play through it.

    I ran through Riddles in the Dark.

    I really liked the cave system you built and some of the detail work. I think this quest has a lot of potential.

    I took some notes:
    First area the bushes are moving really fast as if in heavy wind but the rain in the same area seems calm. That same area uses a lot of ground fog. Its too much in my opinion or it just doesn't seem to fit. The air above the fog is clear but the ground has this blanket of fog. It just seemed jarring, my opinion. The names of the individual maps are quest objectives, perhaps you can change the map names to something a little more immersive. Talking to one of the Clerics of Kelemvor at the beginning of the quest; dialog option #2 just did not make sense with the introduction.

    Mid-way through the quest the player is chased by a massive horde of enemies. The inquisitive player I am I wanted to investigate the actual size of said horde. Unfortunately my scouting yielded fatal results and the horde of enemies got the best of me. Now the problem came when I tried to rez. I rezzed back into the horde and almost instantly died. Luckily I play a rogue so I just stealthed away from the horde, but I am not sure how any other class would have gotten out of that. I consider that issue map breaking, but I was able to continue.

    During the later dialogs the NPCs will be standing and then as soon as dialog initiates they take a conversational pose that is dramatically different. I suggest matching up the idle behaviors with conversational behaviors to avoid a jarring transition.

    This quest has some combat/NPC issues. The quest NPCs tank almost every encounter. The quest NPC that follows you around takes all of the aggro and just cowers as the mobs beat on her. I found it very helpful, so helpful in fact that most of the encounters meant I simply had to stab a bunch of mobs in the back. At the end of the quest the big fire NPC just cowers near the buildings as all of the encounters beat on him.

    Some issues with aesthetics. I noticed the mushroom near the ghost NPC is floating in midair. One of the big purple portals clips into the ground. Portals should never be in the ground, its insulting to portals ;). Lots and lots of skybox. I don't like visible skybox. That cave is full of waterfalls, just put some water tiles down and cover up that naked skybox. Same with the sky, just put more rock or actual sky effects if it is intended to be open. I like the open feel and the organic look of the cave. You put in some good details.

    I can tell you have put significant work into this map. I really like your cave system as a whole. You can fix all of the issues and it will be a fantastic map. You have a great foundation, just have to keep at it and polish it up.
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    hekl3rpost wrote: »
    I appreciate you showing interest in Immortalis. I hope you got a chance to play through it.

    I ran through Riddles in the Dark.

    I really liked the cave system you built and some of the detail work. I think this quest has a lot of potential.

    I took some notes:
    First area the bushes are moving really fast as if in heavy wind but the rain in the same area seems calm. That same area uses a lot of ground fog. Its too much in my opinion or it just doesn't seem to fit. The air above the fog is clear but the ground has this blanket of fog. It just seemed jarring, my opinion. The names of the individual maps are quest objectives, perhaps you can change the map names to something a little more immersive. Talking to one of the Clerics of Kelemvor at the beginning of the quest; dialog option #2 just did not make sense with the introduction.

    Mid-way through the quest the player is chased by a massive horde of enemies. The inquisitive player I am I wanted to investigate the actual size of said horde. Unfortunately my scouting yielded fatal results and the horde of enemies got the best of me. Now the problem came when I tried to rez. I rezzed back into the horde and almost instantly died. Luckily I play a rogue so I just stealthed away from the horde, but I am not sure how any other class would have gotten out of that. I consider that issue map breaking, but I was able to continue.

    During the later dialogs the NPCs will be standing and then as soon as dialog initiates they take a conversational pose that is dramatically different. I suggest matching up the idle behaviors with conversational behaviors to avoid a jarring transition.

    This quest has some combat/NPC issues. The quest NPCs tank almost every encounter. The quest NPC that follows you around takes all of the aggro and just cowers as the mobs beat on her. I found it very helpful, so helpful in fact that most of the encounters meant I simply had to stab a bunch of mobs in the back. At the end of the quest the big fire NPC just cowers near the buildings as all of the encounters beat on him.

    Some issues with aesthetics. I noticed the mushroom near the ghost NPC is floating in midair. One of the big purple portals clips into the ground. Portals should never be in the ground, its insulting to portals ;). Lots and lots of skybox. I don't like visible skybox. That cave is full of waterfalls, just put some water tiles down and cover up that naked skybox. Same with the sky, just put more rock or actual sky effects if it is intended to be open. I like the open feel and the organic look of the cave. You put in some good details.

    Now the chase scene, it does tell you to run. And if you die, they usually will reset. ( Turn green as in stop attacking you, this just happened to me and a friend today and i kind of got a laugh from it. It it intended. - It tells you to run, and explains you do have a horde after you. Being the hardcore GM i've always been, in Pen and Paper, and such. I put a horde there. But i do give several warning signs for it, no?

    The NPC tanking the enemies is also intended to make Soloing the quest easier. As requested by a few players ( 5-6 or so. ) Still, one you damage them you gain aggro. You wish to gain more aggro, merely attack the ones charging the NPC.

    Portals can only be changed via the numbers in the foundry editor, which i may also check into. ( Though mind, will take some time to figure out. The mushrooms, i haven't noticed. But will fix that tomorrow as the rest of this probobly. I tend to work quite swiftly with updates.

    Adding Sky effects will make the quest/map lag quite alot for many players. I know this because i playtest the map with three different PCs, one quite bad, similiar to a laptop, one mid-range and one more of the high-range PC. The fog effects being a clear example of doubting them, they make the most of the systems stutter. ( As in drop fps or such. )

    I will look into all of the above tomorrow, be asured.

    I can tell you have put significant work into this map. I really like your cave system as a whole. You can fix all of the issues and it will be a fantastic map. You have a great foundation, just have to keep at it and polish it up.

    i'll give you a reply point by point here,

    Bushes and the way they move, i can do nothing about. Neither can i add sound effects like wind and such because they don't work. ( I've tried with several other effects, doesn't work simply put. )

    The way the npc works, is most probobly intended. 99% of the times. But the animations are just too clunky.. They move like i want them to, but too clunky. - (I will check into this matter with a few playthroughs as i usually do, and you might see a difference in 24+ hours. Going to bed soon because of cider :3

    PS.
    This map has been made alot easier, alot. I wanted it to be a challenge, and think it still does to some degree. But it is, quite alot more easy. (I tried making it failable but i realized with the current mechanics, it is just more frustrating than anything else in the end. )

    But i can't help but feel, you are trying to find errors in the quest/map rather than give it a review. I'm pleased either way because I do look into things noted by people. And some above, It's just estranged. - Since many of the things you've taken note of, is in the root a foundry problem itself.

    - I cannot make a follower NPC fight/nor act "smarter" in anyway without constaly respawning her/him or it. And if i do change the NPC into a fighting one, it's merely a guard that -Kills- your XP. Literally.

    I do know to change the skybox on the first camp, but to add waterfalls and such to the caverns would kill fps for many players currently enjoying the map. It's not about being lazy because i'm one of those persons who makes sure everything (details) is set right, if it's not i just have to fix it.

    But these points you make, most are just... So wierd? Don't you think? Bushes moving to fast? And calling that jarring? - You know it is a foundry limitation lol. I cannot control the physics or animations of most objects. Just a final thought, i find it so.. Very wierd/estranged that you would even mention the mushrooms being slightly off-ground. (Not that i won't fix it, I surely WILL. But, of all the things you could take notice on, this was it? - I'll take it as a compliment :P)

    - Anyway,thanks for the bump and the notes. I will as i said, look into them. - I doubt i will be adding waterfalls because of the fps drops which follows with many players.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    I've looked into the above, and will release an update to certain things.
    (Mind sounds are so glitched in the foundry/author compared to Live.. Most sounds does -Not- work when a map goes live.)

    Caverns - Reworked.
    The ground fog is intended, but lessened now.
    The foundry does not give me the possibility of changing enviroment physics. ( As far as I know of. )
    Chase Scene remains unchanged. (A full party can... Can, fight the hord. )
    Portal may or may not be changed. Also added further details and improved as i walked through the quest.

    This update will be published within 1-2 hours.

    PS.
    Thanks for the input.

    Edit: The foundry be lagging so hard, but 1.3 will be up soon. (Text marker bug where it jumps about so i can't edit any text either, meh. )
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    Yeah, so the map is stuck on V. 1.28, when the map should have been 1.29, and today 1.3. Just hope Cryptic solves this issue so the reworked/improvements will get out.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    Publishing, will be up within 20 minutes.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • anrix2anrix2 Member Posts: 175 Bounty Hunter
    edited June 2013
    I just tried to run this. There are some assets that I came across that were floating. The skull lamp in the first house, a large mushroom on the next map, a flag decal on the map after that one. You may want to run through and double check your details.

    Additionally, if there is an objective to fight or run, it would be nice if the mobs you were running from would despawn when you made it to where you are suppose to get to, or don't advise the player to stay ahead of the horde, and just ask them to kill it. I was able to avoid the gnolls for the most part, but came to the gate where there was a pack of gnolls guarding it but the group of goblins, with an ogre did not despawn and I was insta killed.

    The music, the maps, the level of detail was really good up until this cavern, its just the cavern is too much. I would require the combat to be toned down, before being able to complete this.

    I made it into the goblin area and combat escalated to quickly. I came to a barricade and there was a large group, no matter which one I tried to pull, the entire set of groups would aggro, this is pretty much a roadblock for me atm as a level 60 CW.
    A solo or group hack-n-slash: Mage Masher

    A short solo hack-n-slash: The Dirty Dwarf
  • zahinderzahinder Member Posts: 897 Arc User
    edited June 2013
    Yeah. I tried to play this.

    The chase scene was way too much -- I couldn't run fast enough to get away from enemies, and once in combat, about 6 other enemy groups joined in and killed me. And then the respawn point was crawling with enemies which killed me in seconds. (As a 60 cleric)

    Combine that with no noticeable story to that point and a somewhat incoherent plotline, and... yeah. Done.

    (Maybe it gets much better after that point, but I guess I'll never find out!)
    Campaign: The Fenwick Cycle NWS-DKR9GB7KH

    Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?

    Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?

    Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
  • anrix2anrix2 Member Posts: 175 Bounty Hunter
    edited June 2013
    zahinder wrote: »
    Yeah. I tried to play this.

    The chase scene was way too much -- I couldn't run fast enough to get away from enemies, and once in combat, about 6 other enemy groups joined in and killed me. And then the respawn point was crawling with enemies which killed me in seconds. (As a 60 cleric)

    Combine that with no noticeable story to that point and a somewhat incoherent plotline, and... yeah. Done.

    (Maybe it gets much better after that point, but I guess I'll never find out!)

    I just read the in game description, it states that this is best run with at least two people, minimum. I am not sure if I will be able to play through this, because I am a solo player.
    A solo or group hack-n-slash: Mage Masher

    A short solo hack-n-slash: The Dirty Dwarf
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    anrix2 wrote: »
    I just tried to run this. There are some assets that I came across that were floating. The skull lamp in the first house, a large mushroom on the next map, a flag decal on the map after that one. You may want to run through and double check your details.

    Additionally, if there is an objective to fight or run, it would be nice if the mobs you were running from would despawn when you made it to where you are suppose to get to, or don't advise the player to stay ahead of the horde, and just ask them to kill it. I was able to avoid the gnolls for the most part, but came to the gate where there was a pack of gnolls guarding it but the group of goblins, with an ogre did not despawn and I was insta killed.

    The music, the maps, the level of detail was really good up until this cavern, its just the cavern is too much. I would require the combat to be toned down, before being able to complete this.

    I made it into the goblin area and combat escalated to quickly. I came to a barricade and there was a large group, no matter which one I tried to pull, the entire set of groups would aggro, this is pretty much a roadblock for me atm as a level 60 CW.

    This is an issue that popped up as they updated the foundry, atleast from what I can tell. ( Sometimes they work as intended, sometimes not. Because I had to take into consideration they did not even spawn before the patch unless you came close. They have a patrol speed of 1-3 varying. So people should be able to keep away from them even if they do spawn. But because the foundry is down, I can't update or fix this. - I do have this noted because i've noticed it myself.)

    And I will also rework the combat in the cavern further, and the last area. (Because, there are too many solo players out there, I can't leave you all out to dry :3) - Might put in a slider for solo/duo or party in the cavern. Or remove/reposition enemies.
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
  • lolsorhandlolsorhand Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 981 Bounty Hunter
    edited June 2013
    zahinder wrote: »
    Yeah. I tried to play this.

    The chase scene was way too much -- I couldn't run fast enough to get away from enemies, and once in combat, about 6 other enemy groups joined in and killed me. And then the respawn point was crawling with enemies which killed me in seconds. (As a 60 cleric)

    Combine that with no noticeable story to that point and a somewhat incoherent plotline, and... yeah. Done.

    (Maybe it gets much better after that point, but I guess I'll never find out!)

    What you would have noticed however is, If the horde cathes you once. - They will return to their original position before the fight. But if you read above post, you will see why this is as it is. (Or this would be fixed 3 days ago.)
    but came to the gate where there was a pack of gnolls guarding it but the group of goblins, with an ogre did not despawn and I was insta killed.

    You pulled the Ogre with group then. They are not on patrol, and not even close to the sides. They are placed far to the middle for a reason, so you've must have aggroed them.

    And this quest have been soloed by the following,
    Great Weapons Fighter
    Guardian Fighter
    Wizard
    Cleric
    Trickster Rogue

    The above through 20-60, and all on 60. It's a quite easy quest to solo until you hit about 40. (They you need to plan ahead a bit. The goblin fight is a tough one but with potions not too hard, especially since you have a spawnpoint to trigger about 10 feet behind them.)

    And how the goblin chieftain fight is soloable, you dodge their aoes and focus the easy ones down first. ( As in sharpshooters. ) It isn't something you run through as solo, usually takes abit of time. Though possible to run through in 20 min or so with the higher dps classes.
    Combine that with no noticeable story to that point and a somewhat incoherent plotline, and... yeah. Done.

    That is the point, did you not read the dialogue? I won't state it here but, is clear. - And plotline is to get that letter. Not sure what you find incoherent about it? - Things happen in-between you reaching the city, is that incohorent? Things do get explained, just a shame you gave up so soon. :3

    Currently running through Part 2 at level 30 duo, Wall of Madness activated. Still no problems. (Takes time however since elites.)
    I like turtles.

    Brethren of the Five, Campaign. - Story focused
    The Dwarven Tale - Hack 'N Slash
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