I know this is sort of a repost, but didn't have all the information in the original one.
Campaign: Moradin-Tournament of Champions by
@wilkerson83Short Code: NW-DL57W4OXU
Mission Type: Combat/Investigative.
Duration: Duration 15-30mins
Amount of Combat: Medium
Starts at: See Nobleman Burkhard in the Protectors Enclave.
Summary: You have been invited to a Tournament of Champions in the small town of Barge.
Tips: Bring potions or friends. The last fight might be tough. This is my first foundry so any constructive criticism will be accepted.
Screen Shots: To come, as soon as I can figure them out.
Comments
Let the constructive feedback begin!
It needs alot of 3D editing. Paths, water and other decals are overlapping the flat ground - giving it a buggy and poor look (Easily fixed with 3D editing).
Trees in the arena where you fight is in the way and looks abit off. (Same goes for the poor mayor with branches that impales him. (*poor guy.*) Again, 3D editing :>
The Combatants are attacking the commoners nearby the arena where you fight. This can easily be fixed by setting the nearby commoners Behaviour to "Contact Ignore All". This will ensure their safety! (They will not cover for enemies, so if you want them to cover in fear when the undead spawns, i suggest you make the commoners nearby the arena to disappear once the tournament quests are done, then add new npcs and let them appear once the undead spawns.
The dialogs need some work, a few words comes up twice in one sentence and so on, apart from that, you are actually quite good at writing dialogs.
And therefor, you should add more story behind the quests, why did the undead appear or where could they possible come from? The Lizardfolks controlled by the red wizard part was good - BUT, it needs some story behind it, more than that they wanted an icon, bring out some imagination! :-)
A few more objectives could be added to space the killing so it doesn't get: KILL KILL KILL. <-- Common problem in foundry making.
Inspect more objects, look for clues, etc!
There was one objective (may be more) that i noticed was unnamed, the barrels. They were still named by standard, ex. Stackbarrels1. (This can be seen as you interact or inspect with the object.)
One quest where you was making sure it was all clear, you went to the reach mark and it stated it was "All clear here" but then there was a wight with his minions eating the commoners! *rawr!*
Try to add more cluster details, grass, birds, butterflies, and some background music. Background music is easily done by putting out a "sound" special and make sure to select a looping music or ambient file. This will add more feeling to the quest.
What encourage players to play your quest?
* A good story or concept is good to get them interested (I prefer both in one!)
* Make a good-looking map, again - this will make them stay once they're playing the quest.
* Background music adds a feeling for the place you're in.
* Story and Combat, find a nice balance! Right now it is kill kill mode!
All and all:
* More 3D editing, overlapping textures is scary! :<
* Dialog improvements.
* More story, imagination and fantasy are key!
* Sound and cluster details!
* Add a few more objectives between Kill enemies quest.
* On Outdoor maps, play around with "Edit Backdrop", custom your skies!
* On Indoor maps, play around with ambient light to get a nice touch.
Do not loose hope because of my 2-star rating. Infact i am quite impressed on how many different mechanics you were able to handle in your first quest - that worked properly for what it is.
If you take in some of this feedback it will greatly improve not only yours, but the players experience with the quest. I am looking forward to see you develop your quests.
Best of lucks, Croffile! <('.'<)
Shortcode copy: NW-DFQEQQ8H6
I took your suggestions to heart. As of this morning at 6:47 AM PST. I have a new and Improved Quest, All are welcome to try it out.