Ok so my husband woke up about a week ago with a fantastic idea for a quest, which he asked me to build. It has now turned into 3. The first one is finally ready for public consumption.
Saving Lameer
NW-DAIPRDQUX
A young girl in the city is seeking help for her home of Lameer. She is claiming that strange creatures have been attacking her town. Many have gone missing. Most of those remaining are too afraid to leave their homes. The Duke seems unable or unwilling to do anything. Will you go and discover the secret of Lameer? Can you stop whatever evil is plaguing their village?
Story
Balanced Combat
Explorable options
FULLY Customized
Post edited by cristakat on
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Comments
orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
Ok so my husband woke up about a week ago with a fantastic idea for a quest, which he asked me to build. It has now turned into 3. The first one is finally ready for public consumption.
Saving Lameer
NW-DAIPRDQUX
A young girl in the city is seeking help for her home of Lameer. She is claiming that strange creatures have been attacking her town. Many have gone missing. Most of those remaining are too afraid to leave their homes. The Duke seems unable or unwilling to do anything. Will you go and discover the secret of Lameer? Can you stop whatever evil is plaguing their village?
Story
Balanced Combat
Explorable options
FULLY Customized
I am about to take a look at this now, it looks fun.
Would you mind taking another look at "The Demonweb Game" and seeing if the portal works for you now. (it is the second in the campaign but you played the first one previously.) Me and several other people have done it find so whatever you encountered then should work now.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
I had a chance to run Saving Lameer today. I enjoyed the quest ad the scenery. Nice job on designing the village. The story was well written and the combat through out was smooth. Good work!
I did notice a few things on my run ...
-in the prison cell areas, the first cell I found and the last cell I found, had 2 interactions. First one seemed to just be a sound, like a portcullis being opened and the second one opened the door. Seemed a little odd.
-the prison area, while well designed, seemed a little sparse on the details. For a prison, you would think it would be a little more dirty.
-Excellent job on the various costume designs, was really nice to see different things. Though some of the undead encounters seemed to have the default costumes.
-In the fight with the alchemist, the assistant is stuck partly inside the book case and can't move. Might want to move her a bit further away so she can move around to fight. I was still able to kill it.
When you have the time, please run Temple of the Winds NW-DM5JFJ3UL
Campaign: Ashmadai Incursion
[1] Devils in the Sewer : NW-DQ9WRV8HX : Daily Eligible : Featured
[2] The Summoning : NW-DGG95NROO : Daily Eligible
[3] Temple of the Winds NW-DM5JFJ3UL : Daily Eligible
Played, reviewed, starred, tagged. I would have tipped but I've evidently used up my tipping for the day already.
Overall: This is a very enjoyable quest, with some interesting story elements and fun characters. I think you've done a whole lot more work on the settings this time around and it really shows. I think that you could put more details here and there, and there are a few things missing, but overall, really well done. I like your little hidden spies and thieves, it's a twist that I've only ever seen you use and it's fun.
The strongest feature of this quest was the costumes. Far and above the rest. The characters would be second, and the settings third. Some of the combat scenarios were 'out of the box' in terms of them just being an encounter group without any protocols, but the combat was varied, well balanced, and kept you guessing; which is good.
I gave this quest a 4/5. With some more detail work on the settings, and some fixes for NPC, enemy, and object labels this would be a 5.
I have some detailed notes below, a few typos, and some curious things that I noticed. I also included some links to screenshots for some graphical glitches I noticed.
I'd also appreciate more feedback for my quests if you get the chance.
"The Divinity of Lankeshire" by @casmelak
Short Code: NW-DF7Y9QTCM
"A Time for Death" by @casmelak
Short Code: NW-DDVSHT5TY
SETTING -- Lameer
++++++++++++++++
Details
++++++++++++++++
+I like how you've used the trees and fence with bushes. Nicely laid out.
-A hay decal in front of one of the houses on the west side of town is floating slightly.
-The horse in the south of town is labeled 'Horse 1'.
-Interactive tree is labeled 'Tree 01'
-Consider adding stone fencing and maybe a few pillars along the road south of town to the castle. Maybe some cart tracks or something to show that it's traveled.
-This is something I'm getting into the habit of telling everyone, cause it's even an issue in Cryptic content. Instead of sinking the houses into the ground to make them level, put foundations under them. The Netherese floor parts work particularly well for this, but you can also use the big cave rocks with flat tops. Sink the rocks or floors into the ground to provide a level surface for the house.
+I love the little garden and all the trees, and the path that the guard patrols.
-Consider adding clusters of grass in spots, maybe some tufts along the walls, and more bushes and/or planter boxes between and in front of houses.
+I love the big trees and castle backdrop to the north, but the south and east look a bit bare in comparison. Maybe some 'high rent' style mansions for the upper crust?
-The center and left wall sections in front of the house immediately east of the garden looks like they're floating a bit.
-Consider throwing a portcullis or gate in the arch where the player spawns rather than an invisible wall.
-South-east most house is floating a bit.
-East section of the south facing stone wall around the house immediately north of the well is floating a bit.
-Knight patrolling on the south wall of the castle is labeled 'Foulspawn Hulk'
-I'd recommend not using the prefab 'campsite' inside the castle grounds. To fit the ground you'd sunk it a bit and a number of items attached to it are sunk as well. You can reproduce the campsite effect with the individual 'square tent' models and some details.
+I love the castle grounds in general. The little pond around it is very well done.
-The north most 'stable' is floating a bit, and there's a hay bale sticking through the southmost one.
SETTING -- Sewer
++++++++++++++++
Details
++++++++++++++++
+I like the exploration and open feel. I found the little mini-boss. That was fun to roam in.
-The green gas vents are a little...odd. Not that they're there, but that they're so symmetrical. Symmetry works better for most things, but I think that, in this instance, it would be better if they were irregularly placed. They'd look more like leaks than decoration that way.
-The arched wall separators you're using like to glitch out like crazy. Not sure that you can do anything about it, seems like a Cryptic issue. Just figured you should know.
-I went through a wooden dungeon door, and came out of a hole in the floor?
+Millie is awesome
+'baffoon'...epic! it's spelled 'buffoon' though. Not sure if you had to change it to get around the filters.
-Why can't I free the poor tiefling!
-The guards in the far south section of the dungeon, past the prison cells, are just standing there. Maybe give them a table, a fireplace, maybe have them be gambling?.
+Stella's rockin' the fishnets!
-There is, at one point, what I assume is an Ogre Savage, costumed like a twisted, stretched-out, tiefling; and it's labeled, 'Drow'. Is that to demonstrate just how messed up mutated it is that it's a Drow that looks like that?
- I checked a barrel between two shadar-kai shadowblades 'feigning death' and out popped a kobold labeled, 'Kodold Minion2' with no dialogue.
+++++OOOOOHHHH. I REally like the section of the dungeon with the blood pools and zombies. Seriously the best part of the whole quest. Highlight reel stuff, seriously.
-All the potions and books over the alchemists table are floating. not sure if that's on purpose. Maybe add an effect to the table to make it look enchanted? There's a blue haze effect that would work nicely there.
Comments
I am about to take a look at this now, it looks fun.
Would you mind taking another look at "The Demonweb Game" and seeing if the portal works for you now. (it is the second in the campaign but you played the first one previously.) Me and several other people have done it find so whatever you encountered then should work now.
I had a chance to run Saving Lameer today. I enjoyed the quest ad the scenery. Nice job on designing the village. The story was well written and the combat through out was smooth. Good work!
I did notice a few things on my run ...
-in the prison cell areas, the first cell I found and the last cell I found, had 2 interactions. First one seemed to just be a sound, like a portcullis being opened and the second one opened the door. Seemed a little odd.
-the prison area, while well designed, seemed a little sparse on the details. For a prison, you would think it would be a little more dirty.
-Excellent job on the various costume designs, was really nice to see different things. Though some of the undead encounters seemed to have the default costumes.
-In the fight with the alchemist, the assistant is stuck partly inside the book case and can't move. Might want to move her a bit further away so she can move around to fight. I was still able to kill it.
When you have the time, please run Temple of the Winds NW-DM5JFJ3UL
[1] Devils in the Sewer : NW-DQ9WRV8HX : Daily Eligible : Featured
[2] The Summoning : NW-DGG95NROO : Daily Eligible
[3] Temple of the Winds NW-DM5JFJ3UL : Daily Eligible
Clan Ravenclaw : NW-DU3QXH237 : Daily Eligible
Children's Babble : NW-DUD5EUH8A : Daily Eligible
Solstice Academy : NW-DRJG6BIZM : Daily Eligible
NW-DAIPRDQUX
====================================
Played, reviewed, starred, tagged. I would have tipped but I've evidently used up my tipping for the day already.
Overall: This is a very enjoyable quest, with some interesting story elements and fun characters. I think you've done a whole lot more work on the settings this time around and it really shows. I think that you could put more details here and there, and there are a few things missing, but overall, really well done. I like your little hidden spies and thieves, it's a twist that I've only ever seen you use and it's fun.
The strongest feature of this quest was the costumes. Far and above the rest. The characters would be second, and the settings third. Some of the combat scenarios were 'out of the box' in terms of them just being an encounter group without any protocols, but the combat was varied, well balanced, and kept you guessing; which is good.
I gave this quest a 4/5. With some more detail work on the settings, and some fixes for NPC, enemy, and object labels this would be a 5.
I have some detailed notes below, a few typos, and some curious things that I noticed. I also included some links to screenshots for some graphical glitches I noticed.
I'd also appreciate more feedback for my quests if you get the chance.
"The Divinity of Lankeshire" by @casmelak
Short Code: NW-DF7Y9QTCM
"A Time for Death" by @casmelak
Short Code: NW-DDVSHT5TY
SETTING -- Lameer
++++++++++++++++
Details
++++++++++++++++
+I like how you've used the trees and fence with bushes. Nicely laid out.
-A hay decal in front of one of the houses on the west side of town is floating slightly.
-The horse in the south of town is labeled 'Horse 1'.
-Interactive tree is labeled 'Tree 01'
-Consider adding stone fencing and maybe a few pillars along the road south of town to the castle. Maybe some cart tracks or something to show that it's traveled.
-This is something I'm getting into the habit of telling everyone, cause it's even an issue in Cryptic content. Instead of sinking the houses into the ground to make them level, put foundations under them. The Netherese floor parts work particularly well for this, but you can also use the big cave rocks with flat tops. Sink the rocks or floors into the ground to provide a level surface for the house.
+I love the little garden and all the trees, and the path that the guard patrols.
-Consider adding clusters of grass in spots, maybe some tufts along the walls, and more bushes and/or planter boxes between and in front of houses.
+I love the big trees and castle backdrop to the north, but the south and east look a bit bare in comparison. Maybe some 'high rent' style mansions for the upper crust?
-The center and left wall sections in front of the house immediately east of the garden looks like they're floating a bit.
-Consider throwing a portcullis or gate in the arch where the player spawns rather than an invisible wall.
-South-east most house is floating a bit.
-East section of the south facing stone wall around the house immediately north of the well is floating a bit.
-Knight patrolling on the south wall of the castle is labeled 'Foulspawn Hulk'
-I'd recommend not using the prefab 'campsite' inside the castle grounds. To fit the ground you'd sunk it a bit and a number of items attached to it are sunk as well. You can reproduce the campsite effect with the individual 'square tent' models and some details.
+I love the castle grounds in general. The little pond around it is very well done.
-The north most 'stable' is floating a bit, and there's a hay bale sticking through the southmost one.
SETTING -- Sewer
++++++++++++++++
Details
++++++++++++++++
+I like the exploration and open feel. I found the little mini-boss. That was fun to roam in.
-The green gas vents are a little...odd. Not that they're there, but that they're so symmetrical. Symmetry works better for most things, but I think that, in this instance, it would be better if they were irregularly placed. They'd look more like leaks than decoration that way.
-The arched wall separators you're using like to glitch out like crazy. Not sure that you can do anything about it, seems like a Cryptic issue. Just figured you should know.
Screenshots:
http://www.flickr.com/photos/49563417@N00/12042601464/
http://www.flickr.com/photos/49563417@N00/12042509433/
SETTING -- Dungeon
++++++++++++++++
Details
++++++++++++++++
-I went through a wooden dungeon door, and came out of a hole in the floor?
+Millie is awesome
+'baffoon'...epic! it's spelled 'buffoon' though. Not sure if you had to change it to get around the filters.
-Why can't I free the poor tiefling!
-The guards in the far south section of the dungeon, past the prison cells, are just standing there. Maybe give them a table, a fireplace, maybe have them be gambling?.
+Stella's rockin' the fishnets!
-There is, at one point, what I assume is an Ogre Savage, costumed like a twisted, stretched-out, tiefling; and it's labeled, 'Drow'. Is that to demonstrate just how messed up mutated it is that it's a Drow that looks like that?
- I checked a barrel between two shadar-kai shadowblades 'feigning death' and out popped a kobold labeled, 'Kodold Minion2' with no dialogue.
+++++OOOOOHHHH. I REally like the section of the dungeon with the blood pools and zombies. Seriously the best part of the whole quest. Highlight reel stuff, seriously.
-All the potions and books over the alchemists table are floating. not sure if that's on purpose. Maybe add an effect to the table to make it look enchanted? There's a blue haze effect that would work nicely there.