test content
What is the Arc Client?
Install Arc

"Back to the.. PAST!" NW-DIP7Q55UT by OoKeNnEtHoO

klkcahboy90klkcahboy90 Member Posts: 340 Arc User
edited April 2014 in Foundry Quest Database
Hi, I have just published my second foundry and direct sequel to "A Simple Request" NW-DIC2E7M9Z.

It is called

Back to the.. PAST!
NW-DIP7Q55UT
http://cloud-4.steampowered.com/ugc/3336346434506334393/6AAFCDEB08171BB70A794760D0B0F94A5B87DCB1/


As per before, if you find any mistakes or bugs, please do let me know here or send me an in-game mail @OoKeNnEtHoO. Much appreciated=)

Thank you.



DrakenARTZsteam has helped me do a video review for this quest.

It is in 3 parts.

Part 1: http://www.youtube.com/watch?v=Ki5JPDpguBc&list=UU0aM1MZ3sTPjh_5byhojtLg&feature=share&index=2

Part 2: http://www.youtube.com/watch?v=yf5Jq1iHYvk&feature=share&list=UU0aM1MZ3sTPjh_5byhojtLg&index=1

Part 3: http://www.youtube.com/watch?v=yTlg3UXCnqA&feature=share&list=UU0aM1MZ3sTPjh_5byhojtLg

Thank you, DrakenARTZsteam=)



Link to the other thread: http://nw-forum.perfectworld.com/showthread.php?632051-quot-Back-to-the-PAST!-quot-NW-DIPQ55UT-by-OoKeNnEtHoO

Link to my thread in Scribe's Enclave:
http://neverwinterugc.guildlaunch.com/forums/viewtopic.php?t=10057713&p=35656537&gid=348044#35656537
Post edited by Unknown User on

Comments

  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2014
    I'll play this soon. (And hopefully manage to finish it on the first try this time)

    If you are trading reviews, any chance you could give "Part I: The Heroes' Tomb" a try?
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2014
    Ok, playing through now.

    1.) You may want to move the tavern entrance as it will lock lower level players out of your quest in its current location. (Unless that is intentional)

    2.) Yay! The bandits don't look like Nashers.

    3.) The captives didn't get their weapons stolen by the bandits?

    4.) Was the lesser vampire supposed to be so big?
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    Ok, playing through now.

    1.) You may want to move the tavern entrance as it will lock lower level players out of your quest in its current location. (Unless that is intentional)

    2.) Yay! The bandits don't look like Nashers.

    3.) The captives didn't get their weapons stolen by the bandits?

    4.) Was the lesser vampire supposed to be so big?

    1. I was worried about this but I wanted Helm Hold's battle in progress feel since the realm is supposedly under attack by Bane and Bhaal.

    2. Haha..yeah. They are reskinned Nashers.

    I can't get rid of their voices and it's a little too far into production to change all the encounters of the bandits for that entire map.

    However, I think I have a solution.

    I might add some interactables to tell the players they are "The Gnasher" (their bandit leader's name) but the rebellion thing will need some other tweaking.

    I'll look into it.

    3. Haha..that is a very good point!

    Maybe I will put some weapons on the floor.

    The idea is that after you killed that Bandit Brute standing in front of them, they will fight for you but I forgot to show where they pull their swords out from.

    Thanks, I'll look into this.

    4. Yup. Remember Guardian Eugene said something huge with no skin crawled out of a hole and started attacking everyone?

    That's the thing=)

    I forgot to add the hole it crawled out of though in the abandoned mine map since I haven't decided where would be best to put it.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    I'll play this soon. (And hopefully manage to finish it on the first try this time)

    If you are trading reviews, any chance you could give "Part I: The Heroes' Tomb" a try?

    I have finished The Heroes' Tomb and left a review.

    I'll put the detailed version up soon.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2014
    1. I was worried about this but I wanted Helm Hold's battle in progress feel since the realm is supposedly under attack by Bane and Bhaal.

    2. Haha..yeah. They are reskinned Nashers.

    I can't get rid of their voices and it's a little too far into production to change all the encounters of the bandits for that entire map.

    However, I think I have a solution.

    I might add some interactables to tell the players they are "The Gnasher" (their bandit leader's name) but the rebellion thing will need some other tweaking.

    I'll look into it.

    3. Haha..that is a very good point!

    Maybe I will put some weapons on the floor.

    The idea is that after you killed that Bandit Brute standing in front of them, they will fight for you but I forgot to show where they pull their swords out from.

    Thanks, I'll look into this.

    4. Yup. Remember Guardian Eugene said something huge with no skin crawled out of a hole and started attacking everyone?

    That's the thing=)

    I forgot to add the hole it crawled out of though in the abandoned mine map since I haven't decided where would be best to put it.


    1.) Makes sense.

    2.) My sound doesn't work so I actually didn't notice the voices. I was commenting on the costumes. For some reason I always see bandits looking like Nashers in the foundry so it was nice to fight bandits with custom costumes.

    4.) I guess I missed that, I was a little distracted around that part.

    Thanks for playing mine too.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2014
    I saw your review in so since I am logging off, I thought I would respond to what you had in there first.

    1.) That pesky floating tomb is still there?! I am positive I fixed that earlier.

    2.) Yes, there are quite a few more parts coming to the story.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    I saw your review in so since I am logging off, I thought I would respond to what you had in there first.

    1.) That pesky floating tomb is still there?! I am positive I fixed that earlier.

    2.) Yes, there are quite a few more parts coming to the story.

    Yup=)
    http://cloud-4.steampowered.com/ugc/3335220155868530599/2A0E147CC32575522AEE15174BAA98ADE3DE0B36/

    Maybe it's a foundry bug.

    I don't know why but sometimes some changes we do and published just don't seem to register.

    When you played my quest, there should have been a part where there's some female initiate body. That's actually the "kidnapped" princess who joined the order.

    There should be lots of blood there but no matter how I edit it, it only shows in foundry but not in live.

    Could be the very same issue as your floating tomb.

    By the way, the detailed review is now in your thread.
    http://nw-forum.perfectworld.com/showthread.php?630731-Review-Trade-Part-I-The-Heroes-Tomb&p=7516031&viewfull=1#post7516031
  • josephskyrimjosephskyrim Member Posts: 356 Arc User
    edited March 2014
    Heya Kenneth!

    If you are doing trades I wouldn't mind more plays and reviews on this quest of mine:
    One Step to Darkness [NW-DNJC9SK7A]

    So I played Back to the.. PAST! Again, very impressive work. I especially like your maps and music usage. :D

    Here are some notes I made while playing through. Again things you may or may not want to fix:

    Pretty brave to start at Helms Hold. Characters (especially alt characters leveling through the foundry) who are under level 30(?) don't have that zone on their map yet, limiting your audience.

    Tavern - just waiting for a fight to start! Stone cold Steve is a little short! :P

    Duncan:
    Her Eminence have forgiven -> has forgiven

    Elena:
    He splt the crystal -> He split the crystal

    Diary:
    I can't beiieve -> I can't believe

    Bandits are rebels? This one is probably too hard to switch now (I have the same problem with One Step).
    Funny to hear them say "our cause is just" though.

    Rescued Captives say "Lets kill some bandits!" and upon victory say "Thank god I took fencing lessons in the past!". Uh, I thought you -wanted- to kill bandits!

    At Aquila:
    Whoa, got into a fight really quickly there - and wasn't sure if the soldiers were actually bad or not. Also, doesn't killing people in the past mess up the present? (I'm sure the grand wizard will sort it out) :P

    Merchants still line up after killing soldiers? Also what's with the strange lady asking for a duel... is she really just meant to show up out of nowhere?

    Why are people lining up to enter an abandoned, haunted mine?

    Can an unmounted guardian fighter jump the broken fence? (important to test this one just to be sure)

    Mining Rules book -> extra "." between 5. and 6.

    First vampires are doomed against ranged attacks. The mine carts prevent them from fighting back.

    Bloody Note at mine entry:
    Reword "I don't know what we saw but Guardian Thomas and us have managed"
    ->
    "I don't know what we saw but we have managed"
    or
    "I don't know what we saw but Guardian Thomas managed"

    Enter mines, turn right - door opens into geometry. (hard to fix, again I've run into this problem myself elsewhere!)

    Training dummies in rocks, went copy paste berserk? :P

    Guardian's off screen death is odd when talking to Elizabeth. No suggestions on how else to do it at that point though. If you wanted you can do something similar with what happens in my map "Dirty Rats" to one NPC but that requires a whole focus beat spent just on them, and given you've been fighting that creature type a lot on the way to the temple it's probably not worth it.

    Looks like the jewel has yet been removed. -> hasn't yet

    Silvana Player response:
    Yes I supposed so -> Yes I suppose so.

    The strange lady at Aquila was... spying on them. Ok. But she comes from beyond the big gate. Does this mean she had papers? How'd she get papers? :O


    Also, glad I got to fight the scum bag at the end this time! I did get caught by surprise by the jewel guardians though, which is silly since the first jewel guardians did the same! :P
    If you can't stand on a chest, it is a mimic!
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    Heya Kenneth!

    If you are doing trades I wouldn't mind more plays and reviews on this quest of mine:
    One Step to Darkness [NW-DNJC9SK7A]

    So I played Back to the.. PAST! Again, very impressive work. I especially like your maps and music usage. :D

    Here are some notes I made while playing through. Again things you may or may not want to fix:

    Pretty brave to start at Helms Hold. Characters (especially alt characters leveling through the foundry) who are under level 30(?) don't have that zone on their map yet, limiting your audience.

    Tavern - just waiting for a fight to start! Stone cold Steve is a little short! :P

    Duncan:
    Her Eminence have forgiven -> has forgiven

    Elena:
    He splt the crystal -> He split the crystal

    Diary:
    I can't beiieve -> I can't believe

    Bandits are rebels? This one is probably too hard to switch now (I have the same problem with One Step).
    Funny to hear them say "our cause is just" though.

    Rescued Captives say "Lets kill some bandits!" and upon victory say "Thank god I took fencing lessons in the past!". Uh, I thought you -wanted- to kill bandits!

    At Aquila:
    Whoa, got into a fight really quickly there - and wasn't sure if the soldiers were actually bad or not. Also, doesn't killing people in the past mess up the present? (I'm sure the grand wizard will sort it out) :P

    Merchants still line up after killing soldiers? Also what's with the strange lady asking for a duel... is she really just meant to show up out of nowhere?

    Why are people lining up to enter an abandoned, haunted mine?

    Can an unmounted guardian fighter jump the broken fence? (important to test this one just to be sure)

    Mining Rules book -> extra "." between 5. and 6.

    First vampires are doomed against ranged attacks. The mine carts prevent them from fighting back.

    Bloody Note at mine entry:
    Reword "I don't know what we saw but Guardian Thomas and us have managed"
    ->
    "I don't know what we saw but we have managed"
    or
    "I don't know what we saw but Guardian Thomas managed"

    Enter mines, turn right - door opens into geometry. (hard to fix, again I've run into this problem myself elsewhere!)

    Training dummies in rocks, went copy paste berserk? :P

    Guardian's off screen death is odd when talking to Elizabeth. No suggestions on how else to do it at that point though. If you wanted you can do something similar with what happens in my map "Dirty Rats" to one NPC but that requires a whole focus beat spent just on them, and given you've been fighting that creature type a lot on the way to the temple it's probably not worth it.

    Looks like the jewel has yet been removed. -> hasn't yet

    Silvana Player response:
    Yes I supposed so -> Yes I suppose so.

    The strange lady at Aquila was... spying on them. Ok. But she comes from beyond the big gate. Does this mean she had papers? How'd she get papers? :O


    Also, glad I got to fight the scum bag at the end this time! I did get caught by surprise by the jewel guardians though, which is silly since the first jewel guardians did the same! :P


    Hey, thank you so much for finding these!

    I'll look into them.

    I'll help review yours too when I next log in.

    Thank you so much=)


    Regarding the Helm's Hold thing, it's because I wanted the whole battle in progress with the devils/ashmadai thing since the player did kind of caused a big screw up in the first quest (realm facing inevitable destruction).

    The lower level players actually can still accessed it but it is just very dangerous.

    I went with my friend at level 9 (me) and level 8 (him). We died once to imps because he thought he could take them but it is possible to reach the door without dying.

    However, I do agree that it does lock out the lower levels due to scaring them off the area.

    I was using a dwarf guardian fighter so the jumping of the fence is possible. The player just have to jump from the rubble but I have a feeling you tried the barrel, right? My friend did the same.

    The soldiers and the commander are bad but just because they are following orders. They are led by a General Zarruk Abhal (full name is found in the painting at Camp Aquila). You may find his last name very familiar since you played the first one=)

    They are on orders to capture a cult which has "kidnapped" the princess and hence the security and papers check (this is hinted in the dialog with Commander Rosan and the dead female initiate in the mountain area).

    The big gate leads to the other part of the forest and then there will be other paths along the way but they are not shown in quest. That area in the past is actually the exact same area in the present (2nd map where you head to rendevous point).

    It is just that in the present, the wall is already broken (there was a battle with a dragon - hinted by the dragon bones and weapons stucked in them- and many years have passed) and the bandits have taken that area so in a sense if the other side of the big gate is shown, you will be seeing the bandits area in the past which was a village (hinted by the broken village pieces in the present) but this will not be shown.

    The training area is a single detail object. I tried covering up some bits that are out of place with rocks but I may have missed one. Thank you so much for spotting it.

    Eunice and her men are all incognito and I didn't thought of the papers issue. I'll think about this one because it is true that she must have crossed the gate to get to camp Aquila. Thanks for bringing this up=)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    TheArtGuy Plays Neverwinter 09: Back to the.. PAST!: http://youtu.be/kfLJOa5e3lM

    A video of the quest by TheArtGuy.

    Though he only did half the quest due to an unfixable bug which caused him to think the quest ended but it is still a good video nonetheless.

    Thank you to TheArtGuy for making this.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    9 more plays to make it eligible for daily.

    Please help.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    It is now sitting at 13 plays so 7 more to eligibility.

    A big thank you to the 2 who took the leap of faith.

    With the current reward system, it is very hard for a quest longer than 15mins to get plays, short of the author having a featured quest, so I really appreciate it. Thanks!
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited April 2014
    Hurrah!

    Just 3 more plays and it will be eligible for daily=)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited April 2014
    Moving this post over to this thread.
    melinden wrote: »
    I played with my level 60 DC. The sets were original and well detailed. This story was not as clear as the previous one was. Some of the lead up material to get into the mine didn't make much sense and the material with Lady Keelarg (spelling?) -really- didn't make much sense given the lore of the Forgotten Realms. I think the story might be more effective if you streamlined it.

    Play through notes:

    -you may want to tilt the crates in front of Leynes so they follow the contour of the ground.
    -several of the shrubs on the rendezvous point map look like they are floating
    -in the Somewhere in the Past map you have a tent at the camp of the adventurer's family. The tent you are using right now is the one without the wires attached, there is another one with the wires attached and that one will look better there.
    -there are a couple of times in the dialogue in which the player is addressed as male, this isn't always the case and isn't with my character
    -since the fake super chests are causing you some problems, why don't you switch them to crates?
    -a number of the corn stalks are floating
    -I have to admit the prologue to getting into the mines didn't make much sense. It all centered around getting papers to get into someplace....but the place was an abandoned mine? Why was it guarded and why did the merchants want to get in there?
    -inside the mine the tool station is floating a little bit off the ground
    - in the book just after the gate into the mine, "weird" has the E and I transposed
    -the part with Lady Keelarg didn't make much sense in terms of your story or the lore of the Forgotten Realms. I would recommend you consider changing it.

    Hi, thank you so much for playing it!

    1. I'll look into the crates, shrubs (most of it is preplaced unfortunately but if the one you are talking about isn't, I'll go adjust its y-axis) and the tent. Thanks for finding these=)

    2. Do you roughly remember which dialog it was? I've tried to reduce the amount of gender references as much as possible but I may have missed some.

    If you mean the soldier referring to you as Sir, I don't really know what I should change it to. Maybe, I'll use "civillian" but it just doesn't feel as strong. I'll think about this particular dialog.

    If you remember any other dialog with gender reference, please let me know. Thanks.

    3. I'll think about using crates to hold the papers.

    4. The corn stalks are preplaced so unfortunately I can't do anything about them.

    5. The story is that you travel back in time to stop the 3 jewels from being removed. After you went back into the past, you will ask for directions from the first person you see. This person is actually the mad warrior you killed in the first quest in Windrun (he dropped the blue jewel). He will reappear in the 3rd one which will center on the blue jewel. Why he went mad will be explained too.

    The map used for the somewhere in the past is the exact same one as the rendevous point (I'm actually happy that you don't realise this because that means I altered it enough to make it seem like years have passed).

    There are some hidden backstory to what happened like the fight with the dragon. I didn't really explain those to the player in detail since they are not part of the main story so they are only found by hints here and there (dragon bones in rendevous map and toothy the dragon in the somewhere in the past map - It's in Viting family farm).

    Thus, beyond the wall is not the abandoned mine.

    Beyond the wall is the bandit area and in the rendevous map, you see broken villages along the way, right?

    If the map beyond the wall is shown, it would have been a village so the merchants are not queuing up to go to an abandoned mine.

    They are queueing up to go to the other side of the forest and you are simply trying to cross the wall to get to the other side to continue the path that the adventurer traced on the map.

    It is a transition that is not shown because that would just make the map even longer and it adds nothing to the story but just show you travelling. I would probably run out of budget too (the rendevous map hit the 1500 detail cap).

    As to why the gate is locked in the first place, General Zarruk Abhal (full name disclosed in the potrait at the camp - last name should sound very familiar if you remember the first quest) has ordered for it to be closed to people without papers, and hence without screening, because the princess is "kidnapped" by the "cult" and he is trying to catch as many of the members as possible.

    The princess is the dead initiate you find in the mountains map (hinted by the text). Obviously since she is an initiate, she was not kidnapped as claimed by the general.

    6. Thanks for finding the tool station and the book! I'll look into them.

    7. I won't be changing Lady Keelarg. She is actually a reference to Quelaag from Dark Souls. I'm not really following the lore of Forgotten Realms to the fullest. I just borrow some parts of it, as stated in the campaign's journal text. The only thing I'm not happy about her is that I cannot edit the drider costume.


    Thank you so much for playing it and providing me with this review.

    With the current reward system, it is really hard for quests with more than 15 mins to get plays, short of being a featured author, so I really appreciate it. Thank you=)
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited April 2014
    This quest is now eligible for foundry. Hurray!
Sign In or Register to comment.