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[UGC] The Halls of the Forgotten - New Epic Campaign!

ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited May 2013 in The Foundry
[UGC] The Halls of the Forgotten (A three part Campaign)

Quest: Torment of Autumn's End
Author: Ellindar
In-game handle: @ellindar
Quest type: Indoor / Outdoor epic; Balanced quest with time spent on presentation and balancing story, exploration and combat.
Recommended party size: 2 is ideal, however solo is definitely do-able just a bit more difficult (expect to take potions and possibly die once or twice)
Duration: Average play time is 30 minutes
Quest Code:

The first quest in the Hall of the Forgotten Campaign begins an epic story of an ancient evil unleashed. From the town of Autumn's end and their festival to the confrontation of a flesh eating witch to the depths of the Elder Crypt. This quest is for players who like to have some of everything!

WARNING: There ARE a couple of parts you DO need to read the dialogue! I have gone to lengths to ensure the dialogue is concise and more to the point (much shorter but with flavor), but VALUABLE. A couple of points in the quest you must search for things that the quest tracker will NOT lead you to! If you're just looking for a quick exp grind quest this one is NOT for you!

NOTEWORTHY: Do yourself a favor and die once while in the Crypts to see a neat little side part if you like cool looking effects etc !

I am already starting work on the 2nd quest in the campaign but will be updating this first quest with all of the feedback I get. I really appreciate feedback here or in game mail! Thanks so much in advance!

Version 1.4 UPDATE (5-13-2013)


Thanks to ALL the feedback given so far mostly in game! Here are the updates for v1.4

Bug Fixes:
1. Corrected the objects in the witches cave so that they are there when you walk in but not clickable, become available at the time of choice and disappear correctly.

2. Erased a random dancing citizen who appeared after an encounter

3. Fixed some effects in the crypt that started too early

Enhancements:
1. Added a full background to the village so that there is no more peering off into plain flat of the map.

2. Witch's cave on the outside has been very spruced up adding an actual cave entrance with some eerie atmosphere outside.

3. Generally made the village map more littered with trees and environment. (and will still be adding)

Version 1.3 UPDATE (5-6-2013)


Thanks to ALL the feedback given so far mostly in game! Here are the updates for v1.3

Bug Fixes:
1. The elder forgotten ghost wandered and shouldn't have making it extremely hard to do the quest turn in. First fix didn't work, deleted the npc altogether and put in a new version.

Enhancements:
1. Added a fully epic boss fight at the end of the crypts to escape! Added several new effects to the fight and to the escape thru the crypt.

2. FULLY instituted surrounding foilage / trees on the village map. No more just bare hills for explorers but a wooded wonderland completely surrounding the village hillsides. (wanderers may find wildlife in those woods that aren't too friendly!) Polishing even more to come as I use the last remaining asset budgets for the village on grass, brush and surprise locations for explorers.



Version 1.2 UPDATE!!!

Thanks to ALL the feedback given so far mostly in game! Here are the updates for v1.2

Bug Fixes:
1. Fixed and issue with the Forgotten Elder Spirit items that wouldn't let you complete if more than one player character picked up items.

2. Fixed an issue with the ghost that flies along the hallways in the crypt

3. Fixed a spawning issue that sometimes caused players to spawn inside the stairs of the crypt

4. Corrected music in Witch's Cave

5. Had some outages after changing the crypt hall lengths where the elder forgotten ghost wandered and shouldn't have plus an invisible wall preventing the player from leaving the crypts. All corrected.

Enhancements:
1. Due to the great feedback it was said the hallways were way too long in the crypts. I have shortened them all! They are now butting up against rooms to make sure its the shortest path available. This should make things a little less drawn out!

2. Added several new encounter in the crypts during explore time of wandering mobs

3. Added a new boss fight to the end of the crypt that is still being tweaked. Expect effects to be added to the fight itself and a variation of mobs and tactics to follow!

Bugs outstanding:
1. I need to make the 3 items needed for the crypt quest available to gather even before the quest is in progress in case curious d&d players decide to not leave rooms unexplored before they move along the quest (will be done tonight)

2. Music on the outdoor maps simply do not work. This is not a bug in the mission but unfortunately a bug in the foundry.

COMING SOON
1. Look for wandering encounters around the high grounds aroudn the village of wild animals.
2. Ground effects and environment to fill in for the outskirts of the village and its map (includes the crypt entrance area)
3. Removing any typos in the dialog
4. The end boss fight to be an effect spectacular
5. Lots more assets added to create an even more creepier effect all throughout the crypts

Enjoy some screenshots!

screenshot_2013_05_04_23_10_48.jpg

screenshot_2013_05_04_23_16_56.jpg

screenshot_2013_05_04_23_25_29.jpg

screenshot_2013_05_04_23_31_22.jpg
Halls_Sig.jpg
Post edited by ellindar1 on

Comments

  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    (Would very much appreciate reviews after you complete the quest too please, its definitely very important for us to have them! Thanks again!)
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Sorry for the bump but in need of reviews please! This was weeks in the making, with some painstaking efforts put into details and effects. Really would appreciate some help in getting reviews and feedback!
    Halls_Sig.jpg
  • shorlongshorlong Member, Neverwinter Beta Users Posts: 286 Bounty Hunter
    edited May 2013
    I will be playing some later today, this looks good. Would it be doable by a level 10 control wizard and level 10 rogue with lots of pots?
    My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.

    RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    shorlong wrote: »
    I will be playing some later today, this looks good. Would it be doable by a level 10 control wizard and level 10 rogue with lots of pots?

    I've actually found the quest easiest with 2 players. You will need pots but will be in good shape. Be sure to die in the cyrpts if you don't seem to be dying on your own. :) And tyvm, I really appreciate it.
    Halls_Sig.jpg
  • s2798s2798 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Hello Ellindar! I wanted to leave you a review here I also gave you one in game. I must say I was refreshed to see that the quest actually represented what you wrote here. Extremely balanced between story, combat and even exploration. (I haven't seen many if any that have used items like you have and especially making the choice you make seem so dramatic!

    Another thing I felt was extremely balanced was the use of environments. A village festival, a witch's cave (extremely creepy in there btw, so well done.) and a huge crypt made dungeon. Some details I want to point out to other players who might try this quest: a ghost that flies high above you going down endless hallways that disappears if you try to catch up and reappears wandering down some other hallway. Have not see. This effect before. I died once in the crypts (I did the quest solo) and found that your spirit world was extremely cool. Spirits floating all around and whatever effect you used on the open archways there was fantastic.

    Things I noticed will need corrections (hope you don't mind) teleporter in the crypts could be walled in just a bit for a better look. Your text on all of the interactions need to fit the 'hit F to'. Also some dialog typos so a review of that.

    Otherwise this is now currently my favorite foundry endeavor and I HIGHLY recommend this to everyone on here. Thanks for the time you've put in on this and now I'm anxiously awaiting the second quest with my candle kept in my inventory! (Yes,the path of fire for me!)

    Edit: I also wanted to state quickly that for those players who don't like reading novels to get thru a quest that this one really is very precise dialog, easy to read and no slow down or getting bored. Very good mix in my opinion
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I appreciate the feedback! I had already started work on fixing the interaction texts. I agree completely with doing a bit of walling in on the teleporter in the crypt.

    Thanks for noticing the ghost in the crypts. Getting him to float on his path high above you took some work lol. And a lot of frustration! I will put some screenshots in here of the witch's cave and the halls of the dead. Thanks again!

    More feedback is very appreciated!!!
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Updated to version 1.2 thanks to fantastic feedback! Please keep it coming!
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Added a new boss fight to end the crypts! Please let me know what you think.

    (would love some replies if you're running it or have run it, starting to feel like I'm updating for no one! lol)

    Also would a video trailer or more screen shots help?
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    well, nearing 150 views but only 2 real responses, I'm willing to start begging for some replies :) I'm THIS close to start offering Astral Diamonds for reviews,plays and replies lol. Something like:

    1. 5 star review, plus review comments on the quest, plus a reply here with likes dislikes, suggestions, praises = 500 astral diamonds
    2. 4 star review, plus review comments on the quest, plus a reply here with likes dislikes, suggestions, praises = 400 astral diamonds
    3. 3 star review, plus review comments on the quest, plus a reply here with likes dislikes, suggestions, praises = 300 astral diamonds

    1 & 2 star reviews get nothing. LOL

    Its funny how so many of those 1 room kill em all quests can get so many plays and reviews but these quests we spend literally weeks and hundreds of hours trying to create something unique, etc is so hard to get folks to look at.

    At any rate, I'm seriously considering at this point lol.
    Halls_Sig.jpg
  • s2798s2798 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    well I know I don't count since I'm one of the two lol, but I'm going to run it again with all your changes. I'll let ya know!
  • staalkbhstaalkbh Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I know how you feel hehe, I will play through your map soon, and add my thoughts.
    In case you wish to check mine out feel free to look me up in the foundry, same author name as the user name here.
  • shorlongshorlong Member, Neverwinter Beta Users Posts: 286 Bounty Hunter
    edited May 2013
    I spoke with you yesterday during running it. I mentioned the issues with running it in a group. Is the issue with teh items still there? I'm going to try to talk my wife into running it agian, but I make no guarantees! If nothign else, I will run it solo.

    The other big issue that we had was the overall size. With so much running around in these huge areas, either the halls need shortened or there needs to be fights along the way. Anything to break teh monotony.

    There was also one other issue. I am sure the story was good, but my wife ran to everyone first and she doesn't read, she just clicks. However, what little bit I did get to read, the opening seemed somewhat rushed. There were also issues of getting to the witches cave and the crypt. Maybe add them a little closer with a little more cover (especailly the witch cave) as once you got over there it didn't look to good.
    My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.

    RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    @staalk - consider it done as soon as I'm off work. I would love to trade reviews with you and / or anyone else who'd like to do the same. Just say so here and you'll have mine!

    A couple of things to know staalk, interact text isn't corrected yet and the end boss encounter i just put in will get some clean up and polish tonight with effects. Otherwise what you see in my OP under coming soon, bugs outstanding, etc. should give ya all ya need to know! thanks again bro!
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    shorlong wrote: »
    I spoke with you yesterday during running it. I mentioned the issues with running it in a group. Is the issue with teh items still there? I'm going to try to talk my wife into running it agian, but I make no guarantees! If nothign else, I will run it solo.

    The other big issue that we had was the overall size. With so much running around in these huge areas, either the halls need shortened or there needs to be fights along the way. Anything to break teh monotony.

    There was also one other issue. I am sure the story was good, but my wife ran to everyone first and she doesn't read, she just clicks. However, what little bit I did get to read, the opening seemed somewhat rushed. There were also issues of getting to the witches cave and the crypt. Maybe add them a little closer with a little more cover (especailly the witch cave) as once you got over there it didn't look to good.

    Yep! if you look at my original post here I am updating it with everything I've done (take a look at it for all the essentials) but to summarize the one big complaint I had was size of the halls in the crypts and they were drastically shortened. To the point I don't know if I could fit the rooms any tighter lol. It still has that grand feel to it even after doing this simply because the rooms are big etc. So it really did make it better. Added wandering encounters after you talk to the first quest guy and you're off to go looking for items. Also fixed the exact issue you had with multiple people picking up items. Each turn in is now a separate talk to him, so any person with the next item can do the talking! Also added an end boss fight that will get polished tonight.

    THE ONLY thing I didn't get changed was the fact you'd like to be able to pick up the items before that quest starts. Just didn't have time to throw it in last night but will tonight.

    As for your comments about it being a bit barren up in the hills around the village, if you look at my Coming Soon notes I already even addressed it in there as all of that will be filled in with wilderness, etc. and even wadering wild animal encounters for explorers! :)

    Thanks for checking back in!
    Halls_Sig.jpg
  • staalkbhstaalkbh Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    ellindar1 wrote: »
    @staalk - consider it done as soon as I'm off work. I would love to trade reviews with you and / or anyone else who'd like to do the same. Just say so here and you'll have mine!

    A couple of things to know staalk, interact text isn't corrected yet and the end boss encounter i just put in will get some clean up and polish tonight with effects. Otherwise what you see in my OP under coming soon, bugs outstanding, etc. should give ya all ya need to know! thanks again bro!

    Sure thing, also have a note, I have my first 2 parts up, and Part 3 is published but mainly for testing/trailer purposes, so don't bother with that if it is being listed now.

    Will write my thoughts after I played through it.
  • shorlongshorlong Member, Neverwinter Beta Users Posts: 286 Bounty Hunter
    edited May 2013
    ellindar1 wrote: »
    Yep! if you look at my original post here I am updating it with everything I've done (take a look at it for all the essentials) but to summarize the one big complaint I had was size of the halls in the crypts and they were drastically shortened. To the point I don't know if I could fit the rooms any tighter lol. It still has that grand feel to it even after doing this simply because the rooms are big etc. So it really did make it better. Added wandering encounters after you talk to the first quest guy and you're off to go looking for items. Also fixed the exact issue you had with multiple people picking up items. Each turn in is now a separate talk to him, so any person with the next item can do the talking! Also added an end boss fight that will get polished tonight.

    THE ONLY thing I didn't get changed was the fact you'd like to be able to pick up the items before that quest starts. Just didn't have time to throw it in last night but will tonight.

    As for your comments about it being a bit barren up in the hills around the village, if you look at my Coming Soon notes I already even addressed it in there as all of that will be filled in with wilderness, etc. and even wadering wild animal encounters for explorers! :)

    Thanks for checking back in!

    Good to hear! I look forward to trying it again soon! I will hopefully hit 15 soon and I can start using the foundry (I only get to play one quest a night cause I play with my wife and I work long hours...but I just hit 11, so, soon!!!) you will have to try out the first part in my 10 quest, 3 campaign saga!
    My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.

    RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Staalk I will look at both parts!

    Shorlong: Will do! You just let me know when its up!
    Halls_Sig.jpg
  • dzogendzogen Member Posts: 550 Arc User
    edited May 2013
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Added a 1.3 update to the OP! Please check the details!
    Halls_Sig.jpg
  • amateur2100amateur2100 Member Posts: 1 Arc User
    edited May 2013
    I was just posting as the 1.3 update came in but some major things that me and my friend found during our playthrough which made it so we would have to restart it from the beginning to finish.

    - Within the Witch's Hut you are able to see something interactable in the corner. Upon the first visit to the Hut you are unable to reach the object. The second time around we wanted to see if we could click it and this time we could. However, the object was apparently the statue within the room that you go to when you die in the crypts. When we used the statue it spawned us inside the statue. Our only choice was to use it again at which point we fell through the world. When we respawned, we respawned in the crypt death area. The issue is that you can no longer talk to the angel of death and the portal that is usually in the room is no longer there. There is no means of leaving the room besides the leave dungeon button on the mini map. This reset our progress and it was pretty late at night and we went to bed but just wanted to leave this bug here for you to see.

    Otherwise, It was a great run. Me and my buddy were in skype and were making voices for all of the characters and it was very fun to play. It was kind of a downer that we were not able to finish the quest off but of what I saw the story was well put together. The point of reference that my character is from this town when she clearly isn't was a bit of a turn off but I got over it :)
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Ugh and you were right at the end! VERY good catch. You actually go to the halls of the dead if you die in the witch room as well and it will send you back to the witch's cave if you do! That's why you see that there, its the teleporter that brings you in, but in the SECOND time you go into the cave that's actually a duplicate of the map and I bet I didn't raise it high enough darn it!!! SO sorry you didn't finish but now you can make one more run and see the brand new stuff and not get stuck! :) thanks SO much for replying and finding that particular bug! Off to fix it right now~!
    Halls_Sig.jpg
  • kyriduskyridus Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I'll play through it again as I got cut off before I could finish reviewing/giving it 4 (and a half it would be!) stars, in game.

    I'll take the easy way out and say we really enjoyed it, and that these problems I'm about to list should be considered in that light - this is mostly nitpicking.

    So, here's the things that kept it from being 5 stars (spoilers inc likely):

    - The area surrounding the town was desolate, it really...I hate to say this, but I will...broke immersion. It was flat plains stretching off into eternity which kept it from feeling like it was a solid location in the world. Fixes for that: Have the witches cave/crypts be distinctly separate maps accessible from the main map without exposing us to that flat wasteland outside of town.

    - That final encounter: With the instructions 'Escape the crypt' we tried to do just that, like Indiana Joneses with boulders of crypt guardians rolling down on us. We acquired quite a train by the end - which would be OK, but with the insane amount of knockdowns/knockbacks affecting us we were robbed of any chance to even respond. We should have fought our way out. Nice death room though, save that one for reuse for sure.

    - The battles surrounding the 3 objects were a bit wonky in tuning, one was tough, one we blinked and it was over, and the wolves were somewhere in between. I think you could get away with making those 3 fights all as tough as the spiders as they're fairly climactic elements of the adventure.

    And lastly, this actually another plus I forgot to mention elsewhere, we actually had to retrace our steps to find one of the items, and really search, which we liked. Maybe loot was covering it when we were initially in the room, but whatever the reason, having to look around was kinda fun.

    Thanks and good work. We'll certainly play through again next time it's updated.

    If you get some time, have a run through mine (name/code in signature).
    'Cullwood Outpost' NW-DC4BNASDA
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    kyridus wrote: »
    I'll play through it again as I got cut off before I could finish reviewing/giving it 4 (and a half it would be!) stars, in game.

    I'll take the easy way out and say we really enjoyed it, and that these problems I'm about to list should be considered in that light - this is mostly nitpicking.

    So, here's the things that kept it from being 5 stars (spoilers inc likely):

    - The area surrounding the town was desolate, it really...I hate to say this, but I will...broke immersion. It was flat plains stretching off into eternity which kept it from feeling like it was a solid location in the world. Fixes for that: Have the witches cave/crypts be distinctly separate maps accessible from the main map without exposing us to that flat wasteland outside of town.

    - That final encounter: With the instructions 'Escape the crypt' we tried to do just that, like Indiana Joneses with boulders of crypt guardians rolling down on us. We acquired quite a train by the end - which would be OK, but with the insane amount of knockdowns/knockbacks affecting us we were robbed of any chance to even respond. We should have fought our way out. Nice death room though, save that one for reuse for sure.

    - The battles surrounding the 3 objects were a bit wonky in tuning, one was tough, one we blinked and it was over, and the wolves were somewhere in between. I think you could get away with making those 3 fights all as tough as the spiders as they're fairly climactic elements of the adventure.

    And lastly, this actually another plus I forgot to mention elsewhere, we actually had to retrace our steps to find one of the items, and really search, which we liked. Maybe loot was covering it when we were initially in the room, but whatever the reason, having to look around was kinda fun.

    Thanks and good work. We'll certainly play through again next time it's updated.

    If you get some time, have a run through mine (name/code in signature).

    Can't say thanks enough for this review! Exactly the type of feedback I'm looking for. I'm really glad you enjoyed it. Lets get on to those suggestions!

    1. The map itself. Yes unfortunate with the maps they give us or if you use the empty maps that desolation is there. Did you try it after 1.3? At that point I surrounded the entire village in a wooded area to minimize that. The witches cave should have had trees all over and a bit of fog. I will at this again tonight. I also put hills behind the crypt so you didn't notice the flat wasteland behind. I totally agree with this assessment however and do have some asset space left to try to minimize this even further so I will look after work!

    2.yes that escaping the crypt part really is meant to be hectic and possibly have you make bad decisions :) my own son did the exact same thing you guys did lol. I'm hesitant on this one for a couple of reasons. The first is, do I give it away and place quest text that's says kill everything to escape and sort of ruin that hectic decision making? The second is if the wrong decision is made, it almost guarantees one trip to the halls of the dead which I really hope people get to see once! What's your thoughts?

    3. The 3 item battles. Agreed here. Adding some dynamics tonight to increase the intensity of the other two fights.

    4. The items aren't the easiest to find. One in particular. You either love this or hate it and I've had both. (But i made this quest for those like me who love a little exploration :)

    Thanks again look forward to your thoughts
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Kyridus my goal is to get those in before you rate it so I can get that 5 star so give me a couple hours this evening :) and btw myself and a friend are running yours tonight!
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    @amateur2100 I hope you guys at it thru again I would recall appreciate the rating and I think you will really enjoy the new effects a d environments and I did remove that teleporter in the second trek to the cave!
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I have added a new 1.4 update with corrections and enhancements! Thanks again to everyone who has taken time so far to give feedback! The path to the Halls of the Forgotten lead on through the pass of the Frost Giants, this second quest for the Halls of the Forgotten is in development right now. A ceiling maxed ice fortress dominating the landscape is not only for show.. YOU WILL be able to explore the outside and inside WITH ZERO map transitions. The enormous size of the fortress was built block by block and questing will take part all through it on 7 different levels built inside the actual structure itself all in real size!!! Look for a teaser video soon of part two of The Halls of the Forgotten: Ask Not When the Thunder Comes!
    Halls_Sig.jpg
  • s2798s2798 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    The new changes are fantastic. I love the boss fight at the end of the crypts and very well done on the effects. (the witch's cave outside of it is much improved and looks great!)
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    s2798 wrote: »
    The new changes are fantastic. I love the boss fight at the end of the crypts and very well done on the effects. (the witch's cave outside of it is much improved and looks great!)

    Thanks! I have just uploaded a video teaser of the second quest (gonna make a different post for it but here's the link)
    Its of the enormous frost giant fortress I've created:

    http://www.youtube.com/watch?v=Kgn11po_pSM&feature=youtu.be
    Halls_Sig.jpg
  • ellindar1ellindar1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    For those following, Quest 2 of the Halls of the Forgotten is nearing completion! Look for it within the week!
    Halls_Sig.jpg
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