Thank you for the feedback, I'm fixing the bugs as we speak. Just one thing, which Metalsmith's Courtyard had the blue skies, the first or the second. The first shouldn't have any thunder and the second has a dark sunset. And yes, they are separate maps.
As for the end of quest, the first person who told me this I thought it was just a random bug, but now that it's happened twice, plus once to me one someone else's mission, I've moved the chest to the final map and re-written the final dialogue to reflect this. I hope this solves this very annoying bug. Again, thanks for the feedback.
I'll try your quest soon. Mine is in the signature. Hope you enjoy it.
Here it is:
A bit short, but packed with good level design and combat. Maybe you can make the encounters harder to make it more challenging.
Enemy designs are good and look cool. All the design have an unique fell to it.
The lighting at the first map is a bit strong, though, making it hard to see stuff.
Please try out my quest! I'll be grateful if you leave a review! Quest Tread "Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
0
incendiarywaveMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 21Arc User
edited May 2013
I'll give yours a go now. My quest is in my signature, look forward to feedback
Feedback: (also in review)
- Fun adventure, but seemed a bit short.
- Really liked the setting.
- Bloom lighting seemed a bit extreme and I was struggling to see in some parts.
- Personally, I thought the section with the floating city could have done with some floating island or rocks or something for the city to rest on, as I didn't find it very believable.
- In the section with the two rock bosses, I fell off and died as I was wheeling round the back of them. Was this intended? I found it quite hard to see the edge of the rock under the water, but I would understand if it was intentional.
The Storm Family Tale: Of Kobolds and a Woman
NW-DGXUGRSN6
Hey mate, good core for a quest. I'd tone down some of the atmospherics and wrap a little more plot/ backstory around it and I think you're' good to go. Dudes in the last fight looked quite intimidating
@snowballoYou can change the interact text on the sewer grate through the "Map Transition" step in the Story line. Ill be sure to give yours another look after I make it through everyone else's.
@cphonxThe first map of the courtyard was what I was referring to.
@crimeappleWorking on putting in another encounter, that will be heavily combat based, and should put it over the 15 minute mark. I'll also work on putting some environmental objects by the first boss area to absorb some of the light.
@incendiarywaveIm actually working on adding another encounter, that should get it above the 15 minute mark. On the bloom lighting, I tried moving objects to absorb lighting when an objective was needed, can you let me know where you were having trouble seeing, so I can fix that
Also I'm gonna look into adding a floating rock foundation for the 2nd boss area, and at putting more rocks so that the issue on the last bosses doesn't occur.
incendiarywaveMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 21Arc User
edited May 2013
Good to know you're working on feedback! The part i was having most difficulty with with the bloom was the bit where you are standing on the rocks after the first fight, looking for the portal.
The Storm Family Tale: Of Kobolds and a Woman
NW-DGXUGRSN6
0
gavell1Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Thanks for the review Skratchx.
I did not even think about placing the mobs around more.
I will work on some of your suggestions and spelling errors!
I will be working on reviewing your quests tonight.
Wayward Ruins:NW-DMBDJAWAV Author: @Gavell1
Solo or 2 players Preferred
19 Minutes Average
Outdoor~Combat
The latest patch is currently publishing, addresses both of your guys feedback/issues, if you get a chance to check it out again, please do and let me know what you think
Here are some suggestions and things I found in your quest that you might want to fix/change:
Guard encounter Bears/Wolf --- Consider using a different entity for this. Guard encounters don't work well with animals, just because the animals don't actually ever show attack animations.
Costume design --- Kedj D'Rodo's arm length isnt proportionate to his legs, doesn't look right
Zone design --- Consider lighting up the Caverns better in certain spots (ex. first room you spawn into)
Zone design --- Respawn point in the caverns is underground, needs to be raised by about 3ish feet.
Encounter design --- Consider changing Kedj D'Rodo's encounter type, him summoning undead doesnt really fit in the story. Look at the Rebel version of the same encounter type.
Encounter design --- Final boss fight, seems too easy. Add more monsters/ up the difficulty, because with the Guard encounter mobs that come to help you, he dies way too fast.
I enjoyed the idea of the quest, as well as the design of the outdoor areas.
Here are some suggestions and things I found in your quest that you might want to fix/change:
Dialogue with Frinko --- Consider starting with a generic "Hey got a second" or something, instead of just jumping right into the meat and potatoes of the dialogue.
Dialogue with Frinko --- Typo "sergent" should be "sergeant"
Dialogue with Frinko --- "I have to report to the sergent about this strange case, so can you help me to check out the situation?" consider rephrasing as "I have to report this to the sergeant, mind helping me check out the situation?".
Dialogue with Frinko --- Grammar issue, quest option "A Nasher?" to fit in with the following text, consider changing to "Seriously,a Nasher asked YOU for help?"
Dialogue with Frinko --- "When he came to me, he's bleeding so bad I thought he's gonna drop dead in front of me" needs to be changed to "When he came to me he was bleeding so badly I thought he was gonna drop dead in front of me!"
Dialogue with Frinko --- "Must be fighting some really nasty begger, huh." should be changed to "Must have been fighting some really nasty beggar".
Dialogue with Frinko --- Typo "begger" should be "beggar" (Occurs in other dialogues as well).
Dialogue with Frinko --- Grammar issue, "I'll be extra vigilant" should be "I would be extra vigilant" or "I'd be extra vigilant".
Dialogue with Wounded Nasher --- "Anyway, beware.." should be changed to "Anyways, beware..".
Dialogue with Wounded Nasher --- "Turn out.." should be changed to "Turns out..".
Dialogue with Wounded Nasher --- "One of Toby's man returned to call for help.." should be changed to "One of Toby's men left to get help..".
Dialogue with Wounded Nasher --- "losing it bad." should be changed to "losing it badly.".
Dialogue with Wounded Nasher --- Typo "Tody's from Beggars Den" should be changed to "Toby's from Beggars Den".
Dialogue with Wounded Nasher --- "He is-maybe it's "was" now isn't it-a well-liked man" should be rephrased to something like "He used to be a well-liked man"
Dialogue with Wounded Nasher --- "Not a planner, though" should be "He's not a planner though".
Dialogue with Wounded Nasher --- "Some killed by the traps, some killed by the crazies." should be "Some were killed by the traps, others by the crazies."
Overall, the quest is a solid, standard dungeon killing quest. Hopefully the language stuff helps
If you would, both my quests in sig (as a campaign).
I will appreciate every feedback, especially concerning dialogues (I'm not native English speaker, so there are mistakes for sure).
There will be third quest, but I have so big expectations for it that I will do it many days.
These two are my first attempts to Foundry or any UGC ever.
snowballoMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Thanks for the tip skratch.
Added the proper text now.
Reworked even more things, am actually pretty pleased with the looks.
Added indicators for which statue is activated.
Cropped a lot of text to be even more to the point.
Removed a lot of the unnecessary teleports and non fitting map elements.
Still can't get my Astral Guide to bug out like you did.
Would appreciate if you could try doing the same thing as before that got her bugged and see if it still bugs.
Will be waiting for your map to reach that daily 15 minute mark am interested to see what you'r going to do for it
Snow's Melee Arena:NW-DMT7STJ9E Combat arena. Adjustable challenge.
Difficulty: Adjustable easy - very hard
Duration: Adjustable 1 - 25min
Here are some suggestions and things I found in your quest that you might want to fix/change:
1st Dialog with Ashleigh --- "I heard word", "received word" makes more sense here.
2nd Dialog with Ashleigh --- "Well met", using well met worked for the first dialogue with her, however it is used as a "nice to meet you" so it doesn't really work here"
Ashleigh behavior --- Consider making her a guard encounter when running through the cave, so she helps with combat instead of just cowering. (Makes sense with her having killed all the kobolds at the start)
End of quest --- Not quite sure why the kobolds were an excuse to get someone to go to her mothers grave with her, didnt feel like that was explained well.
Other than that, it was an interesting quest. Found myself wondering what was going on with Ashleigh so good job creating suspense there.
Here are some suggestions and things I found in your quest that you might want to fix/change:
Guard encounter Bears/Wolf --- Consider using a different entity for this. Guard encounters don't work well with animals, just because the animals don't actually ever show attack animations.
Costume design --- Kedj D'Rodo's arm length isnt proportionate to his legs, doesn't look right
Zone design --- Consider lighting up the Caverns better in certain spots (ex. first room you spawn into)
Zone design --- Respawn point in the caverns is underground, needs to be raised by about 3ish feet.
Encounter design --- Consider changing Kedj D'Rodo's encounter type, him summoning undead doesnt really fit in the story. Look at the Rebel version of the same encounter type.
Encounter design --- Final boss fight, seems too easy. Add more monsters/ up the difficulty, because with the Guard encounter mobs that come to help you, he dies way too fast.
I enjoyed the idea of the quest, as well as the design of the outdoor areas.
Hope that helps some, Skratch
Thanks. Some of those issues have been seen to in my newest publish.
As for the rest, some questions someone may be able to help with:
Point 1: Is there another option for friendly bear combatants aside from the guard encounter? The lack of animations really bothered me but I couldn't find an alternative. I'd love to find out I overlooked something in this department.
Point 2: I think I agree. He could use another pass. I'd like to retain a gangly book work look for him, but adjusting his arm/leg ratios shouldn't hurt. Also, awesome tip regarding his encounter type - in initial testing he never summoned his zombies, that was a surprise. My wife pretty much said the same as you and 3 publishes in a row I forgot to alter it - duh =/. Thanks
Point 3: Cavern lighting - it was initially lit with more ambient light/light seeping in from above, but I decided to try and up the fright potential by going darker to punctuate the sudden ambushes. However, as none of the sound cues work at the moment, that angle falls flat, so going for cool lighting might be better.
Point 4: Respawn is moved /fixed in new publish.
Final boss fight: (spoilers) Right, this I had trouble with due to the fact that I wanted to highlight the friends you made coming to assist you. I initially had him with a few more tough lackeys, but the 'Friend' NPCs died repeatedly. I set them to 'fight to submission' and they turn aggro on the PCs?
Maybe I'm doing something wrong in foundry, but it seems whenever I alter 'guard' encounters to anything aside from default, they become aggro? Another fix could be to just respawn new copies of them /despawn the old ones when the boss dies, but that feels a bit clumsy.
Anyway, awesome feedback and I really appreciate and pretty much agree with all points. I wasn't able to log in tonight unfortunately, but my wife and I have a list of three to play through tomorrow and yours is 1st on it. She's actually very good with constructive critiques so between the 2 of us we should be able to provide you with something useful
I am currently working on adding another Trial to my quest, because I keep getting rated lower stars based on quest length. Soon as I am done, or get bored I will go back to doing more awesome reviews .
Here are some suggestions and things I found in your quest that you might want to fix/change:
Dialogue with Frinko --- Consider starting with a generic "Hey got a second" or something, instead of just jumping right into the meat and potatoes of the dialogue.
Dialogue with Frinko --- Typo "sergent" should be "sergeant"
Dialogue with Frinko --- "I have to report to the sergent about this strange case, so can you help me to check out the situation?" consider rephrasing as "I have to report this to the sergeant, mind helping me check out the situation?".
Dialogue with Frinko --- Grammar issue, quest option "A Nasher?" to fit in with the following text, consider changing to "Seriously,a Nasher asked YOU for help?"
Dialogue with Frinko --- "When he came to me, he's bleeding so bad I thought he's gonna drop dead in front of me" needs to be changed to "When he came to me he was bleeding so badly I thought he was gonna drop dead in front of me!"
Dialogue with Frinko --- "Must be fighting some really nasty begger, huh." should be changed to "Must have been fighting some really nasty beggar".
Dialogue with Frinko --- Typo "begger" should be "beggar" (Occurs in other dialogues as well).
Dialogue with Frinko --- Grammar issue, "I'll be extra vigilant" should be "I would be extra vigilant" or "I'd be extra vigilant".
Dialogue with Wounded Nasher --- "Anyway, beware.." should be changed to "Anyways, beware..".
Dialogue with Wounded Nasher --- "Turn out.." should be changed to "Turns out..".
Dialogue with Wounded Nasher --- "One of Toby's man returned to call for help.." should be changed to "One of Toby's men left to get help..".
Dialogue with Wounded Nasher --- "losing it bad." should be changed to "losing it badly.".
Dialogue with Wounded Nasher --- Typo "Tody's from Beggars Den" should be changed to "Toby's from Beggars Den".
Dialogue with Wounded Nasher --- "He is-maybe it's "was" now isn't it-a well-liked man" should be rephrased to something like "He used to be a well-liked man"
Dialogue with Wounded Nasher --- "Not a planner, though" should be "He's not a planner though".
Dialogue with Wounded Nasher --- "Some killed by the traps, some killed by the crazies." should be "Some were killed by the traps, others by the crazies."
Overall, the quest is a solid, standard dungeon killing quest. Hopefully the language stuff helps
Skratch
Thank you for your detailed feedback! It helps me a lot since my grammar is kind of lousy. I'll correct those mistakes soon. Looking forward to your new quest!
Please try out my quest! I'll be grateful if you leave a review! Quest Tread "Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
Hopefully this is still a thing! My quest's been up on the foundry for a few days now but nobody's found it yet. Coming to the forums for more visibility
Name: Crumorn the Spiked
ID: NW-DCDX6KMED
Author: @atiaxi
Tags: #Balanced
Version 1.0
--
My foundry campaign "In Thrall to the God of Rage":
Crumorn the Spiked: NW-DCDX6KMED
Nerisatis the Cold: NW-DNIEWE95D
Finished your mission yesterday. I'm sorry after you gave me such wonderful feedback I really don't have much to say about yours except I wish it was longer. Otherwise, great mission.
Try my missions:
A Small Dwarvish Grudge: NW-DUI8A8I7R
The Brink of Disaster: NW-DFDJKW9QF (Still in beta)
0
gavell1Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
@Skratchx
Just ran your quest. I loved the environment and story. I know you are adding another trial to make it longer and that was my only suggestion.
On the Golem Brothers, I think his name was Paug? He just stood there and did not attack me and just stood next to his brother as I was killing him. I killed his brother and ran over to him to attack him and then he engaged me. Not sure if that was just a one time bug.
Overall very enjoyable, keep them coming:)
Wayward Ruins:NW-DMBDJAWAV Author: @Gavell1
Solo or 2 players Preferred
19 Minutes Average
Outdoor~Combat
Hey guys,
Just finished my 2nd Foundry quest, hoping to trade some Reviews/Feedback. Gonna be leveling up my GWF so I'll have plenty of time to play other's quests.
Just post your foundry code in here, as well as the name that I should look for on the reviews.
I don't do well with reading blocks of text, so please keep feedback in a summarized/bulleted format, thanks so much guys.
NW-DQLT4ER2H Trials of Atlantis
10-15 Minutes
Maps created from empty ocean layout
Standard Difficulty
Intended for solo play
Took roughly 15-20 hours to design and create
If you have any questions about anything, feel free to include in your post and I'll respond as soon as possible.
Thanks again everyone, Skratch
Will test this later today. Would like you to jump in on NW-DC42XFJ5B. <- PS: 3-5man cave. Not intended for solo play.
Little Red Cap and the Bad Wolf
ID: NW-DC42XFJ5B Author: @Fugln Quest Tag: #Combat, #story, #GROUP
Thanks for the feedback! I shall change the dialogue. The thing about Ashleigh not fighting is actually explained if you talk to her, but I agree a guard would be good. The issue then is that she could die so I would have to respawn her at various locations, which is equally iffy. Both solutions have their problems really Thank you though, I appreciate your honesty.
Oh also I replayed your map, and the rocks under the floating bit were a lot more believable. Also your reworking of the starting and final areas were great, well done!
The Storm Family Tale: Of Kobolds and a Woman
NW-DGXUGRSN6
Currently my Quest update has been publishing for over 6 hours, seems to be a bug. Apparently this is a foundry wide issue, but hopefully theyll have it fixed soon.
Comments
Ok I answer to myself. You can search for short-code. I was trying to do it by name and it didnt work
Should start where you placed the the map spawn point.
Author: @BardicKnowledge
Q1: Prologue - The Lady and the Worm NW-DPQPJSVTH
Tags: #Challenge, #Story, #Solo, #Group
As for the end of quest, the first person who told me this I thought it was just a random bug, but now that it's happened twice, plus once to me one someone else's mission, I've moved the chest to the final map and re-written the final dialogue to reflect this. I hope this solves this very annoying bug. Again, thanks for the feedback.
Oh, my global name is @cphonx. =(^_^)=
A Small Dwarvish Grudge: NW-DUI8A8I7R
The Brink of Disaster: NW-DFDJKW9QF (Still in beta)
'Cullwood Outpost' NW-DC4BNASDA
Author: @Kyregul
As mentioned, I tried to keep the amount of required reading very light, yet still convey a story arc.
As such, however, that means unless you do pay attention to intro/npc/objective text, it may not make much sense.
Thanks, and I'm Ok with harsh critique, I'd like to tune it to be the best it can be, so don't hold back
Here it is:
A bit short, but packed with good level design and combat. Maybe you can make the encounters harder to make it more challenging.
Enemy designs are good and look cool. All the design have an unique fell to it.
The lighting at the first map is a bit strong, though, making it hard to see stuff.
Quest Tread
"Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
Feedback: (also in review)
- Fun adventure, but seemed a bit short.
- Really liked the setting.
- Bloom lighting seemed a bit extreme and I was struggling to see in some parts.
- Personally, I thought the section with the floating city could have done with some floating island or rocks or something for the city to rest on, as I didn't find it very believable.
- In the section with the two rock bosses, I fell off and died as I was wheeling round the back of them. Was this intended? I found it quite hard to see the edge of the rock under the water, but I would understand if it was intentional.
NW-DGXUGRSN6
Bill's Tavern | The 27th Level | Secret Agent 34
@cphonx The first map of the courtyard was what I was referring to.
@crimeapple Working on putting in another encounter, that will be heavily combat based, and should put it over the 15 minute mark. I'll also work on putting some environmental objects by the first boss area to absorb some of the light.
@incendiarywave Im actually working on adding another encounter, that should get it above the 15 minute mark. On the bloom lighting, I tried moving objects to absorb lighting when an objective was needed, can you let me know where you were having trouble seeing, so I can fix that
Also I'm gonna look into adding a floating rock foundation for the 2nd boss area, and at putting more rocks so that the issue on the last bosses doesn't occur.
Trials of Atlantis
NW-DQLT4ER2H
NW-DGXUGRSN6
I did not even think about placing the mobs around more.
I will work on some of your suggestions and spelling errors!
I will be working on reviewing your quests tonight.
Author: @Gavell1
Solo or 2 players Preferred
19 Minutes Average
Outdoor~Combat
"It started with a burglary"
"Then it became friendly"
by Havoc988
Will gladly take any critique.
It started with a burglary
Then it got friendly
But it ended badly
The latest patch is currently publishing, addresses both of your guys feedback/issues, if you get a chance to check it out again, please do and let me know what you think
You can check out the Patch Notes Here.
Thanks,
Skratch
Trials of Atlantis
NW-DQLT4ER2H
Here are some suggestions and things I found in your quest that you might want to fix/change:
I enjoyed the idea of the quest, as well as the design of the outdoor areas.
Hope that helps some,
Skratch
Trials of Atlantis
NW-DQLT4ER2H
Here are some suggestions and things I found in your quest that you might want to fix/change:
Overall, the quest is a solid, standard dungeon killing quest. Hopefully the language stuff helps
Skratch
Trials of Atlantis
NW-DQLT4ER2H
I will appreciate every feedback, especially concerning dialogues (I'm not native English speaker, so there are mistakes for sure).
There will be third quest, but I have so big expectations for it that I will do it many days.
These two are my first attempts to Foundry or any UGC ever.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
NW-DTULANXJC - Khelgar's Hideout
Thread with suggestions for Foundry
Added the proper text now.
Reworked even more things, am actually pretty pleased with the looks.
Added indicators for which statue is activated.
Cropped a lot of text to be even more to the point.
Removed a lot of the unnecessary teleports and non fitting map elements.
Still can't get my Astral Guide to bug out like you did.
Would appreciate if you could try doing the same thing as before that got her bugged and see if it still bugs.
Will be waiting for your map to reach that daily 15 minute mark am interested to see what you'r going to do for it
Combat arena. Adjustable challenge.
Difficulty: Adjustable easy - very hard
Duration: Adjustable 1 - 25min
Here are some suggestions and things I found in your quest that you might want to fix/change:
Other than that, it was an interesting quest. Found myself wondering what was going on with Ashleigh so good job creating suspense there.
Hope this helped,
Skratch
Trials of Atlantis
NW-DQLT4ER2H
Thanks. Some of those issues have been seen to in my newest publish.
As for the rest, some questions someone may be able to help with:
Point 1: Is there another option for friendly bear combatants aside from the guard encounter? The lack of animations really bothered me but I couldn't find an alternative. I'd love to find out I overlooked something in this department.
Point 2: I think I agree. He could use another pass. I'd like to retain a gangly book work look for him, but adjusting his arm/leg ratios shouldn't hurt. Also, awesome tip regarding his encounter type - in initial testing he never summoned his zombies, that was a surprise. My wife pretty much said the same as you and 3 publishes in a row I forgot to alter it - duh =/. Thanks
Point 3: Cavern lighting - it was initially lit with more ambient light/light seeping in from above, but I decided to try and up the fright potential by going darker to punctuate the sudden ambushes. However, as none of the sound cues work at the moment, that angle falls flat, so going for cool lighting might be better.
Point 4: Respawn is moved /fixed in new publish.
Final boss fight: (spoilers) Right, this I had trouble with due to the fact that I wanted to highlight the friends you made coming to assist you. I initially had him with a few more tough lackeys, but the 'Friend' NPCs died repeatedly. I set them to 'fight to submission' and they turn aggro on the PCs?
Maybe I'm doing something wrong in foundry, but it seems whenever I alter 'guard' encounters to anything aside from default, they become aggro? Another fix could be to just respawn new copies of them /despawn the old ones when the boss dies, but that feels a bit clumsy.
Anyway, awesome feedback and I really appreciate and pretty much agree with all points. I wasn't able to log in tonight unfortunately, but my wife and I have a list of three to play through tomorrow and yours is 1st on it. She's actually very good with constructive critiques so between the 2 of us we should be able to provide you with something useful
Thanks again.
NW-DI68FUJKQ
I'll review yours here shortly.
Glad I could help out, and look forward to your feedback
Skratch
Trials of Atlantis
NW-DQLT4ER2H
Hope you guys understand,
Skratch
Trials of Atlantis
NW-DQLT4ER2H
Thank you for your detailed feedback! It helps me a lot since my grammar is kind of lousy. I'll correct those mistakes soon. Looking forward to your new quest!
Quest Tread
"Flesh Forge Prelude: The Death of A Nasher" NW-DOVTSEIKQ
Name: Crumorn the Spiked
ID: NW-DCDX6KMED
Author: @atiaxi
Tags: #Balanced
Version 1.0
My foundry campaign "In Thrall to the God of Rage":
Crumorn the Spiked: NW-DCDX6KMED
Nerisatis the Cold: NW-DNIEWE95D
A Small Dwarvish Grudge: NW-DUI8A8I7R
The Brink of Disaster: NW-DFDJKW9QF (Still in beta)
Just ran your quest. I loved the environment and story. I know you are adding another trial to make it longer and that was my only suggestion.
On the Golem Brothers, I think his name was Paug? He just stood there and did not attack me and just stood next to his brother as I was killing him. I killed his brother and ran over to him to attack him and then he engaged me. Not sure if that was just a one time bug.
Overall very enjoyable, keep them coming:)
Author: @Gavell1
Solo or 2 players Preferred
19 Minutes Average
Outdoor~Combat
If you guys don't mind trying it again, im sure ill have typo's/bugs with the new maps and all the dialogue I put in... Thanks
Skratch
Trials of Atlantis
NW-DQLT4ER2H
Will test this later today. Would like you to jump in on NW-DC42XFJ5B. <- PS: 3-5man cave. Not intended for solo play.
ID: NW-DC42XFJ5B
Author: @Fugln
Quest
Tag: #Combat, #story, #GROUP
NWS-DA213JHNY - The Shadows of the Sword Coast
NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
Author: @Fugln
Tag: #Story #Solo #Group #Humor.
Oh also I replayed your map, and the rocks under the floating bit were a lot more believable. Also your reworking of the starting and final areas were great, well done!
NW-DGXUGRSN6
Creator of The Thamus Blade campaign
Chapter 1 - Rescuing Answers: NW-DC64NKE5B
Chapter 2 - Following the Horde: NW-DHVMWBW9D
Chapter 3 - Memories: NW-DJHWOYMOY
Creator of The Golden Beard - NW-DCPDAN254
Trials of Atlantis
NW-DQLT4ER2H