My new Campaign with two modules ready to be tested are up. Been on for about 2 weeks. Would be nice if I could get a rating so i can see how I have done. I used to make a lot of persistent worlds and dm in Neverwinter Nights but never released anything as they were never perfect. Hopefully my hard work paid off.
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I played C1 and got to the inn in C2 but i have run out of time. The story is not bad but the dialogue needs expanding and broken down in some places. Here's some of the stuff I spotted:
C1
-Objective "go to the temple", enclave door "F to go to next map".
- All NPC's must have a name or some sort of vague description in their name e.g. Follower.
- After defeating false priest, door says "press f to next map" and objective is set to next map.
- 1st room, Floor looks too bare, Try some torches on walls and get the fireplace lit or atleast with logs.
- Book positioned under table.
- Another F to go to next map.
- Basement respawn is in a too narrow passage, players might respawn in walls.
- Mobs after reading "the plan" seem bunched up and facing random directions.
-Corridors are too bare and repetitive, try rugs, banners, lighting etc. to break it up.
- Rooms at either end are empty.
- Skull pile needs naming.
- Door is far away from wall, needs renaming and "press F to interact.
- Books all the way through need naming instead of default.
- Cells unnecessarily intractable, change for the closed, non openable.
- Red pool way too big for room, goes through walls.
- Sacrifice for cyric dialogue, should be pours instead of poors.
- Statue through the ceiling is completely out of place.
- Book at the end could have dialogue expanded to include who the banites are.
- Table looks strange and default name. I would put a bag on the floor where the boss is to make it look like a drop instead.
- Portcullis has its default name.
- Consider adding objective to speak to Finkley.
- Make a door to exit the map instead of using the chest.
- Good map but alot more detail could be added.
C2
-Door infront of spawn is too far from the wall.
-Finkley dialogue "What I learn't was".
- Instead of a wall of text break it down and include responses.
- "Accompany" spelt wrong.
- Wrong door in temple for exit or you could sink it into the floor.
- Get rid of the fence and place Bar pieces instead, looks bodged together.
- Crates look obvious sunk into the floor behind the "bar".
- NPC's need naming.
- Fire shouldn't be empty and center the fireplace.
- Floor is way too bare, try putting some rugs down etc.
- Door is far from the wall and says "press F to next map"
I didn't really play the quest as there was quite a few errors, I will subscribe and reply when some of the errors are rectified. The story does sound good. Also I noticed quite a few of the same objective "kill the cultist" In some places where it would be useful for the trails is ok, at the start of C1 there is a few that are unnecessary, would be better to have one on the last mobs instead. Consider beefing up the wizard as he was too easy to beat compared to the enforcers.
Thanks for the feedback. I will correct as many of those things as I can. Was not sure how much effort to put into decorating considering most people do not seem to bother- though I agree it would be better if more detailed.
Comments
Foundry - Valindra Dispersal - Blackdagger: NW-DEPMC17EW
Foundry - Valindra Dispersal - Rothe Valley: NW-DD3FM9CHY
Foundry - Valindra Dispersal - Helm's Hold: NW-DG17WKDTC (NEW)
I played C1 and got to the inn in C2 but i have run out of time. The story is not bad but the dialogue needs expanding and broken down in some places. Here's some of the stuff I spotted:
C1
-Objective "go to the temple", enclave door "F to go to next map".
- All NPC's must have a name or some sort of vague description in their name e.g. Follower.
- After defeating false priest, door says "press f to next map" and objective is set to next map.
- 1st room, Floor looks too bare, Try some torches on walls and get the fireplace lit or atleast with logs.
- Book positioned under table.
- Another F to go to next map.
- Basement respawn is in a too narrow passage, players might respawn in walls.
- Mobs after reading "the plan" seem bunched up and facing random directions.
-Corridors are too bare and repetitive, try rugs, banners, lighting etc. to break it up.
- Rooms at either end are empty.
- Skull pile needs naming.
- Door is far away from wall, needs renaming and "press F to interact.
- Books all the way through need naming instead of default.
- Cells unnecessarily intractable, change for the closed, non openable.
- Red pool way too big for room, goes through walls.
- Sacrifice for cyric dialogue, should be pours instead of poors.
- Statue through the ceiling is completely out of place.
- Book at the end could have dialogue expanded to include who the banites are.
- Table looks strange and default name. I would put a bag on the floor where the boss is to make it look like a drop instead.
- Portcullis has its default name.
- Consider adding objective to speak to Finkley.
- Make a door to exit the map instead of using the chest.
- Good map but alot more detail could be added.
C2
-Door infront of spawn is too far from the wall.
-Finkley dialogue "What I learn't was".
- Instead of a wall of text break it down and include responses.
- "Accompany" spelt wrong.
- Wrong door in temple for exit or you could sink it into the floor.
- Get rid of the fence and place Bar pieces instead, looks bodged together.
- Crates look obvious sunk into the floor behind the "bar".
- NPC's need naming.
- Fire shouldn't be empty and center the fireplace.
- Floor is way too bare, try putting some rugs down etc.
- Door is far from the wall and says "press F to next map"
I didn't really play the quest as there was quite a few errors, I will subscribe and reply when some of the errors are rectified. The story does sound good. Also I noticed quite a few of the same objective "kill the cultist" In some places where it would be useful for the trails is ok, at the start of C1 there is a few that are unnecessary, would be better to have one on the last mobs instead. Consider beefing up the wizard as he was too easy to beat compared to the enforcers.
Foundry - Valindra Dispersal - Blackdagger: NW-DEPMC17EW
Foundry - Valindra Dispersal - Rothe Valley: NW-DD3FM9CHY
Foundry - Valindra Dispersal - Helm's Hold: NW-DG17WKDTC (NEW)
Foundry - Valindra Dispersal - Blackdagger: NW-DEPMC17EW
Foundry - Valindra Dispersal - Rothe Valley: NW-DD3FM9CHY
Foundry - Valindra Dispersal - Helm's Hold: NW-DG17WKDTC (NEW)