If anyone can help me out it would be much appreciated!
Quest is entitled: Rebel Incursion
Short Code: NW-DFHLFGNQY
Running time: 15-20 minutes (solo).
As you might guess from the time, it's pretty combat focused so bring a heal pot or two.
If you have more time to kill you can also try this one:
Quest: One Step to Darkness
Short Code: NW-DNJC9SK7A
Running time: 60 minutes (solo).
Comments
Mine is still stuck in review hell and the only person who played it is myself.
It took 21 minutes with my lvl 24 Great Weapon Fighter.
Details of my quest is as follow:
A Simple Request
NW-DIC2E7M9Z
OoKeNnEtHoO or @OoKeNnEtHoO
http://cloud-3.steampowered.com/ugc/3334092460778641514/5B20C0388E1C00B2F84F284EA180DA4BE9B598A3/
Thanks in advance and I'll go and do your quest now.
Well done!
This is really one of the most challenging quests I have played so far.
It was really tough to solo with my lvl 25 GWF and even with my cleric companion healing me, I still died twice.
Thank Pollando and Juris Prudence for me and ask Joseph Skyrim why he watched me get chased by 2 enforcers=P
On a serious note, I didn't really have any issues with your quest.
It is straightforward and combat-heavy.
You could perhaps add in some within combat dialog for the enemies or create some new costumes for them.
I'll review your quest in the next 24 hours (can't do it right now though), and as a bonus I'll try get some of my guildies to also play through your quest sometime (can't guarantee they will but I'll try)!
Ok. I look forward to your review=)
Hey, thanks!
Here's mine:
Towers and Trolls
NW-DR9TC6H95
Thanks for this
Oh. Thanks, I'm not the OP but I'll help review yours too!
Ok. I just reviewed your quest.
I like the map designs and I can see you put a lot of effort into the floating platforms.
I also like the concept of "gameception" used.
Now, there are a few issues that I had which you may or may not want to address.
The first is with your first adventure map.
It is too big an area so your enemy encounters end up being too far apart and seemingly scarce.
This may or may not be intended but I was able to avoid most of your encounters just by running around them.
Thus, combat is very scarce.
The second map is the one I really think you should reconsider.
The idea of a platforming map is great and I enjoyed it but there is a big problem.
Since we can only place one respawn point per map, when the player dies, he or she will have to go back all the way to the top of the map.
I died 4 to 5 times (a few times intentional to test some of the areas) in this map and eventually I just jumped off the top and tried to land on the lower platforms instead so as to avoid the need to climb down over again and again.
I don't know if this is intended but there is a lack of consistency in the provision of the invisible path.
For most of the map, the floating walkways have an invisible path that prevents falling through as long as the player stays in the middle.
Such as this: http://cloud-2.steampowered.com/ugc/3334092460815526990/2EB76E2E21FE3F0DFB50669E2D21017BAA390060/
However, in the area
http://cloud-2.steampowered.com/ugc/3334092460815325839/E62645BE9C9C50AC01BEFEFDA9D3AEB50DB8260C/
http://cloud-3.steampowered.com/ugc/3334092460815322547/0BC029CCA9089D63E44C9B8C5BB50C8B7F685102/
shown in the 2 pictures, it is not provided. This might cause unneccessary death to players who assume that the invisible path provision is constant throughout.
Some areas you might want to adjust or tweak a little to make easier:
http://cloud-2.steampowered.com/ugc/3334092460815607469/317F4FE146977BE53161E5A414F1653E52526F19/
http://cloud-4.steampowered.com/ugc/3334092460815669771/0D2160FE17A8E297A1762DFE778B283A00C8B312/
http://cloud-4.steampowered.com/ugc/3334092460815442973/27A0FF8999DCBDBC511C6D3098838842D3269BDC/
This would kill someone who is tricked into thinking that the rocks are connected.
Far view:
http://cloud-4.steampowered.com/ugc/3334092460815442973/27A0FF8999DCBDBC511C6D3098838842D3269BDC/
Close Up:
http://cloud-3.steampowered.com/ugc/3334092460815461999/B8FA1D942FF2DF4F3D7103E35D45F569149FCCBD/
Now, I have a solution for you regarding the respawn. What you can do is place teleporters but put them inside areas that are blocked until the player reaches a certain part of the map. You can use markers, encounters or objective completion to trigger the removal of the obstruction that prevents players from assessing them till they reach a certain point, kill a certain encounter or complete a certain objective.
That way, you can in a way, have more than 1 respawn point since the player can just use the teleporter to travel from the respawn area to whereever you want.
The last thing I noticed is that th dialog seems to cater more to a female player. So, some of it seemed strange to me since I'm male.
Of course, most of the above is just nitpicking. The use of deathtraps being frowned upon is however something you might need to think about because even though falling off is the players' or a faulty mouse or keyboards' fault, they might blame it on you.
In conclusion, I did enjoy your quest and well done!
I just got through playing yours with a friend. We got stuck at the part with the lions. I'm going to play it again later, and see if I can't figure it out. Up until that point, everything was great! I really liked the feral mans.
No problem..I had fun with your quest.
You mean the " Find a way into the "temple" " portion right?
There's a book near where you pick up the seal which will hint you on what you need to do.
There are 2 lion statues in the room with the seal and they both say that they look like a certain lion statue somewhere.
Look at the difference between them and the certain lion statue and you will know what to do.
The temple entrance is the door that lies just behind the debris with the chandlier hanging in front.
Do remember to check out and review OP's quest too:
Rebel Incursion
NW-DFHLFGNQY
The second one is an echo of klkcahboy90's comment of light combat. I think I only had to fight two units of enemies in the first area (camp/gate), by passing the rest by simply running or even better - just waiting for them to be distracted by other wandering npcs. You can fix this a little by making the birds at least be combat ignore.
Your second "adventure" zone to me was fine. No deaths to be had as I rank those as pretty easy jumps which is good given the insta death should you fall (also I speed up everything by being mounted at all times when not in combat). However I am someone who does attempt all those insidious, hair-pulling foundry jump maps where you're literally hopping from tiny column to the next so maybe I'm more in tune with looking for gaps. :P
Let me know if/when you fix it up so I can play it again.
Also, I too had some trouble finding the "Lion" in klkcahboy90's quest the first time - I pretty much visited all the statues again but it is there!
Lastly, my quest the "Rebel Incursion" is no longer under the for review tab. You can now search for it (and my other quest) under the "Best" tab. Regardless, I am still trading reviews for it!
Rebel Incursion was a little intimidating to me the first play through. I haven't faced that kind of combat by myself, yet. I loved it once I had some back up. The story was smooth and fit well with all that combat. The character animation were perfect.
I wish I could be more helpful, but I really couldn't find anything wrong in either of your quests. They were both pretty seamless and enjoyable!
I'm going to take mine down while I work on your suggestions. Thanks so much!
Nice mechanisms, and nice sync between the NPC animation and the dialog. The fights are maybe too easy, especially the one against mass zombies, where you're helped by the NPCs. Also there is no final climax, no final fight where there is something different that lets you know that it's the last fight. Does not have to be a boss, maybe just a dialog would do. "Ok guy, so you think you're the hero, uh? Let's see about that."
Anyway, mine is back up. New shortcode: NW-DIXHTZ2JH
Took a lot of your suggestions. I couldn't get a teleporter to work, but I will if I ever figure it out. Thanks, again.
I didn't pick up the stone of difficulty so I didn't test out the extra combat you probably have in place, nor whatever lay beyond the pillar which correctly didn't let me pass since I didn't have the stone. Still gets two thumbs up from me!
I like the constant combat but with some basic plot and story.
Also, the way you made it progressively harder was also nice. I started out thinking, "wow, these groups are easy," but by the end of it was downing potions like a champ. (Maybe because I was careless and pull two groups at once and they both summoned a bunch of stuff.)
If you get some time, try out my own Foundry quest that is in review called Desserters' Tower. It's in my signature as well. It's a short one.
Anyways, just some minor stuff:
Also some probably pointless suggestions:
Had to run around a bit which is always a drag but you have to in Neverwinter as well... Kinda nice not having to do that with Pen and Paper style.
Overall, it was definitely 5 star material!
Hey, thank you so much!
The "fred not" is indeed a typo:o
I must have missed it.
Thank you so much for spotting it!
The boards are intended to show that it was pried open by other people who have followed Ahbal's advice as well.
Actually, from sewer map onwards, I intended for the quest to get more serious. Thus, there isn't really too much blatant humour used for the last 2 maps.
However, for the dialog of "Marius freeing Mephisto", I think I have an idea on how to subtlely inject it in and I'll try that.
Thanks for your suggestions!
Though I'm not the OP, I'll help review your quest too the next time I log on.
Thanks, much appreciated=)
Here's your review, ghorvay.
Your quest is indeed a very short 1.
It is straightforward and quick.
Here are 2 typos:
http://cloud-4.steampowered.com/ugc/3334093192488437778/0D9280F149FE55DBAA1D2293D55A8E763D8E14ED/
"people"
http://cloud-2.steampowered.com/ugc/3334093192488438298/379A50AC3791E35C4DD73992FFF42A63CAE98876/
"hideout"
You may also want to fiddle with the edit backdrop and add in some fog for ambience.
The next thing is very important.
You need to be careful with the use of "Adventurer - Cleric". These guys can turn almost any enemy encounters into a long boss fight.
All "Adventurer" encounters can self-heal with potion. This means when you stack them together and in such frequency and close room, it can make for a very very difficult and long fight since the cleric can AOE heal everyone (while damaging you at the same time) and heal himself with potion, and the fighters can also heal themselves with potion.
I do not know if your quest will prove too difficult at lvl 60 since the enemy levels scale to the player's.
"Adventurer" encounters are classified under "Elite" if you hover your mouse over the icon and read the description of the encounter. Usually, the general rule of thumb for me is "Minion" for fodder, "Standard" for normal enemies, "Elite" for sub-bosses or stronger normal enemies and "Solo" for bosses. Add a cleric to them (don't try two) and you get an upgraded level fight.
This will prove useful to you and any who needs a list of enemy encounters: http://authorsanvil.enjin.com/
For the very first map just outside the tower, you may also want to set the guards to "Looping - Patrol" because I can actually skip all of them by just going around them. This may or may not be intended.
For those at the campfire, I supposed being able to sneak past them makes sense but for those near the tower and should be on alert, you might want to make them patrol a bit.
That is all I have for you.
Well done=)
1) There is some grammar error with the guards intro text which might be intentional... just thought I'd mention it.
2) You should rename the picnic table so it doesn't read "Picnic Table Setting 01"
3) I could use the table without alerting any of the guards - again, might be intentional
4) All the guys have the same group name... which might make more sense if the group name was "Deserter"
I played as a solo level 60 TR (with full perks from Sharandar and Dread Ring) and the healing managed to prolong the fights just a tiny bit, but it wasn't an impossible to get through (I think I drank two heals).
Cool quest, looking forward to the next one and thanks for reviewing mine!
I can do the battles with my 42 guardian warrior, but I'm drinking level 30 potions which are cheap. I need to keep in mind that it gets expensive for level 60s.
The link from klkcahboy90 is great.
I played on my level 60 DC. I liked the way this quest felt like a table top adventure. My two big suggestions would be to "mess up" the world some more with debris, junk, etc. It is a little too sterile right now. Also, in the second half there is a lot of running through empty rooms. There are a couple of places you might condense the action since in indoor maps we are stuck running.
Good work!
Play through notes:
-I liked all the characters in the tavern and I appreciated that you provided a reason for there not being any decor. But...some decor would be nice!
-Transposed letters in Cloudsheath's dialogue; the E and I in deity
-in the Dawn map some more details would soften the hard edges of the map. For example you could add debris and broken barrels in the village, maybe a crumbling stone wall. In forests the trick I've found is to add the understorey: bushes, plants, and flowers under the trees. You can see how Cryptic does this in the Blackdagger zone.
-adding some more sounds will help too. There is a forest ambience that, even though you place it with a sound area, will cover the whole map for you.
-I have the same suggestion for the dungeon areas, mostly just mess them up a bit. Debris, broken things, fallen statutes and so forth.
-I liked the statues, the memory one was tough!
-in case you were wondering, a woman who is a cleric of Selune who is therefore unlikely to allow even an unpleasant woman get <font color="orange">HAMSTER</font>, is going to take a LONG time to kill three Ogres. Phew! I did manage it in one try, however.
-Poor Sven
-I'm always happy to kill elves, I dislike them immensely. So snooty.
-You may want to reconsider the spike traps. There is a bug that will nearly permanently root players. It caught me once.
-in the two level crypt room with the lions? The red light statutes are stuck inside the quad arches. You probably just need another detail to fully cover them up
-sound in here would be great. I heard some play right in the beginning of the crypt. Did you add sound with the Edit Backdrop? That is problematic. You can add sound by room or by adding a sound area.
-some lights in the other dungeon rooms would be nice. I know it can show enemies but the lighting effects are a nice detail and help break up all the gray in the crypt walls.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
I really enjoyed the humour used.
Some parts really got me laughing and I really liked the puzzle section, though I did do a bit of back and forth which I'm not sure if everyone will like, but I myself have enjoyed it.
Major Issues
1. http://cloud-3.steampowered.com/ugc/3335220349670217836/EF9E23C45F7712E1010A0A3D2CB5E28CCA820DD1/
You may want to add a line "Report to so-and-so (forgot his name)" after the line "Take Lady Iceheart back to camp" in your quest objective.
This is because everyone in the camp can be interacted with before and when I brought the lady back to the camp as the quest objectives stated, I was expecting a marker-based objective so I ran around the circled area based on the minimap for a while before I tried talking to the guy since it made sense to report to the leader when something this big happens. Some players may not expect new dialog from this guy.
Some players may also think the quest broke or start talking to everyone (which may be good thing if they haven't talked to them all earlier). They may blame it on you so it might be good to just make it clear to them that they are supposed to bring the lady back and then report.
2. Spike traps
This is not really your fault but more of a bug of the game.
In my first foundry, I actually initially employed the use of spike traps too.
There is a reason why I removed them all eventually.
There is a bug where the players can be rooted forever by a spike trap.
The rooted effect just keeps refreshing itself and never goes down.
I actually had to use "/unstuck" about 2 to 3 times while running through your quest.
Like I said this isn't your fault at all but not all players will know this so you might want to look into it.
Minor Issues
1. Text-based
http://cloud-3.steampowered.com/ugc/3335220349670206431/4A966B365D151F1ABA2335243F430F9DB7A44EB8/
"at/in Protector's Enclave"
http://cloud-4.steampowered.com/ugc/3335220349670207779/24B881171499699418F03201A26115ECA68678F2/
"what is the dive"? - I'm not too sure if this is a typo but I have never used the term "dive" this way before.
http://cloud-4.steampowered.com/ugc/3335220349670208876/DE501857297E04CDCED6C8249154F0B970AB29F6/
"tell me more about that" - I find adding "more" makes the sentence smoother since you did already disclosed some bits of the story.
http://cloud-2.steampowered.com/ugc/3335220349670209964/F31932DDF33DDE99F0B7B21B8CDA76843D3C0E7D/
"for a while" - "while" is used as a noun here so we can't use "awhile"
http://cloud-2.steampowered.com/ugc/3335220349670210867/EECE49B3BEEB86D55F945AA1A89D55A20E57A750/
"Especially"
http://cloud-2.steampowered.com/ugc/3335220349670211901/E4ED532AC58D4B27D109C7298DC39E3A45849A35/
"memory's all" or "memories are all" - I'm not too sure if this is an error though, could be perfectly fine
http://cloud-3.steampowered.com/ugc/3335220349670212998/57E63AFB034517CD78AD32668523A31E4D380605/
"anything else, I want"
"secured"
http://cloud-2.steampowered.com/ugc/3335220349670214186/2909F57A6A632D2D15160654CAB3D78A3BBA68DF/
"haven't ran"
http://cloud-4.steampowered.com/ugc/3335220349670215557/771256DDF92427180C84A625A5E6638DEBC92D49/
Since this is an orc talking, it may be alright to relax grammar or maybe even spelling but just in case of typo,
"Warband decides"
"children's trail"
"Warband finds"
"all children"
"ruins"
"what's left"
http://cloud-3.steampowered.com/ugc/3335220349670216646/24FFD48149DD372DCAFB81FFA6D41B0F515B5D42/
"passed away around"
"Tripped over"
http://cloud-3.steampowered.com/ugc/3335220349670218850/6E2AC2E27E4F9D7CD16300033FD6E1DDD742FE8E/
"ancient wizard's"
"go as far as to"
http://cloud-3.steampowered.com/ugc/3335220349670219786/6E41A0331405FF389374ED140C11D13F09A059C2/
"try to use it" or "try using it"
http://cloud-3.steampowered.com/ugc/3335220349670220651/50FFF6BBDC350786B9DABACAC667F2B96428FC88/
"warlords"
http://cloud-3.steampowered.com/ugc/3335220349670221853/F32B8E29A68F9CE5B31178BA2FC26455EF3FDA58/
"pick up"
http://cloud-3.steampowered.com/ugc/3335220349670223331/5E6F35992DD4B1F20E9A1FCA116BDC295E5958C3/
"a captive's ear"
http://cloud-4.steampowered.com/ugc/3335220349670224555/2738EB8F48CB0100BE3D0F8E99D0DA3DF51894C6/
"try to expel" or "try expelling"
2. Design-based
You may want to add some decorations to the walls in the house, maybe some paintings here and there (could be crooked or fell onto the floor since the place is abandoned).
The crypt map is a bit big so you may want to add more details to it, particularly those that are just for running through (no-NPC-to-talk-to-or-things-to-interact-with type of rooms). Maybe add some rubble since the place can't be so clean after so long. Of course if it is intended then it is okay.
That's all I have for you.
I hope the review will benefit you.
Your quest is very well done.
Good job=)