Thanks! The harper quests are getting a lot more common now though. When I first started making it, there were only a couple up, now there are tons. I guess a lot of people like exploring secretive agencies. I honestly haven't decided where to go with the story yet. Like, what's in the crates and bags...dunno. I want to…
I didn't even think to try to make them walk up high. I'm using one of the pre-made maps (tower district), so I would have to build scaffolds. I basically only have one short ramp that gets them high enough so they will fall on the trap and stay there.
I'll trade reviews. Running yours now, mine is in my signature Update: I finished the quest. I think it's a good quest, however I felt like there were a few polish issues or something. I didn't see a ton of things, but it was a general feeling. Some maps seemed more appreciated than others. Like how you had detail items in…
I'm playing yours now. When you get a chance, please try the quest in my signature Update: I enjoyed this quest a lot. It looked like you spent a lot of time on the details. Your writing was very good, as was the humor you sprinkled throughout. Found a couple minor bugs: In the last segment (the foresty part), the big…
Hey all, Zuviel here; @zuviele in game. I'm a guy in my later 20s. Like most of you, I'm a programmer. I have basically 0 D&D experience. I just never got into it. But I do love Forgotten Realms books (and other fantasy). Been gaming since I was a child, and MMO gaming since about 2002. So far, I've been authoring because…
I would personally set the sky to storm clouds and lightning, and probably use one of the dark/black skyfades. You can also set the weather to rain; rain is in Effects. You can also add wind sound. I'm not sure if that's the creepy you're going for, but it's certainly dramatic
Since I have a timer on an outdoor map, I had to improvise with this solution. I too needed a better solution for my timers, so I used a hybrid of the patrol and spike trap timers. Essentially, I stacked all 50 spike traps and had my timer-mobs patrol up a ramp and fall onto the traps (they won't walk directly onto them,…
Hi Savai, I just accepted your quest. If you would be so kind, please check out the quest in my signature when you have a chance Update: I enjoyed the quest. I thought all of the elements were very well done. I enjoyed the quirky mob names. I have one modest complaint though: I don't know why I was doing any of that. I was…
You already did run my quest :) I did find one bug. In the middle of your main map, you have a big boulder that has a partial cave dug into it. Over the cave you put a fence. I thought it might be a secret place, so I found a way to jump in there...it was much harder getting out. I'd recommend putting an invisible wall…
Personally, I think it's the funnest part of the game. Even though it can be a tedious process, playing a quest you built is very rewarding. In some ways, I enjoy the limitations of the Foundry, because it's fun to be creative and find ways around them. It's been a great experience interacting with the other authors. I'm…
I'm interested; I'll check it out. If you're willing, I also have a quest in need of review. It's in my signature. Update: I haven't played yet, but I will do it tonight
Thank you. I figure the sound issue had no solution, so I switched to an orc encounter, but it's great to know there is a solution to the duplicate quest problem Update: I tried the campaign suggestion and it works great! Thanks!
I played another author's quest (I forget which one it was) where he gave you the option of spawning friendly NPCs. Basically, he tooled the instance for groups of 3+, but if you wanted to do it solo, you could spawn the NPCs to act as your party. If you don't already know, you can generate friendly NPCs by looking for…
Thank you for the review! I've been going through this morning and fixing some of the issues you talked about. 1) I must have killed that miss-skinned savage 20 times. Thanks for calling me out on that one :) 2) I agree. I will do that 3) The pathing wasn't as hard as getting the scaffolding right. In hindsight, I kinda…
Thank you! I thought they were just bugged. One note that was mentioned above, but I'll say it again, you have to reload the map (finish 3d mode) to see the effect
I'll play it now. If you could, please check out the quest in my signature Update: That was quite entertaining. That battle with the two demons was visually intense. Your use of dialogue was pretty excellent; good writing. A few things I noticed: 1. The use of invisible walls to fight the shadow golem things was cool, but…
I believe you can use "Component Complete" on the encounter, then select the object. When they interact with it, it will become "complete" and the encounter should spawn. I didn't try it right now though, so I'm not positive, but I think it works
Beware, when you first publish it, your cut scene may stop working. I added a cut scene to a quest of mine, that worked wonderfully in the Foundry, but failed when I published. After tons of debugging, I found doing two things helped: 1. Drop the mobs from slightly above the ground. This ensures they don't fall through and…
There might be a problem with this technique. I added some timers to a quest. In my Foundry it works great, but when I published it, none of the timers worked. I noticed that some of the points I set up were slightly off, so I'm guessing the mobs we're not being placed on the traps correctly. I hope this was just an issue…
I have one more question for you. During your cut-scene, did it have quest updates scrolling across the screen for each new animation? i.e. Does each timer have to have a quest update attached to it? Edit: I just watched your video again and it looks like you attached "Component Complete" events to each animation. I didn't…
Something else you can do with the traps: If you stack spike traps, you can turn a ~30 second timer into a ~15 second one. You can stack traps n deep, so you could divide any encounter into a specific timer. Also, different trap types do different amounts of damage at different rates. It would be interesting to analyze…
I tested out your technique, and think it's worth mentioning something you sort of glossed over: In the video, we can see that you split the encounter into two rooms at opposite ends of the map. The reason you had to do that is because the encounter circle will go to the midpoint between the mobs in the encounter group. If…
This is genius. I have a question though: As the players scale, the mobs scale, and I assume the traps scale. Do they all scale equally though? i.e. will the timers take roughly the same amount of time regardless of what level the player is?