I'd like to start up a thread to review missions that you subimt to me here, with the foundry now back and online. There have been some really good review threads in the past, and while I don't think I can quite get up to their degree of awesomeness, I think we need a thread here and I'll do my damndest to try!
First of all, these won't quite be objective reviews. I have a certain expectation of what I personally consider to be a good mission, and while a very texty mission might have an awesome plot, if I start getting bored and clicking through text boxes the overall score may be affected, for example.
I'm interested in helping everybody make their missions better to increase the overall quality of the game, and to a degree I'm willing to give feedback if you have specific questions about your mission too. Just post it in this thread.
I will also try to take a few screenshots during mission reviews as well. Let me know if you'd like me to focus on anything specific here.
Here's the criteria for my reviews:
STORY > Out of 5
Things like pacing, characters, and overall coolness of the mission go in this category. Too much dialogue? Too little? Everything explained? Will be reflected here.
LOOK & FEEL > Out of 5
Did you build a cool map, or is it very hum-drum? The look and feel of the mission on the whole goes in this section.
TECHNICAL EXECUTION > Out of 5
This section reflects use of the Foundry tools, getting the system to do cool stuff and the like go here.
DIFFICULTY > Out of 5
The overall difficulty of the mission will go here. I usually play missions on plain ol' Normal unless otherwise requested. Too hard? Too easy? Will be reflected here.
OVERALL RATING > Out of 5
Not an average of the above items, but an overall view of my impressions for the mission. Any miscellaneous items that affected my impression will go here.
A note about ratings: I will sometimes give you a ".5" on your score. If this happens in the "Overall Rating" category I will usually end up rounding down.
Also, Fed missions will be best. I have a Klingon character but she's not that high level, so unless it's an any level mission I might have a hard time accommodating you.
So, have at it. Please leave me your mission name and ID number. Once the ball gets rolling I'll see how often I can squeeze these in.
Good idea RE! To get things started, I shall send my series "Descent into Madness" your way. There are 2 parts and a third in development. You may find them by searching my handle, "futurecaptain" or by searching by title. They are both level 41+ and around 30 mins+ for each. I look forward to your comments!
THanks guys - if you can do me a huge favor and select 1 mission at a time for me to take a look at, that would be beneficial! Just edit your original posts. OTherwise I will be taking the first one on your list.
Will try to do these tonight and have something up later on.
Review: Descent Into Madness
Author: Futurecaptain
Summary: Starfleet has detected a strange Klingon faction base in Borg space and would like you to investigate. Once there, you find some interesting things happening right under the Borg's noses... is their technology getting commandeered by an upstart Orion matriarch?
Story > 3.5/5
Overall, I liked the mission setup. But why is there a Klingon faction base in Borg space? Seems like it would set up a red flag in Starfleet's initial evaluation. This might get explained later in the series. It might be nice to see Starfleet or the character's boffs talk a little bit about this.
Why are there borg ships and a complex in orbit around the planet and they're hardly touched upon by the plot? Are they borg controlled or orion controlled?
Interrogating the injured Gorn was a fun idea that could be expanded upon. Of course he'll get healed, but maybe a boff wants to press more information from him before he gets his meds? And having him get actually healed instead of put to sleep would be more Starfleet-y.
The Orion main antagonist was a fun villian but a bit of a caricature of a cackling villain. Hope to see more of her.
Look&Feel > 3.5/5
The first two maps (approaching the Bounty and aboard the Bounty) were a little too straightforward - that is, you just run through some ambiance and get to the end to start a dialogue. It would be nice if there was a little bit more to these maps.
Would have liked to have seen consistent uniforms on the Bounty crew, but otherwise good ambiance on the way to the captain. Many of those Starfleet characters are the basic costumes available in the Foundry editor though. It's too bad that this scene and characters don't have much relevance to the main story.
First two maps are quite short. just go one place and have 1 conversation before zoning.
Cestus III surface - had a hard time taking out the 2nd set of guards in the tower until i realized i had to climb the rock, that was a fun method of wiping those guys out!
Good explanation of the change in scenery when going down the levels.
Tech > 3.5/5
Nice invisible walls to hide Borg from attacking, loved that they came after me on the way back out. Good wow factor there. Everything else was pretty standard.
Difficulty > 4/5
Good ground Borg battle in front of the Matriarch, almost ate it once on Normal!
OVERALL RATING > 4 stars / 5
Part 1 of a story with an interesting premise that left me wondering what's going to happen later in the series. A few interesting set pieces and a nice Foundry trick kept me going. A few plot holes and otherwise minor issues, but a nice standard execution and an appropriate amount of dialogue gives this a solid 4.
Summary: Strange readings have been coming from the Pi Canis sector block. Investigation results in a little too much excitement on the side of the Hirogen, who have taken to new interdimensional heights in order to quench their need for a new hunting ground.
Story > 3.5 / 5
Liked the interaction with the Kreechta. A little strange to have to intimidate him about searching his ship in what is perhaps not federation space but its a well made plot device.
Hirogen immediately identified as being from original universe? not exactly explained. It's cool to see the hirogen looking elsewhere for their hunt, though.
The tie up was very neat and pretty. Overall I liked the plot even though there were some holes to be had.
Feel > 3.5 / 5
Really liked the mirror denobulan captain and the mirror Ferengi guys, really gives a great flavor for the mirror universe mission.
Hirogen base was pretty basic, I've seen that used so many times in exploration missions. maybe give this one more hirogen detail accessories?
All the dialogue was well written, and there wasn't excessive or a lack of it either.
Tech > 2.5 / 5
Scanning animations would be nice in the first debris field on Honod system map.
With the nebula in the mirror universe, clear direction isn't given about where to go. Had to wander around and guess on a direction in order to get away. I went Right and exited the nebula, but objective did not complete. Had to fly around the planet - not sure if this was intentional.
When the mirror ships came in on the way back to the anomaly, i was going at full impulse and missed the first wave entirely, not sure if that was intentional.
Overall I get the feeling that you're warming up to the Foundry tools but aren't quite pro yet. Keep on it though!
Difficulty > 4 / 5
Battles on the hirogen base were pretty well balanced, even on normal. Party didn't wipe but came close a time or two.
Was able to bypass much of the Terran defense of the anomaly, as mentioned above.
OVERALL RATING > 4 stars / 5
I think the neat story did a lot to keep the rating fairly high. Keep up the good work and you're bound to make some really cool stuff.
Great idea and I like the approach to reviewing. It allows the author to improve on the mission based on what you focused on.
My mission is called- 'War or Peace'
---It still hasn't recieved the 5 reviews yet, so you'll have to look it up in the review foundry mission section.---
Again, it's great to see someone take control like this to make the foundry missions better!
Seeing how you are already familiar with my Spawn of Medusa missions, I'll toss in my rewrite of my first
Foundry Mission.
Title: Omega Directive Revisited ID#:ST-HKMPMUMUZ Level:31+ Allegiance: Federation Starting Location:Wall Console outside Main Transporter Room on Earth Space Dock Time:Approximately 1.5 Hours
This is actually my second part that has been rewritten to take the place of my first. The second has been the more popular and the first had some "Questionable" story issues so I deleted it and converted Part 2 to stand on it's own and renamed it accordingly. I am much happier with the finished product now then when it was a 2 part mission. Hope you give it go and enjoy it.
Note: There are a few visual glitches that were not there originally (S4 bug) involving the tanks housing the Omega Molecules in the Dominion lab, and also a looping dialogue involving a puzzle to drop a forcefield that you already have completed as you are about to escape the station. Simply minimize it and continue. It does not affect the mission outcome.
Thanks for the thread. Looking forward to your reviews.
Title: A Pun to Farr
ID#: ST-HD9U4FMM9
Level: 1+
Allegiance: Federation
Starting Location: Briar Patch, Regulus Sector Block
Time: Approximately 1 Hour
A "Pun To Farr" What starts as a rescue mission evolves into a tale of love and life saving medical science
My first foundry mission, optional combat in the first part of the mission the rest is dialogue heavy, just supposed to be a fun quick mission to play through and links in with two different episodes of voyager and provides a lot of information on the vulcan mating cycle
I'll just rip off Duke's formatting, to get some kind of order in here.
I don't know if you played my Zombie mission yet, but it can't hurt to post it again, right?
Title: Left to Die ID#: ST-HMMWCFTKM Level: Any Level Allegiance: Federation Starting Location: DS9, SW Airlock Time: Approximately 1 Hour
The mission has been overhauled after the Foundry went back on and should work flawlessly. I recommend not using DoT3 weapons, because you could accidentally kill important NPCs with them. Oh and there are optional bits of story in Sickbay and the Captain's Ready Room.
Summary: A new race has been discovered near Deferi space, and an ambassador must be escorted to make contact, and the resulting resemblance to a known peaceful race is uncanny. Oh yeah, and I ended up killing a bunch of them too!
Story > 3/5
Overall, it's a little unclear which tasks are actually objective, but its nice to have options.
Random klingons also around in Amamak space? Its cool to fight but optional objective for the sake of optional objectives is strange. Maybe more breen here, perhaps they've mistaken the Aamek for deferi, and work that into the plot?
Like the deferi offshoot idea! The creepily desolate town makes for a good opposite to Defera.
Attacked by crates? made me lol but broke a bit of immersion - after a while it made me afraid to interact with any optional objects for fear that I would generate more mobs.
"Investigation" map on the ground - what did i accomplish besides fighting mobs? Saw dead aamek and that was it.
Needed to zone back up to get the one line of dialogue from the ambassador? Maybe something optional needs to be available on the last map.
Look&Feel > 3/5
Liked the optional components on the first space map outside of Defera.
Captain thrace appears to have ensign rank? Could use some attention to detail. Ashley, a human name on an Andorian?
Really like the decision dialogues! A lot of possibilities here, I could give my captain personality.
The Aamek base is a little hum drum visually, could have used some detail maybe?
Tech > 4/5
Interesting array of optional activities, though many players may not find them so useful.
Playing with objectives to make things optional is fun but may confuse a player. It's neat but not when the player's expectations of what an interact or dialog objective really is. Still, it's innovative!
Difficulty > 3/5
Wiped once the Aamek decided they didn't want to chat.
Wiped to a group of chaos guards in the facility
OVERALL RATING > 3.5/5
There is a lot of cool stuff happening here, and with a bit more polish it could be outstanding. Some innovative objective and dialog-based trickery happens in this mission which gives a feeling of choice and option, though some players may be confused and offput by it. With some doing I think this could be a very good mish!
Story > 3.5/5
A little confused as to why the Jem'hadar are in the wormhole. They make a good enemy but aren't the only ones left in the AQ stuck there, cut off from the Dominion? Maybe I missed a story element from the first mission.
How are the omega molecules staying stable? Why aren't the borg all over it? Seems contrary to canon here, but it makes a good plot device.
Story is good but is hamstrung a bit by breakups by the scan things aspects.
Interacting with the Vorta and Jem hadar was interesting, good DS9 throwback feel to it
Look&Feel > 2.5/5
Old ESD - could use an update or a story change.
SO BLINDED IN THE WORMHOLE. See the pics! Don't think it's the author's fault though.
Maps are really spread out, it reminds me of patrol missions in a way.
Lots of blow up 5 things, scan 4 things, etc. Needs more variety in objectives. In fact, there was lots of running across the map, more visible in ground than space. It was hard to get from place to place to place without running or flying quite a ways often.
Founder HW: had to wade through the great link??
Plot is extremely reminiscent of DS9 and not just because of the nature of the enemies. Got the tone of DS9 down very well.
Tech > 2.5 / 5
First objective is to hail the ship, but must be accessed by going to ESD. Make it more clear?
Didn't appear to be a runabout to scan on the first objective on the DS9 map until I got REALLY close.
Really liked the beaming explosives to the derelict ships. That's one way to despawn stuff! But why are they spread so far apart? doesn't seem tactically sound.
Why random warp streaks in the stellar nursery system? Wasnt explained via in game dialogue but it created an interesting visual effect.
Why scan THEN plant explosives? Could be used as a pop up and then one interact to make things smoother. Aside from being overused I liked the fact that I could actually despawn stuff in a Foundry mission.
Difficulty > 3.5 / 5
Numbers puzzles. Had to break out the calculator for these one. I'm not a huge advocate of these types of gameplay mechanics but it does break up gameplay a bit. After a while I ended up just clicking until it let me through.
Didn't wipe at all during this series.
OVERALL RATING > 3 stars / 5
The plot is very well thought out and you clearly gave a lot of thought towards certain objectives like making the White for the jem hadar and the overall plot of the Dominion's return and the weaponization of Omega. But there are issues like repetitive tasks and flying around excessive distances just to scan something else that put a damper on the overall feel of the mission. Streamline that and you'll be in much better shape!
Thanks for the detailed review and I am glad you enjoyed the first part of my series. You pointed out a few things I hadn't thought of and I thank you for that. Please give the second part a go if you can. I would love more feedback from you.
First off, thanks for reviewing missions. It's very generous, and the fact that you're doing it keeps me from feeling guilty that I'm not.
Here's the basics on the mission I'm offering up:
Project Name: What Are Little Ferengi Made Of?
ID: ST-HPQDIOAKY
I got one longer review of the Tribble version, but nothing yet on the Holodeck one, which is changed in some fundamental respects. Anything you could suggest to improve it or ideas/lessons that I could carry forward into other missions would be a great help.
By the way, I had to abandon "First Cause, Then Effect" because of some lag issues--I didn't leave a review and won't till I can finish it--but I really enjoyed it so far. I'm happy to write up some more extended comments and either send them to you directly or post them wherever you like once I've reached the end. And congrats on the nod from STOked.
I was wondering if you could look at Starfleet Experiementation and it's follow-up Hidden Intelligence for me
Both are Fed, any level, non-combat, story and puzzle missions.
The first is a routine transport a substance for further research mission that gets complicated by having you and your ship put in danger by the substance.
The second is a scientific investigation mission to learn more about the substance and where it came from.
My missions name is "Operation Longshot" its still in the reviewing stage as of right now. I'm not exactly expecting high scores but I could use advice.
Summary: After rescuing a Vulcan guy with the same name as the Voyager character Vorik off his shuttlecraft in the Briar Patch, he must be transported to Vulcan... but his Pon Farr needs attending to before you can reach it.
Story > 3 / 5
Pretty straightforward overall, a nice attempt to use the player ship interior even if it's not exactly possible.
Using my crew - always strange for me.
I know that originally Pon Farr was shown as a very personal to vulcans thing, but for the captain to never have heard of it before seemed a bit unrealistic for me.
Had fun with the making the holo mate even if it was simplistic. Blonde and better in the right places, please! That's what all Vulcan guys want.
Very fun light hearted tone.
Look&Feel > 2.5 / 5
Lots of excessive capitalization in dialogue prompts, punctuation and whatnot that were slightly distracting.
Think he's the clumsiest of the crew made me lol, but that's part of the light hearted tone I suppose.
Pic of console is terrible in one of the dialogues, I think it was researching the nature of Pon Farr. Maybe change that when researching pon farr?
Holodeck scene i was expecting to actually cheer on Vorik. Maybe a cheeky cheer animation?
Tech > 3 / 5
UGC contact in the holodeck.
Straightforward use of foundry tools. Liked the changing hologram, that was pretty neat.
Nothing else too noteworthy.
Difficulty > 2.5 / 5
Pretty basic non combat mission with straightforward tasks, easy peasy.
No combat.
Summary: You're sent to DS9 to investigate the disappearance of a Nebula class ship, along iwth the runabout that was sent off after it. Then, zombies!
Story > 4 / 5
Love the interior DS9 locale, but a lot of time spent investigating a simple runabout departure. It's also very texty. Maybe this could be shortened up a bit?
Everything on board made sense and really made me think of a horror movie. Find survivors, fend off hordes of vicious zombies. Good times.
Killing the captain was an awesome moment. He nearly wiped me, definitely a tough zombie.
Look&Feel > 3.5 / 5
Lots of good ambiance, extra characters etc on DS9 even if it seemed superfluous.
Good dialogue from the entries on the runabout, very good horror or zombie movie feel.
Onboard with the logs, a lot of reading but its optional, which is good.
Kicking the locker aside was pretty cool! Good for tech as well.
A little too texty with the life stories of the survivors at the end there. A life story even though you're just a plot device at the end?
Tech > 3.5 / 5
Replaced targs or some other animal with infected crew. A basic but very well implemented idea.
Also really liked the "kick locker aside" bit, as mentioned above.
Difficulty > 5 / 5
Keep backpedaling and you'll be alright On Normal itw as just the right amount of hecticness, almost died during the bridge battle. I really did feel like I was playing Left4Dead again at some points.
OVERALL RATING > 4 / 5 stars
The only thing keeping this mission from a perfect score is the pacing towards the beginning of the mission and a little overly verbose, unskippable dialogues. Otherwise it's a great zombie-massacring adventure. Keep it up.
What are little Ferengi made of?
by mygod.itsfullofstars
Summary:
Apparently, a Ferengi in the Regulus sector block has an immensely powerful weapon that he means to offer to either Feds, Romulans or Klingons. But all that turns awry when you're missing 10 minutes of your life, and synthetic Ferengi start appearing everywhere.
Story > 5+/5
Love the "captain isnt really under my control" portion
Retaking the mind/programming was pretty awesome.
No complaints and it was really fun to play.
Look&Feel > 4/5
Running around Engineering was pretty hectic and different. Fun.
Good that there's an alternative to the logic puzzle with the forcefield. Math isn't for everyone.
Black person on the computer interface was a little strange.
Technical > 3.5/5
The math/numbers puzzles were interesting but I ended up bypassing all of them.
Spawning extra enemies based on the puzzle was a nice but small touch.
Difficulty > 4/5
I cheaped out on the forcefield hack, and I was pleased to see it get harder and harder. Last one was really tough! I nearly wiped a number of times but only escaped because an enemy was stuck in a wall.
Last space battle was pretty good on Normal too.
OVERALL RATING > 5 stars/5
The plot really did it for me here. Without giving TOO much away, enough tricks are pulled to do some wow-ing. It's worth 5 stars solely based on that.
Mission Title: Pride and Pageantry
Project ID: ST-HMPD6WU3B
I was trying to capture the feel of some the siller episodes of Trek, like "The Magnificient Ferengi" and "A Piece of the Action" when I wrote this mission, and was wondering if I managed to pull it off.
The mission runs aboiut 45 minutes when my fleetmates and I played this on Elite.
I had a lot of fun coming up with this story, so it's nice to see others enjoying it.
I also agree that the technical aspects of this particular mission came second. I'm still learning on that front, and was just beginning to try out some different options. I'm beginning to play with some new tricks that make player choices have more significant impacts.
If you have any ideas about ways I can improve the technical aspects of this or future missions, I'd be happy to hear them. When I was playing "First Cause, then Effect" I kept thinking "Ok, now how did he do that..."
Yea, and the dark computer-person was something I'd seen way back when and kinda stuck with it, even though I know there are now better ways to display a ship's computer. I'll make that change soon.
Synposis: The U.S.S. Toledo has been experimenting around with a new "Substance" that can shift phase at will. It's up to you and your crew to see what's going on with this interesting new stuff, and see if it presents a danger to Starfleet, not to mention your own ship.
Story > 4 / 5
Not really explained that I caught about why the Toledo was in the distorted space. Was the fizzle effect really necessary? It does create mystery when the ship was destroyed, but it does seem random and sudden.
Having to catch the substance like it was a life form was pretty interesting.
On the short side plot-wise.
Look&Feel > 3.5 / 5
Might have been nice to see uniform custom uniforms on board the Toledo.
Jumping puzzle to get to the crates was neat and fresh
Unfortunately no way to re-research the effects on the substance so I had to guess or re read through NPC dialog. The tree with the science officer to control it is cool though.
Always dangerous to show your own ship insides and crew, but its limiting enough to work in this instance for the most part.
Tech > 3.5 / 5
Instead of having the dialog end when I failed with the science officer, having it loop to the begnning might feel better. Otherwise, standard solid stuff.
Difficulty > 3.5 / 5
Pretty simple non combat mission, nothing to report here. Only difficult aspect was remembering the puzzle.
OVERALL RATING > 4 Stars / 5
Some innovative ideas and plot pull in a solid score for this mission that has you tracking down what could conceivably be some kind of new life form. Looking forward to Part II.
Synopsis: Starfleet and Section 31 want to send you in via a secret base in order to kill a high ranking Klingon, but he's not going to make it easy for you.
Story > 3.5 / 5
Enjoyed initial setup of intrigue and backstabbing.
Why involve section 31 right off the bat - they're very secret. Just as easily call it starfleet intelligence.
No explanation as to why there are Klingon boarders when there's a whole fleet outside the ship??
The cackling villian bit by the Klingon guy was classic, in a good way.
Good opener to a multi-part mission
Look&Feel > 2.5 / 5
Accept dialog could use some story elements. There's a guy there telling you why you're accepting the mission. Have him say stuff! Work it in to the opening dialog.
"Send the location and we'll get there" in opening dialog - the guy tells you right in the first dialog where to go.
A few capitalization and spelling problems throughout.
Like the personality of K. Very good intelligence agent.
Midnight could have used more damage than just a couple fires.
Loved that some of the boarding Klingons spoke Klingon!
Very empty rooms on board the Midnight - put in some more objects to make it feel more organic.
Vary up the Y axis on the debris and Klingon ships after beaming up from the planet for a better effect. Actually this could be attributed throughout.
Tech > 2.5 / 5
UGC contacts on the bridge of the midnight. Name those guys!
Good trigger based explosions, etc.
Nothing else serious jumped out at me here.
Difficulty > 3 / 5
Most battles easy, but died to Dahar master in engineering and the dahar master on the Klingon base.
Liked the difficulty of the last space battle! Almost died on Normal but ended up making it.
OVERALL RATING > 3 stars / 5
A good effort, with a solid story and a few bits of challenging fun combat that hinder the overall experience, but not enough to make me not want to hunt down that Klingon ******* in the doubtlessly upcoming part 2.
Synopsis: A beauty pageant is plagued by an undiscovered assailant and it's up to you to figure out who they are and why they're there.
Story > 4 / 5
Whole thing is a vendetta against tribbles? Awesome.
Was hoping I could see a final map with the winners of the pageant!
Maybe name the Klingon leader, give him a reason to hate tribbles so much. He just ended up being a nameless Klingon guy to me.
Look&Feel > 2 / 5
I went around Right on Risa and basically had to traverse the entire map in order to get to all the objectives. This could have been avoided by guiding the player a bit more, perhaps having more to do in between the waypoints. This is by far the worst aspect of this mission and made a lot of it painful.
The NPC on wander on the bridge had a few too many nodes, ended up on the captain's chair, etc. Tone that down some.
Rather organized vacationers on the Risean benches. Make it more organic there?
Liked the writing of the characters on Risa
Technical > 2.5 / 5
Shuttlecraft in cave floaks slightly.
Otherwise pretty standard stuff here.
Difficulty > 3 / 5
Fun, slightly tough battle at the mouth of the cave.
Overall Rating > 3 stars / 5
Interesting pageant assassination storyline doesn't take itself too seriously and is a fun romp, but is heavy affected by having to traverse the entire expanse of Risa's surface multiple times.
You seemed like a pretty cool dude in Red Alert chat... so... I submit my mission to you in the hopes of maybe getting it a little more exposure. Poor thing just seems to get overlooked.
This is my first (and as to date, only) Foundry mission. I'm aware it ain't perfect, but hey, it's my creation. Hope you enjoy it, as I hope anyone who plays it enjoys it. I'm a Trek fan, and I made it for other Trek fans after all!
Level: 41+
Allegiance: Fed
Start: Deep space K-7, Eta Eridani
Time: 10-15 mins
Note that this is a prologue to my actual missions and it's therefore meant to happen quickly and not give out much detail also the delta flyers are scattered accros the Y-axis in the editor, but they just stay on the same Y in maps, i'm guessing a bug (this applies to the whole fleet )
also it was done in a few hours to replace my first mission which i lost due to user-error
and one final bit of advice:
don't solo this :P
it will be a bit dull and probably too easy if you do, but on 2 or 3 man teams if already provides something of a real feeling of what i'm going for
if you can get a 5-man team tho, that would get you the best experience
Comments
A couple of mine -
ST-HEEQIYLQ8 - Unwelcome Reflections
ST-HCUC4UJML - The Vornan Rebellion
And if you play Klinks too - ST-HTV8WHFTH The Vornan Uprising
Thanks again, look forward to your feedback!
Will try to do these tonight and have something up later on.
Author: Futurecaptain
Summary: Starfleet has detected a strange Klingon faction base in Borg space and would like you to investigate. Once there, you find some interesting things happening right under the Borg's noses... is their technology getting commandeered by an upstart Orion matriarch?
Story > 3.5/5
Overall, I liked the mission setup. But why is there a Klingon faction base in Borg space? Seems like it would set up a red flag in Starfleet's initial evaluation. This might get explained later in the series. It might be nice to see Starfleet or the character's boffs talk a little bit about this.
Why are there borg ships and a complex in orbit around the planet and they're hardly touched upon by the plot? Are they borg controlled or orion controlled?
Interrogating the injured Gorn was a fun idea that could be expanded upon. Of course he'll get healed, but maybe a boff wants to press more information from him before he gets his meds? And having him get actually healed instead of put to sleep would be more Starfleet-y.
The Orion main antagonist was a fun villian but a bit of a caricature of a cackling villain. Hope to see more of her.
Look&Feel > 3.5/5
The first two maps (approaching the Bounty and aboard the Bounty) were a little too straightforward - that is, you just run through some ambiance and get to the end to start a dialogue. It would be nice if there was a little bit more to these maps.
Would have liked to have seen consistent uniforms on the Bounty crew, but otherwise good ambiance on the way to the captain. Many of those Starfleet characters are the basic costumes available in the Foundry editor though. It's too bad that this scene and characters don't have much relevance to the main story.
First two maps are quite short. just go one place and have 1 conversation before zoning.
Cestus III surface - had a hard time taking out the 2nd set of guards in the tower until i realized i had to climb the rock, that was a fun method of wiping those guys out!
Good explanation of the change in scenery when going down the levels.
Tech > 3.5/5
Nice invisible walls to hide Borg from attacking, loved that they came after me on the way back out. Good wow factor there. Everything else was pretty standard.
Difficulty > 4/5
Good ground Borg battle in front of the Matriarch, almost ate it once on Normal!
OVERALL RATING > 4 stars / 5
Part 1 of a story with an interesting premise that left me wondering what's going to happen later in the series. A few interesting set pieces and a nice Foundry trick kept me going. A few plot holes and otherwise minor issues, but a nice standard execution and an appropriate amount of dialogue gives this a solid 4.
Photo album (For some reason they upload backwards. View them in reverse!):
www.photobucket.com/descentintomadness
Author: Stylsy
Summary: Strange readings have been coming from the Pi Canis sector block. Investigation results in a little too much excitement on the side of the Hirogen, who have taken to new interdimensional heights in order to quench their need for a new hunting ground.
Story > 3.5 / 5
Liked the interaction with the Kreechta. A little strange to have to intimidate him about searching his ship in what is perhaps not federation space but its a well made plot device.
Hirogen immediately identified as being from original universe? not exactly explained. It's cool to see the hirogen looking elsewhere for their hunt, though.
The tie up was very neat and pretty. Overall I liked the plot even though there were some holes to be had.
Feel > 3.5 / 5
Really liked the mirror denobulan captain and the mirror Ferengi guys, really gives a great flavor for the mirror universe mission.
Hirogen base was pretty basic, I've seen that used so many times in exploration missions. maybe give this one more hirogen detail accessories?
All the dialogue was well written, and there wasn't excessive or a lack of it either.
Tech > 2.5 / 5
Scanning animations would be nice in the first debris field on Honod system map.
With the nebula in the mirror universe, clear direction isn't given about where to go. Had to wander around and guess on a direction in order to get away. I went Right and exited the nebula, but objective did not complete. Had to fly around the planet - not sure if this was intentional.
When the mirror ships came in on the way back to the anomaly, i was going at full impulse and missed the first wave entirely, not sure if that was intentional.
Overall I get the feeling that you're warming up to the Foundry tools but aren't quite pro yet. Keep on it though!
Difficulty > 4 / 5
Battles on the hirogen base were pretty well balanced, even on normal. Party didn't wipe but came close a time or two.
Was able to bypass much of the Terran defense of the anomaly, as mentioned above.
OVERALL RATING > 4 stars / 5
I think the neat story did a lot to keep the rating fairly high. Keep up the good work and you're bound to make some really cool stuff.
Photo Album:
www.photobucket.com/unwantedreflections
My mission is called- 'War or Peace'
---It still hasn't recieved the 5 reviews yet, so you'll have to look it up in the review foundry mission section.---
Again, it's great to see someone take control like this to make the foundry missions better!
Seeing how you are already familiar with my Spawn of Medusa missions, I'll toss in my rewrite of my first
Foundry Mission.
Title: Omega Directive Revisited
ID#: ST-HKMPMUMUZ
Level: 31+
Allegiance: Federation
Starting Location: Wall Console outside Main Transporter Room on Earth Space Dock
Time: Approximately 1.5 Hours
This is actually my second part that has been rewritten to take the place of my first. The second has been the more popular and the first had some "Questionable" story issues so I deleted it and converted Part 2 to stand on it's own and renamed it accordingly. I am much happier with the finished product now then when it was a 2 part mission. Hope you give it go and enjoy it.
Note: There are a few visual glitches that were not there originally (S4 bug) involving the tanks housing the Omega Molecules in the Dominion lab, and also a looping dialogue involving a puzzle to drop a forcefield that you already have completed as you are about to escape the station. Simply minimize it and continue. It does not affect the mission outcome.
Thanks for the thread. Looking forward to your reviews.
Duke-of-Rock
ID#: ST-HD9U4FMM9
Level: 1+
Allegiance: Federation
Starting Location: Briar Patch, Regulus Sector Block
Time: Approximately 1 Hour
A "Pun To Farr" What starts as a rescue mission evolves into a tale of love and life saving medical science
My first foundry mission, optional combat in the first part of the mission the rest is dialogue heavy, just supposed to be a fun quick mission to play through and links in with two different episodes of voyager and provides a lot of information on the vulcan mating cycle
I don't know if you played my Zombie mission yet, but it can't hurt to post it again, right?
Title: Left to Die
ID#: ST-HMMWCFTKM
Level: Any Level
Allegiance: Federation
Starting Location: DS9, SW Airlock
Time: Approximately 1 Hour
The mission has been overhauled after the Foundry went back on and should work flawlessly. I recommend not using DoT3 weapons, because you could accidentally kill important NPCs with them. Oh and there are optional bits of story in Sickbay and the Captain's Ready Room.
I am looking forward to your reviews.
Author: SBcouto
Summary: A new race has been discovered near Deferi space, and an ambassador must be escorted to make contact, and the resulting resemblance to a known peaceful race is uncanny. Oh yeah, and I ended up killing a bunch of them too!
Story > 3/5
Overall, it's a little unclear which tasks are actually objective, but its nice to have options.
Random klingons also around in Amamak space? Its cool to fight but optional objective for the sake of optional objectives is strange. Maybe more breen here, perhaps they've mistaken the Aamek for deferi, and work that into the plot?
Like the deferi offshoot idea! The creepily desolate town makes for a good opposite to Defera.
Attacked by crates? made me lol but broke a bit of immersion - after a while it made me afraid to interact with any optional objects for fear that I would generate more mobs.
"Investigation" map on the ground - what did i accomplish besides fighting mobs? Saw dead aamek and that was it.
Needed to zone back up to get the one line of dialogue from the ambassador? Maybe something optional needs to be available on the last map.
Look&Feel > 3/5
Liked the optional components on the first space map outside of Defera.
Captain thrace appears to have ensign rank? Could use some attention to detail. Ashley, a human name on an Andorian?
Really like the decision dialogues! A lot of possibilities here, I could give my captain personality.
The Aamek base is a little hum drum visually, could have used some detail maybe?
Tech > 4/5
Interesting array of optional activities, though many players may not find them so useful.
Playing with objectives to make things optional is fun but may confuse a player. It's neat but not when the player's expectations of what an interact or dialog objective really is. Still, it's innovative!
Difficulty > 3/5
Wiped once the Aamek decided they didn't want to chat.
Wiped to a group of chaos guards in the facility
OVERALL RATING > 3.5/5
There is a lot of cool stuff happening here, and with a bit more polish it could be outstanding. Some innovative objective and dialog-based trickery happens in this mission which gives a feeling of choice and option, though some players may be confused and offput by it. With some doing I think this could be a very good mish!
Photo Album: www.photobucket.com/warorpeace
Author: duke-of-rock
Story > 3.5/5
A little confused as to why the Jem'hadar are in the wormhole. They make a good enemy but aren't the only ones left in the AQ stuck there, cut off from the Dominion? Maybe I missed a story element from the first mission.
How are the omega molecules staying stable? Why aren't the borg all over it? Seems contrary to canon here, but it makes a good plot device.
Story is good but is hamstrung a bit by breakups by the scan things aspects.
Interacting with the Vorta and Jem hadar was interesting, good DS9 throwback feel to it
Look&Feel > 2.5/5
Old ESD - could use an update or a story change.
SO BLINDED IN THE WORMHOLE. See the pics! Don't think it's the author's fault though.
Maps are really spread out, it reminds me of patrol missions in a way.
Lots of blow up 5 things, scan 4 things, etc. Needs more variety in objectives. In fact, there was lots of running across the map, more visible in ground than space. It was hard to get from place to place to place without running or flying quite a ways often.
Founder HW: had to wade through the great link??
Plot is extremely reminiscent of DS9 and not just because of the nature of the enemies. Got the tone of DS9 down very well.
Tech > 2.5 / 5
First objective is to hail the ship, but must be accessed by going to ESD. Make it more clear?
Didn't appear to be a runabout to scan on the first objective on the DS9 map until I got REALLY close.
Really liked the beaming explosives to the derelict ships. That's one way to despawn stuff! But why are they spread so far apart? doesn't seem tactically sound.
Why random warp streaks in the stellar nursery system? Wasnt explained via in game dialogue but it created an interesting visual effect.
Why scan THEN plant explosives? Could be used as a pop up and then one interact to make things smoother. Aside from being overused I liked the fact that I could actually despawn stuff in a Foundry mission.
Difficulty > 3.5 / 5
Numbers puzzles. Had to break out the calculator for these one. I'm not a huge advocate of these types of gameplay mechanics but it does break up gameplay a bit. After a while I ended up just clicking until it let me through.
Didn't wipe at all during this series.
OVERALL RATING > 3 stars / 5
The plot is very well thought out and you clearly gave a lot of thought towards certain objectives like making the White for the jem hadar and the overall plot of the Dominion's return and the weaponization of Omega. But there are issues like repetitive tasks and flying around excessive distances just to scan something else that put a damper on the overall feel of the mission. Streamline that and you'll be in much better shape!
Photo Album:
www.photobucket.com/omegadirectiverevisited
Here's the basics on the mission I'm offering up:
Project Name: What Are Little Ferengi Made Of?
ID: ST-HPQDIOAKY
I got one longer review of the Tribble version, but nothing yet on the Holodeck one, which is changed in some fundamental respects. Anything you could suggest to improve it or ideas/lessons that I could carry forward into other missions would be a great help.
By the way, I had to abandon "First Cause, Then Effect" because of some lag issues--I didn't leave a review and won't till I can finish it--but I really enjoyed it so far. I'm happy to write up some more extended comments and either send them to you directly or post them wherever you like once I've reached the end. And congrats on the nod from STOked.
Both are Fed, any level, non-combat, story and puzzle missions.
The first is a routine transport a substance for further research mission that gets complicated by having you and your ship put in danger by the substance.
The second is a scientific investigation mission to learn more about the substance and where it came from.
Thanks. Both are fairly short.
My missions name is "Operation Longshot" its still in the reviewing stage as of right now. I'm not exactly expecting high scores but I could use advice.
Author:Airik
Summary: After rescuing a Vulcan guy with the same name as the Voyager character Vorik off his shuttlecraft in the Briar Patch, he must be transported to Vulcan... but his Pon Farr needs attending to before you can reach it.
Story > 3 / 5
Pretty straightforward overall, a nice attempt to use the player ship interior even if it's not exactly possible.
Using my crew - always strange for me.
I know that originally Pon Farr was shown as a very personal to vulcans thing, but for the captain to never have heard of it before seemed a bit unrealistic for me.
Had fun with the making the holo mate even if it was simplistic. Blonde and better in the right places, please! That's what all Vulcan guys want.
Very fun light hearted tone.
Look&Feel > 2.5 / 5
Lots of excessive capitalization in dialogue prompts, punctuation and whatnot that were slightly distracting.
Think he's the clumsiest of the crew made me lol, but that's part of the light hearted tone I suppose.
Pic of console is terrible in one of the dialogues, I think it was researching the nature of Pon Farr. Maybe change that when researching pon farr?
Holodeck scene i was expecting to actually cheer on Vorik. Maybe a cheeky cheer animation?
Tech > 3 / 5
UGC contact in the holodeck.
Straightforward use of foundry tools. Liked the changing hologram, that was pretty neat.
Nothing else too noteworthy.
Difficulty > 2.5 / 5
Pretty basic non combat mission with straightforward tasks, easy peasy.
No combat.
OVERALL RATING > 3 stars / 5
Photo Album:
www.photobucket.com/apuntofarr
In the meantime, feel free to request your mission get reviewed, or if I've looked at yours already, I'm game to brainstorm ways to improve them!
Author: Tiuz
Summary: You're sent to DS9 to investigate the disappearance of a Nebula class ship, along iwth the runabout that was sent off after it. Then, zombies!
Story > 4 / 5
Love the interior DS9 locale, but a lot of time spent investigating a simple runabout departure. It's also very texty. Maybe this could be shortened up a bit?
Everything on board made sense and really made me think of a horror movie. Find survivors, fend off hordes of vicious zombies. Good times.
Killing the captain was an awesome moment. He nearly wiped me, definitely a tough zombie.
Look&Feel > 3.5 / 5
Lots of good ambiance, extra characters etc on DS9 even if it seemed superfluous.
Good dialogue from the entries on the runabout, very good horror or zombie movie feel.
Onboard with the logs, a lot of reading but its optional, which is good.
Kicking the locker aside was pretty cool! Good for tech as well.
A little too texty with the life stories of the survivors at the end there. A life story even though you're just a plot device at the end?
Tech > 3.5 / 5
Replaced targs or some other animal with infected crew. A basic but very well implemented idea.
Also really liked the "kick locker aside" bit, as mentioned above.
Difficulty > 5 / 5
Keep backpedaling and you'll be alright On Normal itw as just the right amount of hecticness, almost died during the bridge battle. I really did feel like I was playing Left4Dead again at some points.
OVERALL RATING > 4 / 5 stars
The only thing keeping this mission from a perfect score is the pacing towards the beginning of the mission and a little overly verbose, unskippable dialogues. Otherwise it's a great zombie-massacring adventure. Keep it up.
Photo album: www.photobucket.com/lefttodie
by mygod.itsfullofstars
Summary:
Apparently, a Ferengi in the Regulus sector block has an immensely powerful weapon that he means to offer to either Feds, Romulans or Klingons. But all that turns awry when you're missing 10 minutes of your life, and synthetic Ferengi start appearing everywhere.
Story > 5+/5
Love the "captain isnt really under my control" portion
Retaking the mind/programming was pretty awesome.
No complaints and it was really fun to play.
Look&Feel > 4/5
Running around Engineering was pretty hectic and different. Fun.
Good that there's an alternative to the logic puzzle with the forcefield. Math isn't for everyone.
Black person on the computer interface was a little strange.
Technical > 3.5/5
The math/numbers puzzles were interesting but I ended up bypassing all of them.
Spawning extra enemies based on the puzzle was a nice but small touch.
Difficulty > 4/5
I cheaped out on the forcefield hack, and I was pleased to see it get harder and harder. Last one was really tough! I nearly wiped a number of times but only escaped because an enemy was stuck in a wall.
Last space battle was pretty good on Normal too.
OVERALL RATING > 5 stars/5
The plot really did it for me here. Without giving TOO much away, enough tricks are pulled to do some wow-ing. It's worth 5 stars solely based on that.
Photo Album:
www.photobucket.com/whatarelittleferengimadeof
Mission Title: Pride and Pageantry
Project ID: ST-HMPD6WU3B
I was trying to capture the feel of some the siller episodes of Trek, like "The Magnificient Ferengi" and "A Piece of the Action" when I wrote this mission, and was wondering if I managed to pull it off.
The mission runs aboiut 45 minutes when my fleetmates and I played this on Elite.
Thanks!
I had a lot of fun coming up with this story, so it's nice to see others enjoying it.
I also agree that the technical aspects of this particular mission came second. I'm still learning on that front, and was just beginning to try out some different options. I'm beginning to play with some new tricks that make player choices have more significant impacts.
If you have any ideas about ways I can improve the technical aspects of this or future missions, I'd be happy to hear them. When I was playing "First Cause, then Effect" I kept thinking "Ok, now how did he do that..."
Yea, and the dark computer-person was something I'd seen way back when and kinda stuck with it, even though I know there are now better ways to display a ship's computer. I'll make that change soon.
Anyway, thanks again!
Project ID: ST-HNCZPAE54
Faction: Federation
Level Restriction: None
This one is meaty. Lengthy. Dense on plot and combat, potentially. Has a few minor puzzles as well.
If you're a fan of "Space Seed" or Voyager's "Future' End" or"First Contact", check it out.
by Bazag
Synposis: The U.S.S. Toledo has been experimenting around with a new "Substance" that can shift phase at will. It's up to you and your crew to see what's going on with this interesting new stuff, and see if it presents a danger to Starfleet, not to mention your own ship.
Story > 4 / 5
Not really explained that I caught about why the Toledo was in the distorted space. Was the fizzle effect really necessary? It does create mystery when the ship was destroyed, but it does seem random and sudden.
Having to catch the substance like it was a life form was pretty interesting.
On the short side plot-wise.
Look&Feel > 3.5 / 5
Might have been nice to see uniform custom uniforms on board the Toledo.
Jumping puzzle to get to the crates was neat and fresh
Unfortunately no way to re-research the effects on the substance so I had to guess or re read through NPC dialog. The tree with the science officer to control it is cool though.
Always dangerous to show your own ship insides and crew, but its limiting enough to work in this instance for the most part.
Tech > 3.5 / 5
Instead of having the dialog end when I failed with the science officer, having it loop to the begnning might feel better. Otherwise, standard solid stuff.
Difficulty > 3.5 / 5
Pretty simple non combat mission, nothing to report here. Only difficult aspect was remembering the puzzle.
OVERALL RATING > 4 Stars / 5
Some innovative ideas and plot pull in a solid score for this mission that has you tracking down what could conceivably be some kind of new life form. Looking forward to Part II.
Photo album: www.photobucket.com/starfleetexperimentation
Project ID: ST-HFDHEWCXW
Faction: Federation
Level: NA
Length: ca. 30 min.
First Mission I build, "Planet of the Week" Style approach.
You're send to explore uncharted space
Author: Saviordd5
Synopsis: Starfleet and Section 31 want to send you in via a secret base in order to kill a high ranking Klingon, but he's not going to make it easy for you.
Story > 3.5 / 5
Enjoyed initial setup of intrigue and backstabbing.
Why involve section 31 right off the bat - they're very secret. Just as easily call it starfleet intelligence.
No explanation as to why there are Klingon boarders when there's a whole fleet outside the ship??
The cackling villian bit by the Klingon guy was classic, in a good way.
Good opener to a multi-part mission
Look&Feel > 2.5 / 5
Accept dialog could use some story elements. There's a guy there telling you why you're accepting the mission. Have him say stuff! Work it in to the opening dialog.
"Send the location and we'll get there" in opening dialog - the guy tells you right in the first dialog where to go.
A few capitalization and spelling problems throughout.
Like the personality of K. Very good intelligence agent.
Midnight could have used more damage than just a couple fires.
Loved that some of the boarding Klingons spoke Klingon!
Very empty rooms on board the Midnight - put in some more objects to make it feel more organic.
Vary up the Y axis on the debris and Klingon ships after beaming up from the planet for a better effect. Actually this could be attributed throughout.
Tech > 2.5 / 5
UGC contacts on the bridge of the midnight. Name those guys!
Good trigger based explosions, etc.
Nothing else serious jumped out at me here.
Difficulty > 3 / 5
Most battles easy, but died to Dahar master in engineering and the dahar master on the Klingon base.
Liked the difficulty of the last space battle! Almost died on Normal but ended up making it.
OVERALL RATING > 3 stars / 5
A good effort, with a solid story and a few bits of challenging fun combat that hinder the overall experience, but not enough to make me not want to hunt down that Klingon ******* in the doubtlessly upcoming part 2.
Photo album: www.photobucket.com/operationlongshot
by SlothfulDragon
Synopsis: A beauty pageant is plagued by an undiscovered assailant and it's up to you to figure out who they are and why they're there.
Story > 4 / 5
Whole thing is a vendetta against tribbles? Awesome.
Was hoping I could see a final map with the winners of the pageant!
Maybe name the Klingon leader, give him a reason to hate tribbles so much. He just ended up being a nameless Klingon guy to me.
Look&Feel > 2 / 5
I went around Right on Risa and basically had to traverse the entire map in order to get to all the objectives. This could have been avoided by guiding the player a bit more, perhaps having more to do in between the waypoints. This is by far the worst aspect of this mission and made a lot of it painful.
The NPC on wander on the bridge had a few too many nodes, ended up on the captain's chair, etc. Tone that down some.
Rather organized vacationers on the Risean benches. Make it more organic there?
Liked the writing of the characters on Risa
Technical > 2.5 / 5
Shuttlecraft in cave floaks slightly.
Otherwise pretty standard stuff here.
Difficulty > 3 / 5
Fun, slightly tough battle at the mouth of the cave.
Overall Rating > 3 stars / 5
Interesting pageant assassination storyline doesn't take itself too seriously and is a fun romp, but is heavy affected by having to traverse the entire expanse of Risa's surface multiple times.
Photo album: www.photobucket.com/prideandpageantry
Title: Afterlight
ID#:ST-HOGOBIMK2
Level: 16+
Allegiance: Federation
Starting Location: Hfihar System, Psi Velorum Sector Block
Time: ~45 minutes
This is my first (and as to date, only) Foundry mission. I'm aware it ain't perfect, but hey, it's my creation. Hope you enjoy it, as I hope anyone who plays it enjoys it. I'm a Trek fan, and I made it for other Trek fans after all!
Level: 41+
Allegiance: Fed
Start: Deep space K-7, Eta Eridani
Time: 10-15 mins
Note that this is a prologue to my actual missions and it's therefore meant to happen quickly and not give out much detail also the delta flyers are scattered accros the Y-axis in the editor, but they just stay on the same Y in maps, i'm guessing a bug (this applies to the whole fleet )
also it was done in a few hours to replace my first mission which i lost due to user-error
and one final bit of advice:
don't solo this :P
it will be a bit dull and probably too easy if you do, but on 2 or 3 man teams if already provides something of a real feeling of what i'm going for
if you can get a 5-man team tho, that would get you the best experience