@maninblack017; Your mission is succesfully added in the list! As I've mentioned already I'll be returning to the list after S8 launch (my highest priority is to republish CSG1).
Lib (I can't use Stoutes, that's for sure), I need to hi-jack your thread again and tell you here: you're becoming a bigger and bigger name with every passing day within these Foundry circles (and out of it as well).
I wish I had the time to begin and finalise a Foundry mission as I was intending to do .. so you could review it .. and possibly telling me to scrap the whole and begin anew
Well D, you are allowed to hijack this thread :P! Anyhow I don't know if I am that big name, haha, but I like to do my part.
Well Dorus, do what I did and create a topic for your mission. It really helped me write my stuff down and showcase what I'm doing at the moment. It's fun!
And please please please publish your mission! I can't wait to tell you to scrap it .
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Hey, stoutes, would you please do one of these for "Bait and Switch"? Thank you.
Mission Name:"Bait and Switch" Author: StarSwordC Minimum Level: none Allegiance: Federation Project ID: ST-HMVK8ZDAT Estimated Mission Length: Measured it at 1.5 hours when beta-testing.
At time of posting "B&S" is publishing patch 1.2, which is taking longer than usual.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
Your B&S is already in the list, the 6th from the top . I've updated my CSG1 this weekend and just has been thrown in the publishing pit couple of minutes ago. As soon as S8 launches I'll go back to the list and review the missions like no mission went before :P.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Okay, I'd forgotten whether or not I had asked (even checked with Google and didn't find it). Thank you!
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
No problem . If you want to test my CSG1 publish before the S8 launch I would be very much obliged *hint*hint*.
Sorry, missed my chance. I'll keep checking if it's republished and give you a detail review when it comes back.
Also, I need to fix a couple of bugs I discovered after my last update and the mission becoming available to play after the season 8 launch.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
A playthrough mission is written while playing.. This means that if I find something of interest (error/problem/well though out design) OR some kind of emotional experience like an instant *wow* or *aww* reaction I'll write it up as such. The order doesn't always seem logical, but that's how I've played it.
My apologies for the quietness lately. Lots of reallife stuff, my own foundry mission (I want to have it up before S8) and ofcourse the FE's. Not to forget the last winter grind...
I've been busy with loads of grind after S8 launched. Although having finished my rep on my main, it brought my foundry review and inspiration down to the gutters... Even though I tried to restart my reviews and foundry work, something held me back.
Map 1; Klingon Space
- (grammar) "This is a low risk missions therefore, posibility..." ==> "This is a low risk missions, therefore the posibility..."
- (note) You've named your gateway nicely. Although, there's no life at all to be found. This map look extremely empty and also feels pretty short.
- (timing) The way the gate "opens" when you want to "warp", subtle!
Map 2; Borukus Space
- (note) First cam shot == awesome.
- (note) The trigger to set off the explosions at the wreckages, nice detail!
- (naming) While fighting the cubes I was seeing a K't'inga flying by, unfortunatly it's designation was the original foundry name "Klingon Cruiser 3 K't'inga Refit".
- (placement) While on the beginning on the map you've placed a bunch of objects across the Y-axis, further on it's more or less all on the same horizon, which leaves the top and bottom of the map kind of empty.
- (note) I'm missing some kind of interaction on this map, you have to pewpew but there's no boff or Klink captain telling me *anything*.
Map 3; Borukus ground
- (note) I know this certain map, but what you've done with it made my experience totally different. The floating rocks behind you gives it a mild threatening feel.
- (language) I doubt the Klinks use words like "lame ducks". Maybe "moldy gagh" would fit better.
- (continuity) Instead of following the mission, I went walking around the map. This brought me to a friendly mob of people. Apparently I went a bit too close, which caused the mob to shoot me. While running away I walked against couple of invisible walls. It might be better to hide these mobs until you've talked to Khan (or until you need them).
- (placement) The invisible walls on the northeast side of the camp (near the cannons) have been placed a bit too high. When you follow these walls, there's a small dip in the terrain, this caused me to go underneath the invisible walls.
- (note) Cup of tea, awesome!! Yes please!
- (typo) "What hapende with the U.S.S. Apollo?!" ==> "Happened"
- (typo) "federal molluscs" ==> "Federation molluscs"
- (typo) "clocked photonic" ==> "cloaked photonic"
- (note) another bunch of invisible walls around the rock, not bad, although kind of "I want to steer you forcefully".
- (typo) "ouh..." ==> "Ouch..."
- (word usage) "transformed" ==> "assimilated"
- (typo) "huppening" ==> "happening"
- (note) They are going to help, yay! <= Oh my! Hahaha.. Had to laugh about that.
- (typo) "beggining" ==> "beginning" (although "from the very start" would fit better).
- (grammar) "what've" ==> "what have"
Map 4; Borukus cave
- (typo) "culing pipes" ==> did you mean "curling pipes"?
- (map design) Asha Karris tells you that you've entered the cave. Looking around the room I didn't saw any entrance. You might try adding an archway/wall + door just in front of it to fake an entranceway.
- (note) I like the random rocks laying there in the pathway
- (typo) "choise" ==> "choice"
- (map design) I like the way you've put all the wires around energy generator. I really enjoy the way you've designed the generator as well. Nicely done.
- (typo) "every leaving creature" ==> "every living creature"
- (typo) "overtakeing" ==> "overtaking"
- (grammar) "you can not destroy" ==> "you can't destroy"
- (map design) I like the subtle borg equipment and smoke just above the ground. Nice..
- (animation) No animations when you place the first bomb on the right.
- (placement) The bombs are already "there" when you need to place them. I would say; make them invisible until you actually place them. You could use lights to "point" and actually give you an interactable object.
- (placement) You placed a borg piece as a door. Very well done.
- (dialog) "cause" ==> "because", "like thanksgiving" <== do Klingons actually know thanksgiving?
Map 5; Borukus battle
- (note) WTH, did you actually built a cube in the sky?!
- (note) The fight, did you just put couple of those enemies in patrol mode? It was freaky awesome! NICE.
- (grammar) "we have the wounded" ==> "we've got wounded on my position"
- (note) The medic beaming in, nice detail.
- (grammar) "We are leave now" ==> "We're leaving now"
- (note) Ilis and the cadets fade away after the dialog, while they aren't actually "beamed up" yet. I would keep them visible while you beam up.
Map 6; Borukus space battle
- (note) Nice map design! Although I have to mention that most of the cubes, spheres and klingon vessels are on the same level.
- (note) Oeh! Nice! Sensors down!
- (placement) The red effect isn't properly aligned with the gate.
- (grammar) "gonna" ==> "going to"
- (naming/patrol) All the spawned klingon ships flying by, AWESOME. Although.... the ship's aren't named. Next to that you've only placed one or two patrol points. This means they go back and forth. It might be wise to let them fly around so that it seems to the player that they are fighting there.
- (note) The explosion, nice.
- (typo) "transworping" ==> "transwarping".
Map 7; Where it all began
- (naming) "ESD" is an in-game naming, but is called "Earth Space Dock" if you want to have it properly named.
- (typo) "Seting" ==> "Setting"
Conclusion:
Your mission was put together pretty well! Although there's room for improvement storywise and some details in design. Do not take this as negative criticism, I really enjoyed the mission!
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Playthrough Mission: The Freebooter's Gambit - @bigdogofbrie
A playthrough mission is written while playing.. This means that if I find something of interest (error/problem/well though out design) OR some kind of emotional experience like an instant *wow* or *aww* reaction I'll write it up as such. The order doesn't always seem logical, but that's how I've played it.
That... has been a while. The Freebooter's Gambit is an KDF mission. Hmmm, I hope my Klingon will survive, hehe...
Mission starter (including mission description):
- (mission description & starter dialog, note) Nothing peculiar found. Although this sentence: "as your mysterious cargo has drawn the attention" let me assume I'm the smuggler?..
- (first task) Your first task doesn't mention where the mission actually starts. People with giant memory holes (*starswordc, I'm looking at you, hehe*) might forget where to start.
Map 1; Nimrod System
- (map design) First thing I notice are these clouds. While the player is surrounded with it, it seems to be at the same Y-axis as the player. As well for most of the rocks and planets. There is no vertical variance in any way.
- (interpuntions) "..while trying to defend it i'll pay.." ==> "..while trying to defend it, i'll pay.."
Map 2; Megan station
- (note) Sorry to say, but your station seems rather empty. There are couple of mobs, but that's actually it. I would love to see some map customisation.
- (typo) "inititate" ==> "initiate"
Map 3; Megan station, 2nd
- (note) Couple of mobs, no map customisation found. Only thing I saw was that you've renamed some cardassians mob to Glin and Gil
- (typo) "inititate" ==> "initiate"
Map 4; Nimrod space, again
- (typo) "expanse" ==> "expense"
Conclusion:
This mission was rather short. There was not a lot of dialog and nearly no map customisation. Only a few mobs to shoot. A fun ending nonetheless.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Interested in doing another KDF mission? I recently remastered my mission "Diplomacy in the Gamma Quadrant". It doesn't have a lot of ground combat, and what it does have is strictly optional, but both cases are Captain mobs.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Comments
Well D, you are allowed to hijack this thread :P! Anyhow I don't know if I am that big name, haha, but I like to do my part.
Well Dorus, do what I did and create a topic for your mission. It really helped me write my stuff down and showcase what I'm doing at the moment. It's fun!
And please please please publish your mission! I can't wait to tell you to scrap it .
I call it, the Stoutes paradox.
"The time has come to see the world as it is." - Captain James T. Kirk
Twitter - @SDVargo
Parallels: my second mission for Fed aligned Romulans.
Mission Name: "Bait and Switch"
Author: StarSwordC
Minimum Level: none
Allegiance: Federation
Project ID: ST-HMVK8ZDAT
Estimated Mission Length: Measured it at 1.5 hours when beta-testing.
At time of posting "B&S" is publishing patch 1.2, which is taking longer than usual.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
Your B&S is already in the list, the 6th from the top . I've updated my CSG1 this weekend and just has been thrown in the publishing pit couple of minutes ago. As soon as S8 launches I'll go back to the list and review the missions like no mission went before :P.
I call it, the Stoutes paradox.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
I call it, the Stoutes paradox.
Sorry, missed my chance. I'll keep checking if it's republished and give you a detail review when it comes back.
Also, I need to fix a couple of bugs I discovered after my last update and the mission becoming available to play after the season 8 launch.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
This means I'll be returning to this thread as soon as possible.
After next week I will be couple of weeks off, this gives me the oppertunity to get up to speed with the existing mission list.
Next up will be Borukus, from @milanx2.
I call it, the Stoutes paradox.
Name: Of Terror and Darkness
Faction: Fed
Author: @voporak
ID: ST-HS98ZW5VI
I call it, the Stoutes paradox.
A playthrough mission is written while playing.. This means that if I find something of interest (error/problem/well though out design) OR some kind of emotional experience like an instant *wow* or *aww* reaction I'll write it up as such. The order doesn't always seem logical, but that's how I've played it.
My apologies for the quietness lately. Lots of reallife stuff, my own foundry mission (I want to have it up before S8) and ofcourse the FE's. Not to forget the last winter grind...
I've been busy with loads of grind after S8 launched. Although having finished my rep on my main, it brought my foundry review and inspiration down to the gutters... Even though I tried to restart my reviews and foundry work, something held me back.
Mission starter (including mission description):
- (mission description & starter dialog, grammar) "reported arrival" ==> "reported their arrival"
Map 1; Klingon Space
- (grammar) "This is a low risk missions therefore, posibility..." ==> "This is a low risk missions, therefore the posibility..."
- (note) You've named your gateway nicely. Although, there's no life at all to be found. This map look extremely empty and also feels pretty short.
- (timing) The way the gate "opens" when you want to "warp", subtle!
Map 2; Borukus Space
- (note) First cam shot == awesome.
- (note) The trigger to set off the explosions at the wreckages, nice detail!
- (naming) While fighting the cubes I was seeing a K't'inga flying by, unfortunatly it's designation was the original foundry name "Klingon Cruiser 3 K't'inga Refit".
- (placement) While on the beginning on the map you've placed a bunch of objects across the Y-axis, further on it's more or less all on the same horizon, which leaves the top and bottom of the map kind of empty.
- (note) I'm missing some kind of interaction on this map, you have to pewpew but there's no boff or Klink captain telling me *anything*.
Map 3; Borukus ground
- (note) I know this certain map, but what you've done with it made my experience totally different. The floating rocks behind you gives it a mild threatening feel.
- (language) I doubt the Klinks use words like "lame ducks". Maybe "moldy gagh" would fit better.
- (continuity) Instead of following the mission, I went walking around the map. This brought me to a friendly mob of people. Apparently I went a bit too close, which caused the mob to shoot me. While running away I walked against couple of invisible walls. It might be better to hide these mobs until you've talked to Khan (or until you need them).
- (placement) The invisible walls on the northeast side of the camp (near the cannons) have been placed a bit too high. When you follow these walls, there's a small dip in the terrain, this caused me to go underneath the invisible walls.
- (note) Cup of tea, awesome!! Yes please!
- (typo) "What hapende with the U.S.S. Apollo?!" ==> "Happened"
- (typo) "federal molluscs" ==> "Federation molluscs"
- (typo) "clocked photonic" ==> "cloaked photonic"
- (note) another bunch of invisible walls around the rock, not bad, although kind of "I want to steer you forcefully".
- (typo) "ouh..." ==> "Ouch..."
- (word usage) "transformed" ==> "assimilated"
- (typo) "huppening" ==> "happening"
- (note) They are going to help, yay! <= Oh my! Hahaha.. Had to laugh about that.
- (typo) "beggining" ==> "beginning" (although "from the very start" would fit better).
- (grammar) "what've" ==> "what have"
Map 4; Borukus cave
- (typo) "culing pipes" ==> did you mean "curling pipes"?
- (map design) Asha Karris tells you that you've entered the cave. Looking around the room I didn't saw any entrance. You might try adding an archway/wall + door just in front of it to fake an entranceway.
- (note) I like the random rocks laying there in the pathway
- (typo) "choise" ==> "choice"
- (map design) I like the way you've put all the wires around energy generator. I really enjoy the way you've designed the generator as well. Nicely done.
- (typo) "every leaving creature" ==> "every living creature"
- (typo) "overtakeing" ==> "overtaking"
- (grammar) "you can not destroy" ==> "you can't destroy"
- (map design) I like the subtle borg equipment and smoke just above the ground. Nice..
- (animation) No animations when you place the first bomb on the right.
- (placement) The bombs are already "there" when you need to place them. I would say; make them invisible until you actually place them. You could use lights to "point" and actually give you an interactable object.
- (placement) You placed a borg piece as a door. Very well done.
- (dialog) "cause" ==> "because", "like thanksgiving" <== do Klingons actually know thanksgiving?
Map 5; Borukus battle
- (note) WTH, did you actually built a cube in the sky?!
- (note) The fight, did you just put couple of those enemies in patrol mode? It was freaky awesome! NICE.
- (grammar) "we have the wounded" ==> "we've got wounded on my position"
- (note) The medic beaming in, nice detail.
- (grammar) "We are leave now" ==> "We're leaving now"
- (note) Ilis and the cadets fade away after the dialog, while they aren't actually "beamed up" yet. I would keep them visible while you beam up.
Map 6; Borukus space battle
- (note) Nice map design! Although I have to mention that most of the cubes, spheres and klingon vessels are on the same level.
- (note) Oeh! Nice! Sensors down!
- (placement) The red effect isn't properly aligned with the gate.
- (grammar) "gonna" ==> "going to"
- (naming/patrol) All the spawned klingon ships flying by, AWESOME. Although.... the ship's aren't named. Next to that you've only placed one or two patrol points. This means they go back and forth. It might be wise to let them fly around so that it seems to the player that they are fighting there.
- (note) The explosion, nice.
- (typo) "transworping" ==> "transwarping".
Map 7; Where it all began
- (naming) "ESD" is an in-game naming, but is called "Earth Space Dock" if you want to have it properly named.
- (typo) "Seting" ==> "Setting"
Conclusion:
Your mission was put together pretty well! Although there's room for improvement storywise and some details in design. Do not take this as negative criticism, I really enjoyed the mission!
I call it, the Stoutes paradox.
A playthrough mission is written while playing.. This means that if I find something of interest (error/problem/well though out design) OR some kind of emotional experience like an instant *wow* or *aww* reaction I'll write it up as such. The order doesn't always seem logical, but that's how I've played it.
That... has been a while. The Freebooter's Gambit is an KDF mission. Hmmm, I hope my Klingon will survive, hehe...
Mission starter (including mission description):
- (mission description & starter dialog, note) Nothing peculiar found. Although this sentence: "as your mysterious cargo has drawn the attention" let me assume I'm the smuggler?..
- (first task) Your first task doesn't mention where the mission actually starts. People with giant memory holes (*starswordc, I'm looking at you, hehe*) might forget where to start.
Map 1; Nimrod System
- (map design) First thing I notice are these clouds. While the player is surrounded with it, it seems to be at the same Y-axis as the player. As well for most of the rocks and planets. There is no vertical variance in any way.
- (interpuntions) "..while trying to defend it i'll pay.." ==> "..while trying to defend it, i'll pay.."
Map 2; Megan station
- (note) Sorry to say, but your station seems rather empty. There are couple of mobs, but that's actually it. I would love to see some map customisation.
- (typo) "inititate" ==> "initiate"
Map 3; Megan station, 2nd
- (note) Couple of mobs, no map customisation found. Only thing I saw was that you've renamed some cardassians mob to Glin and Gil
- (typo) "inititate" ==> "initiate"
Map 4; Nimrod space, again
- (typo) "expanse" ==> "expense"
Conclusion:
This mission was rather short. There was not a lot of dialog and nearly no map customisation. Only a few mobs to shoot. A fun ending nonetheless.
I call it, the Stoutes paradox.
My character Tsin'xing
My sincere apologies for letting this thread go by. Tomorrow I'll go on the next mission on the list.
I call it, the Stoutes paradox.
Mission Name: The Devil's Playground
Author: confedinblue
Minimum Level: 41+
Allegiance: Federation
Project ID: ST-HE4GS98P8
Estimated Mission Length: 1 to 1.25 hours
Forum Thread: http://sto-forum.perfectworld.com/showthread.php?t=1019191
Summary: You are ordered to the Noro System to investigate why contact was lost with a research team.
Thanks!
It will take a while though! But I'll try to get there asap.
I call it, the Stoutes paradox.
Title: Into the Badlands...Again
Author: Captain_TK17
Code: ST-HPXOUWETZ
Faction: Federation
Level requirement: 31+