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My First Mission - Project Overlord

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Greetings everyone!

After working with the Foundry for a couple days I have finally finished my first mission, which is titled "Project Overlord". The reason I'm posting here on the forums is so I can get some objective feedback and criticism on the mission.

I am planning to become a very serious creator for UGC, so I was wondering if any of you folks out there would be kind enough to play through the mission and provide detailed feedback and criticism for improving it.

It's now published and ready to go. I played through it last night and everything seemed to work fine. But I would like some detailed feedback on how the mission can be improved, or anything that doesn't seem right or seems broken.

Thanks in advance to anyone who helps! I'm now off to play missions and review them!
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I enjoyed the storyline and i thought the mission was pretty good but i thought you overdid the ground sections.

    you had a section with 7 klingon mobs, then another section with 7 mobs and then a third section but this time scan 7 consoles. Its too much of the same stuff. Try reducing the first section to just five mobs and maybe throw in a reach marker half way through, with a few lines of dialogue just to break it up. Or have me face 4, then some dialogue, then have another couple of mobs appear.

    Same with the second section. breaking up the play makes it interesting. seeing i have to kill 7 mobs sounds boring. then seeing the exact same number adds to the boredom.

    also with the room with 7 consoles to scan. Again reduce it to maybe 3. Once i've done that many there is no need for me to scan 4 more. Have a line of dialogue after each scan maybe explaining part of what they have found.

    If you want lots of enemies then thats ok but hide the fact there are lots of mobs.

    Also one of the mission goals tells me to return to the contact, but then the dialogue tells me not too. I was half way back to him before i realised i wan not meant to go that way.

    also maybe change the opening name from sector to system. we are in the vulcan sector already so you cant have a sector inside a sector.

    More storyline at the end by the bad guy explaining why he's doing what he's doing would help flesh out the character and round off the story.

    I hope that helps and In my view change those things and you have a much more fun mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Thank you, that's exactly the kind of feedback I was looking for!

    I didn't realize that I liked the number 7 so much... maybe I should be planning a trip to Vegas... LOL.

    I do need to fix the goal that tells you to return to the contact, that was a change mid-design that I forgot to remove. And thank you for the idea of chaging the "Sector" to "System", that does make much more sense.

    I'm looking forward to putting more into this mission once the Foundry's features are expanded a bit. So many ideas and no way to implement them...
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