Burning_Brawler_NA

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  1. Seems like kind of an eyesore. Maybe that's only up there for the Pre-Beta (would they be Alpha then?) folks and when I-20 gets a little more public, it'll be back to normal? Plus, keep in mind, I-20 is miles off (assumedly.) They could change something in the coming weeks/months to make it a little less... bleh
  2. Quote:
    Originally Posted by Golden Girl View Post
    "Confessing" makes it sound like bad behavior - like supporting freedom was a crime
    Well, so long as we're using newspeak and 1984 references, any contrary thought would be a crime. (Unless I'm taking this half a step too far as I am known to do. ^_^ )
  3. It's crazy just how big that tentacle is. (Btw, that GM line-up was pretty awesome, never saw that picture before.) Because it also looks somewhat far off.

    So, Comrades, while I report your thought crimes to Big Bro- Er, Emperor Cole and the Thought Poli- I mean, Seers, do you have any other double plus un-good behavior to confess to? All Hail Emperor Cole; All Love Emperor Cole!
  4. Burning_Brawler_NA

    The Facemaker

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Huntsville TEXAS?

    Isn't there a prison there? I mean, with all those prisoners she could--

    ... oh now it makes sense.
    That's the one. How else could her business thrive in a hick college town?
  5. Burning_Brawler_NA

    The Facemaker

    Heh, next time I stroll through downtown Huntsville, I'll take a peek inside and letcha know what I find.
  6. Burning_Brawler_NA

    The Facemaker

    So, I was walking through "downtown" Hunstville a few weeks ago, and what should I happen to see but this?







    I didn't... have time... to see if this Facemaker was anything like its CoX counterparts, but I thought I would take a pic for you all.
  7. Quote:
    Originally Posted by Cynical_Gamer View Post
    Exactly, a circle-j*rk.
    Posts need like buttons.
  8. When I was working on Betrayals last, the only dialogues that seemed to work were their Ally Inactive, Ally Active, Ally Defeated, and the dialogue they spoke when they killed something. The betrayal on mine was set to happen as soon as you walked up to them.
  9. If you have fly and happened to be a ranged fighter, you can always just stay off the ground. I did this and managed to get the badge. I also hid in the rafters if I was worried about getting attention from Clockwork.
  10. Since the thread has come to a standstill, and I've never played one of Rial's arcs before, I decided to go ahead and grab the first one in his signature:

    Quote:
    Arc ID: 147916
    Name: "1 of 6, Lord Imperial's Origin"
    Keywords: Custom Characters, Origin Story, Magic
    Length: Very Long
    Alignment: Neutral

    My review style: I will usually go through and give a mission by mission breakdown as I play the arc of things I like, don't like, have questions about and also keeping an eye out for simple errors such as spelling or things that don't seem to line up with what's currently going on. The down-side of this is things may seem a little cluttered, or I may repeat myself several times on a point in different places. Overall though, I feel doing it this way gives the most honest relation of my experiences and impressions during the arc. That being said, I'll get to it.

    Pre-Arc

    I'll be running this arc on a level 45 MA/Will Scrapper. I usually play her missions set with her being worth two heroes and for bosses to always appear as bosses. We'll see if she stays that way through the arc or not.


    The Description has some grammatical and spelling errors (sence rather than since). I was debating if this is improper to do, but I have a corrected version here:

    Quote:

    It's been a while since Lord Imperial first arrived on Primal Earth-- that was in November, 2004. His story doesn't start with him though. No, it starts with a stranger nearly four centuries ago on what is now called Sharkhead Island.
    Some of the sentences still seem a little off (perhaps saying "arrived on Primal Earth in November of 2004"). Personally, the description is the hardest part for me to write- wanting to give a good idea of what the arc will be without giving too much away. But enough about that- I'll actually get to the arc now.

    Mission 1

    Okay, opening lines from the contact are short and to the point- not a bad thing, necessarily. I'm seeing a recurring grammatical issue- counting numbers should be typed out (4 should be four, for example.)

    So, as I ran forward, puzzling out why I was seeing Coralax and Pirates together, it occurred to me at level 15, I may not be so amazing as usual. The mob quickly confirmed this for me, sending me running in a few seconds. I think using these two NPC groups to create "The Flying Dutchman" is a neat idea. Reminds me a lot of Pirates 2. They're also pretty effective fighters- ouch.

    Ah, that's better. As I recued the first Mysterious Citizen, I took the battle a bit more cautiously. They seem a pretty balanced mixed, not too crazy to fight. The Mysterious Citizen didn't seem to want to follow and aid me in the fight. I wasn't sure whether or not that was intended. Ah, and then I read his description. Confusion cleared!

    Meeting The Stranger was a good breather, as he makes going through the mission much easier. In his Ally dialogue, check where it says "Perhaps you haven't hear..." Hear should be heard. And "Are you hideing too now?" Hideing should be hiding. I think grammar issues (mostly just comma placement) will be a common note for the rest of the arc- I won't harp on it anymore. I do suggest going through and trying to fix those though to give polish. Stranger is also lacking any sort of description. For that matter, The Flying Dutchman's crew still has their normal descriptions (including Davy Jones).

    The Fight with Jones: Not too tough of a fight, especially with Stranger helping out. I wasn't sure if him having Assault Rifle was the best idea, or at least, for him to have Flame Thrower. Also, should he be able to bubble and fly? If he's a ghost like the Night Haunts, you should be able to make him appear like the Reflections do.

    I was surprised that the Ancestor actually looked like me. I guess Doppleganger must have gotten added to the MA while I wasn't paying attention. That or it was just a really weird coincidence, heh.

    The Contact's return text has a spelling issue as well: thoughs should be those.

    Overall, the first mission is fun. A few grammar and spelling issues, but nothing major. Might want to make it clear that the Mysterious Citizens will not follow you, either by putting that in their dialogue or by changing them from an Ally to a Free A Captive.

    Mission 2

    Okay, a few more spelling and grammar issues in the contact's opening lines. The text is still short and to the point, but I am still kept interested in what's going on, which is good.

    I was very glad to see The Stranger was put in the front of the mission so he could help me as I go through it. I was a little disappointed though to see he had nothing to say once I'd rescued him.

    Davy Jones proved again to be a pretty good fight. I noticed the vapor on him this time and get that he's a ghost as well, but still beleive it couldn't hurt to give him the Reflection's transparency. I actually ended up fighting Jones before Jack because I am currently still looking for him. On Jack: there was no mention of him being a required mission goal in any sort of context, meaning there was no justification for me knowing to go after him. Either The Stranger or the Contact could have mentioned something.

    Upon finding Jack, I was surprised to see that I now have to defeat my Ancestor. Curious, I went off to hunt for her in these tunnels. Is there perhaps a smaller map that can be used? There is a lot of back and forth happening while carting an NPC who seems slow on the uptake around with you. I elected to actually ditch the Stranger and learned that he also has no text for when that happens. Part of his problem I think is he intermittently swaps ammo types, even out of combat. For mechanic and thematic reasons, I suggest taking that power away from him.

    WOAH! My ancestor has Kheldian and Ice powers? Where did those babies come from? In all seriousness, this was actually harder than fighting Jones. I ended up running back for the Stranger, smacking him around a bit, then forcing him to take aggro so something could actually get done in this fight. After all that, I exited the mission.

    Thoughts on this mission: The use of the "once this is done, this objective appears" mechanic could maybe be cleaned up a bit, if only to give this mission some clearer directions and better sequencing. Maybe you should only have Rescue the Stranger and Defeat First Mate Jack up at first- keep the Ancestor set to happen after Jack, but then reveal the treasure after the Ancestor is gone, and then Jones arrives. Properly stagger your objectives to. Keep Stranger and Jack set to spawn in the front of the mission, have your Ancestor spawn in the middle, and keep Jones and the Treasure in the back. Lastly, consider picking a map that's a bit smaller or at least doesn't branch out so much. If Stranger is going to be using Swap Ammo every thirty seconds, that's way too much area to search and try to get him to keep up.

    Mission Three

    Ooh... Okay... Major fourth wall slap. You don't need to call attention to the fact that the arc is neutral and explain to us why that is. Or at least, not so directly. I've already justified it to myself why it's neutral. Either way, for whatever reason, my character wants to know more about Lord Imperial. Whether that is out of curiousity or to find a way to destroy him depends on my alignment. Also a slap, referring to the Circle as "CoT." We've turned from telling a story to using chatspeak. I'm starting to feel the Contact has no real voice. Try thinking of someone you know, someone who's informed and the way they talk. Write the dialogue as if that person was saying everything. Maybe a professor or teacher would work well here? That should help make this seem less like reading teamchat and more like reading a contact's dialogue.

    I walk inside to find- green-skinned Legacy Chain? I became very concerned for a moment that my Graphics Card was somehow busted or my resolution was off, but my skin tint was fine. Which led me to the decision that this was a modified NPC group, not the Legacy Chain. If that is the case, I suggest they perhaps get their own NPC group name and descriptions.

    Not sure if I like Shark Mage or not. Something just seems a little off here. Also, should Shark Mage know why I am there? How does he have that knowledge? Aren't I going back in time? How does he know we call our earth "Primal Earth?" Does he really care what world Imperial goes to? (I've gathered they're enemies at least, for whatever reason) I do like however that there are random patrols of Thorns wandering about- it gives the map a more alive feel, that they actually are on patrol for intruders. Kudos.

    Watching Shark Mage fight gives me a little pause. So, he's Davy Jones, who is a ghost, but now calls himself Shark Mage, and still uses an assault rifle. Something isn't quite synching here with me. Perhaps Davy being Mage should be abandoned altogether? Or, better yet, if Davy really has shown himself how he truly is, maybe he should abandon the rifle and have a different primary that fits his new image? His abandonment message of "No we need him alive remember!" is also a tad confusing. I don't think I'm really getting enough context here, through the contact or the mission content, to understand really what's going on. Which brings me back to why on earth are there green-skinned Legacy Chain? O.o

    Upon finding Imperial, I noticed he too has no description. Seeing as he is the focus of the arc, I found this somewhat disappointing.

    I was surprised to see the CoT leader was me. Not necessarily in a bad way, but I did end up asking myself if there are actually CoT and Legacy Chain and whatever else in that dimension. Obviously, there must be.

    Upon return to the contact, I am reminded the dialogue needs a little work.

    Mission 4

    I can forgive being told I'm about to have an easy mission, but I really do feel I need more context in this arc as to what is happening.

    Upon entering the mission, I was given two impressions: One, that Imperial was fortunate enough to arrive in Atlas during a big, swanky event and Two: That the Circle of Thorns are from another dimension (which, canonically speaking, isn't true.) I proceeded to do some rescuing, and was disappointed by the lack of thank yous or even dialogue at all from some the captors or even the captured. Again, there's the use of the term CoT. "Imperial is me from Mythical Earth?" confused me. I wondered how on earth any of them had perceived that knowledge and had that exchange just like that. I also had an, "Oh hey!" moment when I came to the assumption that the contact is Neptune. This was a nice moment for me, because it finally gave me a link as to why the contact was telling me Imperial's story in the first place.

    I next went to fight Akarist. I didn't realize how resilient he was until this fight and found it interesting how long it took myself and this full team of NPC allies to knock him down. He too had no text or justification for being there, which led me to believe he was placed simply because he was a Circle EB. Baphomet was much of the same (though much easier to kill). His only reason it seemed for being there was because he was an Elite Boss; no text or reason given.

    I have nothing really to say about the return text. Looking back on the mission as a whole however, it's becoming clear that the lack of information given is really hurting my enjoyment of the arc as a whole. The more odd choices would be more easily understood if I wasn't left on my own to determine what is going on as much as I am. You have to remember that most people playing your arc have no clue who Imperial is or how he came to be. Things have to be explained in the proper time and to the proper extent so the player isn't left lost and confused. Creating questions is fine, but eventually there should be some answers.

    Mission 5

    On the opening text for this mission: The first sentence is a run-on, try breaking it up a bit. One question: if Imperial is just trying to head straight back to his home dimension, why did he bother getting a hero license just then? Don't feel limited by the way the game starts you off. This is your story. Don't let the way CoX tells your story rule your own take on things.

    As I began the task of rescuing, well, everyone, I was very thankful you chose the same animation throughout the arc for the captives. It was an easy beacon for tracking them down. I was very confused by the Mythical Earth Counterpart's talk of not being able to fight me and reversing spells. I honestly have no clue what's going on there. I just know that for whatever reason, she is an ally this time against the Circle (which she is (was?) a part of). I have to say something about the lack of Ally text, that being that there is a reason for it. Your major ones are Ally Inactive, Ally Active, and the message they give for when they are abandoned/reacquired. The reason for this is it lets us know A) Where they are B) That we've killed the entire mob around them and freed them and C) That we've accidentally ditched them and need to turn back. Besides being a great way to add some life to your characters and expand your story, these are tools that help the player keep track of them. Since there are so many in your arc, this is a tool we really need.

    Upon completing my rescues, I ran off to track down Akarist and Baphomet again, wondering once more why I have to fight them in particular. I was reminded that Akarist is the most resilient Elite Boss in the game and given no hints by him or anyone else as to why he is there. I had to take a pretty long trek back through the mission to find Baphomet, which would be fine if I were given a reason why I couldn't have kicked his sorry tail on the way in. If this choice was made because it was felt that in order to make the mission more solo-able, you should rescue all the allies first, let the player make that decision. If I thought I could take him alone no problem, I would. If I wanted to let the NPCs wipe the floor with him and sit back with popcorn, I would.

    The return text was a plug for the sequel- which is good, interested players need to know there is a sequel so they can continue, but at the same time, we need something story related material in there as well. My suggestion is to have your contact wrap-up, mention that the story doesn't stop there, and then, perhaps in a different colored text, plug part 2.

    Also, did Imperial go back to Mythical Earth? Or did something about the encounter at Portal Corp. make him stay? This could probably be explained somewhere in the mission (or be explained more clearly if it is already). I'm sure once we play the other arcs, we understand. But we really should know the answer to that question at the end of this part. Perhaps the contact could tell us that?

    Final Thoughts

    I think this arc has a lot of potential. Origin stories interest me, and despite the issues I had, I was still interested in where things were going to go next. Thematically, I liked that the further we got into things, the higher the mission levels got. That's something that I think could be used even more effectively in the story-telling.

    Major things that need fixing are:

    Grammar and spelling- Go back through your dialogue from the Contact, the Allies, the Enemies, all of them. See if you can't catch a few places you might have made some mistakes and tighten that up.

    Fleshing out your story- We need more from everyone involved. The NPCs in the Flying Dutchman group should have names other than those they have as Coralax/Red Hands as well as their own descriptions. It doesn't have to be anything fancy, I just want to be able to see them as the Flying Dutchman crew without the reminder that it's really just Coralax and Red Hands. And give your own characters descriptions! If I click info on them, it's because I'm curious about who they are. Reward me for caring with a little background. None of these have to be extensive, just something that gives me some idea of why this character is in the story. And give me the story to. I like that we are there for the action of the origin, that's good. But we're not being given anything to set that action into context, not from the contact and not from the NPCs. Don't be afraid to let your Contact speak more. I promise he won't bore us.

    The amount of NPCs- I don't mind the odd NPC here and there and enjoy placing a few in an arc myself sometimes. But when you have three, four, five of them, I can honestly just fly over what I want killed like some form of over-powered Mastermind and let them do all the work without fear of losing any of them. And that's even in my ramped up difficulty settings.

    Things I enjoyed:

    Mechanics- The use of completing one objective to open the next was a good choice, since in a mission we may need to see several things happen for that part of the story to come across. These do need tightening up however so as to prevent unmotivated back-tracking and a player accidentally doing things outside of the order you may have intended. I also liked that the Circle were patrolling and defending their own city. As I said above, it makes things feel more alive for me.

    We were part of it- The fact that you allowed players to be a part of your origin story, not just spectators, was very nice. And I don't mean just the Dopplegangers, but as people who were actually moving things along. Thank you for that, it definitely made things more involved and is probably a large part of what kept my interest.

    In-game, I gave this arc a Four. Here, I would say it is probably at about a 3.5 out of 5, but with the potential for a much better rating. Take a look at the things I suggested and see where you can make this (and the following arcs) a tighter, more enjoyable playing experience with the fleshed out story it deserves.







    This is the arc I would like to offer up for critique:
    Quote:
    Arc ID: 475246
    Keywords: Challenging, Custom Characters, Magic
    Length: Very Long (5 missions)
    First Published: 12/19/2010
    Morality: Villainous
    Level Range: 40-54
    Enemy Groups: Circle of Thorns, PPD, Council, Two Custom Groups
    Description: Blightlord is looking for aid in a new project. Do you have the skill necessary to get things done?
  11. I think these TFs are great. Are they incredibly hard? At times- but only for the same reasons every other high level TF has been hard when they first came out since the LRSF: We don't know our strategy yet.

    I think both Tin Mage and Apex do a nice job of forcing players to be involved in the fight. You can't get away with standing in one place and firing off the same 3-attack chain til the AV is dead. Having to actually figure out Battle Maiden and then work as a team made me feel involved in what was going on. I had to be aware of my surroundings (very aware) rather than just letting the Tank take aggro and stand there and blast away.

    In a month or so, these TFs will be just as efficiently and ruthlessly conquered as all the others. For now, enjoy the challenge.
  12. Burning_Brawler_NA

    NPCs in missions

    I want to add though that if you do this, they won't have all the boss text unfortunately. They'll only give their NPC Inactive, Betrayal, and Death text- as well as whatever phrase they're assigned to say upon killing something else.
  13. Burning_Brawler_NA

    NPCs in missions

    One thing I did- I desperately wanted a single Boss ambush, so I chose a rescue Ally the Betrays as soon as you "rescue" (go near) him. Considering what was going on and with a slight dialogue tweak, it worked nicely.
  14. Arc ID: 475246
    Keywords: Challenging, Custom Characters, Magic
    Length: Very Long (5 missions)
    First Published: 12/19/2010
    Morality: Villainous
    Level Range: 40-54
    Enemy Groups: Circle of Thorns, PPD, Council, Two Custom Groups
    Description: Blightlord is looking for aid in a new project. Do you have the skill necessary to get things done?


    I first wrote this arc back before the MA system was even announced. Needless to say, it went through quite a bit of rewrites and reworks before it was able to 'fit the system.' I published the original version less than a week after the release of Architect Entertainment. Now, however long later, I have taken the old version down and replaced it with one more fitting the style of play we see in missions today. I like to think that I've gone beyond cramming an overtly complex arc into a large, though still limited system, and instead reached a point where it was able to flourish within what MA allows us to do.

    I'm really curious about what everyone thinks of the dialogue and story, but more importantly, what they think of the bosses and custom groups. I've tried to make them soloable while still challenging, and for the powers of the groups to work together in some fashion. Although I've done a lot of extensive (and I mean extensive) solo testing,this arc hasn't gotten any real team testing yet, so that would be big as well.

    Let me know what you think, here or in-game. Enjoy!
  15. I thought there were jetpacks for sale, but couldn't be sure. I do agree however that, though the cost is pretty insignifcant, that traveling in the Shard should cost anything. Maybe, since gravity is different in the Shard, it would be possible to offer packs that only work there.

    As for the Co-Op, as I said, I'm not majorly into the idea of every zone being co-op. I think there's merit in the idea of keeping the hero areas for heroes, and then having villain specific and co-op specific areas. But if we're talking time and resources, I would rather see the villains and heroes share the existing zones and each side having their own missions as well as some co-op missions than have no changes whatsoever.
  16. Revitalizing the Shadow Shard

    Now, as many of us know, the Shadow Shard is the most dead area within the game. What was essentially the end-game way back years and years ago became just a place of frustration whose only real treatment was abandonment. It's not because it's an entirely bad zone- the place is actually quite pretty and entirely unique from anything else within the game, the enemies are unlike any other faction as well as challenging and there is a potential for really strong story-telling in it. The Task Forces, though some have gained notoriety for one reason or another, take place in some very beautiful scenery (such as the Chantry or the Storm Palace). This zone has a lot of untapped potential that really could be salvaged and expanded upon.

    The zone's current problems are simple: transportation is horrendous and nearly all contacts consist of repeatable missions which, while they may be fine the first two or three times you run them, lose their luster quickly and are abandoned for fresher and more densely populated pastures. The geysers are a neat travel system- in theory. The fact that those who are somewhat handicapped in the fragmented zone (those with superspeed or super jump) gain additional steering control in their use is a nice touch, but does little to hamper the nauseating frustration one experiences in falling and being set way back. The most reliable transportation such characters can have lies in the prayer that one of their teammates can teleport them to and fro.

    So what I have below is some brainstormed ideas on how the Shadow Shard might be brought back to life and seen for the gem it's meant to be.

    On Traveling:

    A large portion of the playerbase will not touch any improvements to this zone if they still feel moving around it is more hastle than it's worth. Without doing a total overhaul of the zone in reconnecting landmasses and such, the easiest solution is to offer cheap jet packs via the military presence in Zulu. This only makes sense, given the soldiers need some method of getting around as well.

    Or perhaps there has been some form of construction, such as the forming of a bridge network by the military. Taking the uncertainty out of the jump jets, the military presence has created a series of bridges between isles to better transport supplies, troops and refugees. Alternatively, the efforts of heroes in their assaults on both Lanaru and Rularuu could have given Rularuu just the tiny touch of control he needed to begin to reform some larger sections of the Shadow Shard. This also lends the potential for new stories to tell, quite a few of them in fact.

    New Missions and Objectives:

    New missions are a must if people are to be brought into the zone. There needs to be something to do. As I mentioned before, some partial reconstruction of the zone because Rularuu is slowly poking more holes in his imprisonment opens up huge possibilities for new stories.

    But say that route isn't preferable or even plausible. Why not take advantage of all of the aspects of Rularuu we never really see in the way we do Lanaru, Faathim and Ruladak? Go check out the Wiki if you're completely unfamiliar with them. In that rundown I see lots of areas worth exploration such as Chularn's "Factory Cubes" or the Kuularth's "Repository," which he apparently 'nests' in. What about Uuralur's "Garden of Memories"? Then there's Aloore. Reading their descriptions, I see plenty of potential for some kinds of intrigue or conflict. New Task Forces or new story arcs are just waiting for creation.

    Not to mention with the introduction of the Midnight Squad to the actual game (not just their place in the lore, but your actual interaction with them), perhaps its time they get more involved in the mess they created-- they are the ones reponsible for locking Rularuu in the Shadow Shard in the first place-- and either try to clean things up or do something for the refugees whose homes and lives they ruined.

    Make it Cooperative:

    I know people have been harping on this for a long time, that the Shard should be open to villains as well. I am usually one of the last people to cheer when another new zone turns out to be also a co-op zone. Again. Now that we have Going Rogue released I would love to see new hero/villain zones (and Praetorian too of course), but putting all that aside, what's at stake in the Shadow Shard is the stability of the characters' own dimension.

    I tend to forgive Cooperative Zones when they offer at least some side-specific content (like Cimerora) and I believe that's what's called for here. The heroic motivation for being in the Shard is also partially a relief effort- rescuing refugees from the Soldiers of Rularuu and the like. The Task Forces deal with the dimensional stakes, which make sense for the villains to participate in, but more than that there could also be missions which center around the idea of exploitation of the area and its natives. I believe this is explored a little bit already in some of the later Villain missions, but I believe more could be done from within the Shard itself.

    Or say the Midnighters do take full responsibility for the Shard. Keep the Portal Corp entrance, sure, but also add in a Midnighters' connection (since their base is already co-op) and stage a series of cooperative arcs from there. If the design team is feeling really into the project, balance it out with a villain portal as well from, say, Grandville and a set of villain only arcs/contacts and let the fun commence.

    Wrap-Up:

    These three things would revitalize the Shard and bring it back into the eye of the playerbase. By improving accessibility, both by making travel in the zone easier and the addition of a Midnighters' link the zone won't seem such a hassle to traverse. By adding new content, you see a reason for the majority of the playerbase to enter it. And by making it cooperative you increase the amount of players and characters who can partake in it as well as adding to your potential for new storytelling.

    But!

    You might notice that as talk of the Coming Storm has increased throughout the game that so with it has come a number of things tied with the Rularuu, such as the Midnight Squad, the Cathedral of Pain and the like. Should the Coming Storm be directly tied to the Rularuu I suppose that would render this all a bit of a moot point, in which case, I apologize for any time wasted in reading this Suggestion.

    Thanks for listening!

    BB
  17. Well, a few weeks ago, I was doing an Arachnos base mission. Keep in mind I've had CoV since release, and CoH since a few months after release, and for the first time I saw a roomset in that map that shocked and wow'ed me. The targeting range and barracks type room? Fricken awesome. Made it feel more like a really functioning base or facility than ever before. This old tileset that I'd seen thousands of times suddenly seemed fresher, almost new just cause of one cool room.

    While completely new tilesets are always awesome, I think a lot could be done for the old maps simply by creating a few new rooms for them. Can I tell you how many times I groan seeing the blue Council/Column room? Or the many tiered cave room? Or the warehouse room that leads up, into the little room, and then back down in the open storage area? I'd start by making some alternatives to those, and maybe a few other "flavor" rooms, something in the vein of that shooting range/rest/barracks area that just makes it feel more functioning and realistic
  18. I'm sure 2 of those WiP that never got changed over are my fault, heh. But you know any work of art is never done




    There is, however, a point where you're sick of staring at it.
  19. This sounds more like a 5th Column or Council operation. Especially since lately the 5th seems to be taking up Arachnos' slack.
  20. Burning_Brawler_NA

    Who broke it?

    Sorry, I think I Assassin Strike'd too hard >.>
  21. Pstorm was on the defensive the moment Conductor gestured. The Hurricane grew thicker, a great fog rolling out from her, obscuring their aim. She half slid, half rolled behind a corner as bullet fire ripped straight through where she had just been standing. Geez...

    The three men's minds were clear to her from this close. She concentrated, becoming momentarily oblivious to her surroundings as she planted a mental suggestion in each of their minds. 'The moment you turn your back, they're going to mow you down and take your cut of the pay.'
  22. Pstorm's eyes widened as the Conductor whizzed toward her. "Oh f-" was all she managed before being cracked solidly across the helmet. She let herself be flung away, stopping her flight just before colliding with a far wall. A hurricane whirl surrounded her, the girl not about to make the same mistake twice.

    The sewer grew colder and colder, the already slick ground freezing over quickly. She hoped that it would make things difficult for the speedster. Meanwhile, she also hoped that the three soldier leaping back through the portal would also find themselves tossed about by the two tornadoes.
  23. Pstorm's head cocked as the second bomb went off. "Yeah, uh huh. That makes you priority one," she said, throwing one arm out in a wide arc as the other shot forward. Twin tornadoes hurtled toward the three soldiers, one of wind, the other of pure psionic energy. Either was liable to send you sprawling with a very bad headache.
  24. The intruder looked widely unimpressed at the speech, and even less so as Mechano detonated the final bomb. The damage was done.

    "Chaos," he muttered with a derisive chuckle. "Perhaps in your universe, there are no heroes with the ability to halt your foolish endeavors, but I can assure you mine has grown far beyond such limitations. I congratulate you in your last success." As Steve came closer and eventually passed through the intruder, he sighed. The image vanished, reforming in front of the Doctor, eyes level with his. "I am called Blightlord, and I am certain we will see much more of each other in the future."

    The projection faded, leaving Mechano with his solitude once more.
  25. Pstorm had already been near a sewer entrance when Dr. Mechano's message first came out. She didn't see the message itself, but the sudden similarity in the thoughts of over half of Paragon City made it easy to get the idea. Well, relatively speaking.

    Mechano's second message and the detonation of the second bomb sent her speeding to its location, worried she was heading for a trap. Why on earth would he tell them where any of the bombs were, detonated or no?

    Being psychic had its advantages. The moment she came upon the PPD, she knew their true intent. As they spoke their thoughts to their comrades, her eyes narrowed. It was bad enough that one of the bombs was keeping a hole punched through reality, but now they wanted to ruin first contact with whoever was on the other side? There wasn't much to work with as a weather manipulator in a tight series of underground tunnels, but there was certainly enough disgusting moisture in the air to try.

    Pstorm turned around the corner, throwing her arms forward. A huge blast of wind shot down the tunnel towards the false PPD officers. If the winds were strong enough, the team would be sent flying through the portal. What she wasn't sure of, is if the heroes she saw on the other side would receive her message across that gateway. 'Those aren't PPD, and they're definitely not friendly.'

    ----------------

    Whether or not Dr. Mechano enjoyed his solitude was of little consequence as a sudden shudder in the air itself made a presence known.

    "Are you what passes for evil brilliance in this universe?"

    Should the Doctor choose to face this intruder, he would find a gruesome sight. A deathly pale face with traces of rot across the bald head held cold eyes filled with contempt. A black and green ventilator concealed where a mouth would presumably be. An outer suit that looked like blackened, decayed flesh covered everything else, with gloves and boots that bore wicked spikes, as well as elongated tips at the nails. A series of what looked like veins traced all across this, a dark, sickly green liquid flowing through them like blood. From the black skulls with green eyes at his shoulders, a shredded cape held impossibly together moved ever so slightly in the dead air. A dark green jewel set in a black bone belt seemed to drain light from around the man even as he radiated a malevolence of his own.

    "Are you mad or foolish?" he asked, not caring if Mechano deigned to answer his first question. "I will admit, you were not easy to find. At first. After your little display, piercing the dimensional barrier became much easier. I will tell you now, I have no dreams of a new horde of so-called heroes and self-serving villains flooding their way into my realm. The thought that you could wish, or not even consider, the same tells me you are the latter. I will be only the first visitor you will receive if you go through with this."