Tangler

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  1. I just finished the LOLBAT one. I liked the Scrabbler's gimmick, probably not what the author had in mind, but it was a good effort with what we can do with the system.

    The difficulty is pretty harsh for what it is, I got one shotted by a mace boss, killed several times by a full powered thugs mm, but arguably the deadliest of all were the chef liutenents with their farsighted/stealth piercing vision coupled with their kb inducing focus spamming.

    I found LOLBAT's speech to be grating. I mean I like the 733t-speaking Freakshow, but in this case I just found the interwebz humor to be very forced. The funny thing is the arc actually is pretty humourous when LOLBAT isn't speaking, so it's not like the author can't write funny. It's just a shame the author felt compelled to go for the low hanging fruit.
  2. Quote:
    Originally Posted by GrinningSpade View Post
    1. Mercytown, the one with the fish #6017 @Tangler
    Wow, thanks.
  3. Hey Sis, I'd recommend submitting your arc to one of the reviewers on this forum if you haven't done so already. It's usually the quickest way to get feedback, and there's some control for you on the level and quality of the feedback received if you look at their past reviews.
  4. I'd like to vote on all the categories, but I doubt I can get through that many arcs before the end of the contest. I might just hold out and vote for the comedy category.
  5. Quote:
    Originally Posted by Aisynia View Post
    Congrats, I am gonna check this out really soon

    Welcome to the DC club o.o *also has one*.

    It's a club of.. people who don't know each other and never talk.. so I guess it isn't really a club at all, especially since they took away our ******* badge.

    Grats though, I'm sure it's worth it
    Wasn't there a super secret clubhouse subforum where all the DC authors can go and have their martini and olives, or has that been removed now?
  6. I just finished playing Quest For Magic. I liked the the customs, especially a cat people group that didn't make me cringe, and Willingham does know his CoX lore.

    That said, I caught a few odd typos that I'm a bit surprised went through the okay, such as a clue that was missing a name, and it was a bit odd to hear Statesman being referred to as The Statesman (probably not wrong, but it's a bit like hearing Batman being constantly referred to as THE GOSHDARN Batman). My biggest complaint is one spoken already by other posters, in that you can see where the arc is heading from the very first briefing. [SPOILERS AND RANT AHEAD] Seriously, helping your contact attain absolute power to right 'wrongs' is a freakin' villain origin, and PC betrayal is very, very hard to do well, but the absolute worst thing you could do is to turn someone's character into a wall-banging moron in order to make it work. What's that contact? You want me to get you unlimited power AND indestructability? Sure let me just blindly accept, I mean, what could possibly go wrong? [/SPOILERS AND RANT].
  7. Quote:
    Originally Posted by Megajoule View Post
    What can I say, other than "got it in one" on this being my first arc. (The ID number probably tipped you off too.) I've made some touch-ups to it since, but the basic arc is what I came up with back in I14's beta. My goal was simply to make something in the style of, and as good as, the official content. What I didn't realize at the time is that everyone apparently hates the official content.
    I can't speak for everyone on hating the official content, but I do think that any author with time and patience, could and should do better than most of the old hero side arcs we have. Most of that stuff would probably get a 2 rating from me, with some arcs with the more sadistic and pointless padding making that 1 star very tempting.

    Quote:
    Originally Posted by Megajoule View Post
    Did you read the clue you get on his defeat?
    Yes, I kind of make it a point to, as well as looking over an arc again, what with it being a review and all.

    Quote:
    Originally Posted by Megajoule View Post
    I hadn't planned on a sequel and certainly don't now; why follow a poor arc with another one? (If any of my arcs had an aggregate rating of 2.5, I'd probably unpublish it and never go near AE again.)
    I'm usually hesitant to use this phrase as I find it awfully redundant, but I'll just remind you that my score is personal opinion. The arc was floating on a 4 star average if I recall, my reviews are probably (okay, likely) more strict than most, so I really doubt you are in danger of ever hitting a 2.5 average.

    Quote:
    Originally Posted by Megajoule View Post
    I hesitate to ask any more of you, but could you offer any advice, or have a look at my other arc when you get the time? I hope you'd like it better; response up to now has been generally positive.
    I've stopped adding new arcs to the list for now, but when I reopen it I'd be more than happy to add it in.

    As for advice; keep at it, and go experience new things. Try other people's arcs and see what you thought was done well and not so well (a review thread does wonders ), or just read some books, watch tv, or go outside. Here's a story; back in the early days of MA, there was an arc I played that I absolutely hated, which I told the author while listing the arc's many, many faults. This author would later make two arcs that I both rated as 5 stars, and are still two of the best arcs I have ever played.

    What I'm trying to say is, don't get discouraged whenever you hit a bump.
  8. Tangler

    Two MA Posters

    Is that man holding up a terrified dog?
  9. If you have no problems letting him play a villainous arc, then you can check out my Mercytown arc (lvl 1-10) down on my sig.
  10. Whack A Mole
    ID: 2711
    Author: Bubbawheat
    Tags: Solo Friendly, Moles

    Usually whenever I think of the words ‘RPG’ and ‘mini-games’ together, I make these strange gurgling sounds at the back of my throat. Whack A Mole is decidedly one of the rare breeds that don’t make eating pudding while doing this exercise into a fatal combination. In fact, it’s pretty fun.


    Oh a wretched hive of scum and villainy, I wonder what these scoundrels are up tAAAAGGH-

    Whack A Mole is a simple enough concept. You defeat individual moles within the time limit to earn ‘tickets’ that you can ‘redeem’ for prizes later (presumably it is at this point your carnie contact gives you a nudge and a knowing wink). The beauty of the arc is in the details though, as the short time combined with the absurd task makes it a rather maniacal endeavour, kind of akin to what the Riddler would put Batman through if a clue was vaguely related to moles, or if Scarecrow decided zemmiphobia gas would be a really good idea. Your hero is bombarded with many mole related jokes as he makes his way through the game. The jokes are amusing enough, and they are thrown out with an Airplane! like flurry that even if a few miss there are plenty more that may stick.


    Yes, meet Inigo Moletoya.

    Through a strange twist of fate, current MA changes do not smile kindly on this arc in regards to XP adjustments, but the new changes to difficulty selection means this arc can now be tailored to suit the difficulty of almost every hero or villain.

    Final Verdict: An entertaining diversion from the grind.

    4/5 Stars
  11. Blood, Sweat, Toil and Tears
    ID: 15447
    Author: Megajoule
    Tags: Solo Friendly, Canon Related, Drama, Heroic

    Blood, Sweat, Toils and Tears is an arc where you visit an alternate Earth designated as Gamma Upsilon 28-3. In this alternate dimension, Nemesis’ original campaign to take over America was successful, and all superheroes in America have been wiped out since. You join Megajoule, a native hero from your hero’s own dimension to support the ensuing rebellion against the Nemesis forces.

    You’ll meet some quirkily named characters such as an agent that goes by the codename Calender, and a Nemesis officer called Major Holliday, and there is also a rebel worker that should be a familiar face to your hero.


    Calender? Major Holliday? Time to be extra vigilant for some dastardly April Fool's joke.


    Beyond that though, there isn’t really much else to say about this arc. There is a definite ‘my first arc’ vibe going on with this arc, as if the author was just experimenting with some objective types, and there is even the infamous empty room that leads to an ambush setup, that was popular in the early days of MA. The missions felt quite Spartan, and could have immensely benefited with some flavour text.

    This is a Nemesis arc, so to expect the unexpected twist is only to be expected, though to the author’s credit, at least the double agent’s name wasn’t an anagram for Nemesis.

    The arc’s ending heavily hints of there being a sequel, but since there doesn’t seem to be one putting some closure would have been more satisfying.

    Final Verdict: This arc probably fared okay in the early days of MA, but with current expectations this arc now falls short.


    2.5/5 Stars
  12. Quote:
    Originally Posted by Dalghryn View Post
    Tangler,
    It's an unfortunate fact that, due to the limits of the MA, creating well-established, three dimensional characters is very hard. Typically, the best you can do is 2 1/2 dimensional, with the hopes that they don't come across as too stereotypical. Sometimes you hit, other times... not so well.
    Oh I agree, I've been fiddling around with an arc that emphasises character development, and it's certainly a problem that can cause much head on keyboard banging.

    Quote:
    Originally Posted by Dalghryn View Post
    As for the excess ambushes, I've had many people say they added depth to the feeling of war, other's have said they're overdone. From what I've read of the Rikti war (and I've read quite a bit), the odds against the heroes were, most times, astronomical. There are only a few tools in the MA that allow a creator to simulate those odds. Ambushes are one of the best. If I were certain that everyone would run it with somewhat higher difficulty setting, I'd scale back on the ambushes, but that was the only way I thought I could feel comfortable with a war simulation.
    I got that the large ambushes were to illustrate the numbers of the Rikti, though it still made it a rather painful affair for my Dom. As a quick duct tape solution at least, I'd recommend seeing if you can place the allied heroes closer to the entrance, as I've met a majority of them near the end, right after I killed the big bad no less.
  13. Consequences of War 1 & 2
    ID: 227331 - 241496
    Author: Dalghryn
    Tags: War Drama, Rikti, Challenging

    The Consequences of War is a war drama set during the Rikti War, between the Rikti’s initial strike on Earth and before Hero 1 and Vanguard devised a way to shut down their invasion for good (almost).

    Your hero follows a supergroup known as the SOLUS Collective, a ragtag bunch of heroes who are just one of many groups trying to persevere against the Rikti, and together your hero experiences the events of the Rikti war such as breaking the Rikti language and the great hero base bombings.

    By ragtag, I really do mean so. The SOLUS Collective actually has a hiring policy to take in those that other groups would not do so, which certainly puts a question on how your hero winds up with them. Your hero will meet the team’s leader and founder Lazon, a being of pure solar energy, their second in command Captain Superior, an eight foot tall superman-esque figure and a host of many others in their team. The team is similar to the Justice Society of America, acting as a large club that houses and trains recruits by its more veteran members, and having a family like bond.


    Lazon, being of pure energy, leader of the the SOLUS Collective, and master of making everyone feel really uncomfortable as they try not to stare at his flaming crotch.

    The missions competently reflect the feelings of war with the cries of commands being overheard and the bodies of the fallen that piles up as the war progresses, though there were a few cases where I thought some of the heroes were more blatantly set up for this.


    Pro-tip: in a war, stay well away from the guy who can't stop talking about his wife and newborn, as that guy is marked for death.

    The first half ends with your hero becoming an honorary member of the SOLUS Collective, where it is hinted at that your hero will be having a hand at reforming the SOLUS Collective after the events of the first chapter, though only just in time for when things get truly serious by the second chapter.

    One thing you can say about this arc is that it is epic in both feel and length. The entire arc runs at a whopping 10 missions long, all of which are on large maps with equally large objective lists, there have certainly been a few times where I ended up taking a break because I found it to be draining.


    Holy Chao, how did this guy get inside?


    Not to be upstaged, Hro'Dath shows his own catflap squeezing skills.


    Okay, I can at least explain the Shivan, as that came from my... pants.

    The arc can be quite difficult. Rikti are usually problematic for squishies, but it was even more so when the arc throws in over-inflated ambushes for the most trivial objective completes, and has your hero going up against some of the most powerful Rikti bosses. I ended up switching to my brute from my dominator for the second arc, which made for completing the arc a considerably smoother ride. If your hero has problems soloing the RWZ arcs, then you may want to skip this unless you bring a friend.


    This happened a lot.

    As this arc is a war drama, expect a lot (and I do mean a lot) of heroic sacrifices. Unfortunately a lot of these occur with characters that don’t really get enough character development, or only just a bit rushed in time for their deaths to really cause a strong impact. One death in particular really stuck out, as it was made to be tearfully glorious but because it was so out of the blue, it did nothing for me when I encountered it.

    The arc ends on a bittersweet note, and it's one that is only appropriate for an arc on the consequences of war.

    Final Verdict:
    The Consequences of War does what it sets out to do and well, though I would not have said no to an abridged version.

    4/5 Stars
  14. A quick update: I've edited my first post to state that I will no longer be accepting new submissions for the time being. Reason being that I already have a sizable backlog as it is, and after experiencing some of the enlightening work of others as well as critique on my own arcs, I want to put my free time into developing my own arcs again once I'm finished with my current review batch.
  15. Quote:
    Originally Posted by Venture View Post

    Glad you liked him. I was thinking of yanking him now that the Rogue Isles Villains are available but people don't seem to mind the author insert. I don't think it's worth it to change him out.

    They are? I just took a peak in MA and couldn't find them (or their hero equivalents).
  16. Quote:
    Originally Posted by Megajoule View Post

    (Awfully convenient to have that there, wasn't it? There was a typo in the message when the altar is destroyed, though. Better check that.)
    Thanks Megajoule, I'm glad you enjoyed it. Yeah believe me I'm well aware at the... all too convenient plot object. I'm really going to have to rewrite that part with something better one of these days.

    I'll bump your arc up next after I'm done with Consequence of War.
  17. Splintered Shields
    ID: 253991
    Author: Venture
    Tags: Challenging, Canon Related, Drama

    Splintered Shields is probably best described as a crime or police drama, though it’s less about good cops busting bad robbers, and more about bad cops and heroes among thieves.

    Your hero is contacted by everyone’s favourite Longbow with trust issues, Captain Wilhelmina Marlena Dietrich, who has been taken off the Rikti Countermeasure team after the events in the Vanguard arcs. One of Longbow’s facilities is currently under siege by Arachnos forces at Independence Port, though the leader of the attack has been identified as a bane spider called Operative Kobushi, who until now was known to only operate within the Port Oakes and Cap au Diable region of the Rogue Isles. Dietrich claims she is unable to deploy reinforcements to the area in time and so needs your hero’s help, and so off you go to bash some Arachnos heads.




    I don't see how this could possibly go wr- oh hang on, my hero is actually genre-savvy this time.

    Everything is not as clear cut as your hero is led to believe however, when the Longbow unit are eager to take you down under the guise of tragic 'friendly-fire' along with Arachnos, and so your hero embarks on an investigation that slowly uncovers possible corruption within Longbow.


    This probably isn't how friendly-fire works.

    Your hero will meet the Arachnos leader Operative Kobushi, who is a bit of an odd-ball as far as Banes Spiders go. I’m kind of surprised that Arachnos haven’t stamped down on his rebellious attitude sooner, but given how nuked the bane spider lore is anyway I won’t bother going into that.


    'But I will turn a blind eye to where my enemy is actually standing!'


    It's probably the combination of Daos using the most hilariously nonthreatening threat I have ever heard of, and the 'better learn to place nice with the other kids!' line, but I just found this conversation more funny that it should be.

    Your hero will also meet with Longbow Captain Adam Vaughn Livingstone, a decorated and popular personality who otherwise leads the Longbow team that decided to perforate your hero. There is an interesting back and forth between him and Captain Dietrich, as to whose story your hero should believe, that is unfortunately not fully played out for the arc.



    This arc also features a few surprise guests. A villain by the name of Victor Praetorius shows up in one of the missions to cause general mayhem. He (it?) appears for a short though entertaining bout with your hero. His appearance doesn’t add much to the arc in terms of relevance, though he doesn't detract from it either.


    Because cyber-zombies with lasers make everything better.


    Malta also make an appearance, albeit reimagined with the use of customs and under the reason of them using experimental tech. While the customs are well designed, I can’t see the reason why the author did this in the first place, though since it replaces the usual endurance draining, prod stunning, and missile swarm gassing Malta with a robotics summoning, kinetics using, and slow spamming one, I can say that it wasn’t to make Malta easier.

    The arc also contains a few optional objectives, though they weren’t as good as I hoped. One objective provided a subtle clue in the chat log, which can be easy to forget by the time it makes sense unless you were really paying attention. There was also an optional defeat, though it was more for completionist’s sake, and didn’t yield any tasty information or colour to reinforce the story.

    The arc is on the whole, a well-polished and made arc, and while I did not find that the arc had any real faults in itself, the story just didn’t hook me as well as it could.

    Final Verdict: An interesting take on Longbow.

    3.5/5 Stars
  18. Thanks for the review, it was certainly quite a (dare I say...) mad take on it.

    Looks like I'll be doing some more tweaking, the life of an author is certainly a restless one.
  19. Damn, those are some awesome shots Cap, I especially like the villainous posing (or loafing, in this case).
  20. Hey thanks for the review, as for some of your comments:

    Quote:
    Originally Posted by GlaziusF View Post
    Meteor Atlas? I thought there was another Atlas Park outdoor map that worked alright, or does it not have any spots for captives?
    Bingo.

    Quote:
    Originally Posted by GlaziusF View Post
    Reporters interviewing cops. That's pretty nice. ...but is thiis a custom group of PPD? Because I'm seeing a lot of grey hardsuits and suchlike kicking around, and that seems to be what I16 does to custom groups with any kind of level range. You can just use the PPD random spawner, and it should work out fine.
    I made a PPD custom group at the time because the vanilla version spawned the rather useless drones, I am unsure if they finally fixed that now.

    Quote:
    Originally Posted by GlaziusF View Post
    Not so welcome - the lady Longbow Flamethrower who the councilman addresses as "Steve". (Have you got space? You can do a passable recolor of the Malta in Longbow red and white.)
    That actually sounds like an interesting way to take the whole Malta disguised as Longbow, thanks.

    Quote:
    Originally Posted by GlaziusF View Post
    Unfortunately the Titan ambush spawns down in the streets below, and I can trot back to the van without it getting in my way. Well, unfortunately for the ambush, anyway.
    Until the day we can set our own spawn placements or the devs buff the Titans with Zero G Packs(hint, hint), this seems to be an unfortunate 50/50 ambush chance. Still, I'm not wanting to have it removed as when you *do* get sniped by Titan missile swarm fire halfway down the highway, it's a pretty unique experience.

    Quote:
    Originally Posted by GlaziusF View Post
    Huh. This "Crey Security" seems to cap at 45 and be rather anemic on XP
    That would be a bug.

    Quote:
    Originally Posted by GlaziusF View Post
    I hear Chameleon ranting as I step inside, then I realize he must have been OUTside after the first floor comes up empty.

    ...huh. No, it doesn't look like he's outside either.
    iirc, he's standing outside by the boat, the reason why you can't see him is because he's stealthed.

    I'll be having a look at some of the weird errors you found, as well as giving the arc an update to i16.
  21. The Most Important Thing
    ID: 266877
    Author:
    Aisynia
    Tags:
    Hero, Challenging, Drama, Mystery, Time Travel


    The Most Important Thing is an arc wrapped around a simple premise, that the most important thing in the world is family. It’s an innocuous idea that drives the characters in this arc, leading to great misdeeds of doom as well as great deeds of salvation.

    The arc starts with your hero answering to the call of one Amy Callahan, a teenage mutant with some measure of time manipulating powers who is in serious need of your help. Amy is being coerced by a man named Dr Albright to use her powers to perform acts of theft, under the threat of her harm to her family if she does not comply. Amy is pushed to her limits however when Albright’s next demand is for her to kill someone, and so discreetly turns to you to try and help her out of this mess.

    Amy at first asks you to break into Albright’s lab under the guise of a randomly snooping hero, and to ensure that Albright does not suspect treachery also wants you to defeat her in a mock fight, though she was a bit too eager to make the performance convincing when I met her.


    One to mediport please...

    Further inside you uncover a glimpse of Albright’s depravity and confront Albright himself, though he manages to teleport away before you can arrest him. From here on out, your hero’s adventures will lead you to unravelling a decades long plot as you chase Albright further into his past.


    Superhero rule #57: Nothing good ever comes out of opening a fridge.


    Dr Albright. A man unfazed by a walking inferno heading towards him.

    There are some things that the arc does exceptionally well. The first thing I want to write about is the C.L.U.E. or otherwise known as the Communication Link Uploading Equipment. It’s basically a hacking gizmo that doubles as a comm-link to Amy, that your hero can access by clicking the (wait for it) clues button. It’s a simple and yet incredibly effective story-telling technique, allowing Amy to voice her opinions and provide details without having to have her there present in the mission, which also gives Amy ample character development that isn’t restricted to the briefing pages.



    The second thing is that chained objectives were effectively used to create fleshed out missions efficiently out of tiny maps. One mission has you exploring a small tech lab that thanks to the use of some very cleverly chained objectives, made me feel that my hero was doing some actual investigation work, and then for the author’s next trick, he pulls off the same feat but in the even tinier university basement map.


    Someone needs to make an entire arc within this map.

    A third thing is that the character Albright was an excellently presented villain, as your hero meets the many incarnations of Albright as he travels further into his past. It’s a slow unveiling of Albright’s origins and motives, and reveals the ramifications of his many past crimes and how it effects the present.

    The final thing I want to highlight is that the arc’s recurring theme on the importance of family. It drives the plot, in more ways than one, and the entire arc resonates to this theme from the very last beat of your hero’s souvenir.

    Was there anything I think the arc didn’t do well? Well yes, there was. One quibble I had can be described in two words – time paradox. I won’t go into details as I try to avoid spoilers in my reviews, but there is a certain event in the past that I can’t help but wonder how it occurred without meddling to begin with. I can see how it could happen without meddling, but without the author's word on it it’s just wild speculations on my part - which works for some stories, but I doubt was the intention for this particular part.

    The arc’s enjoyment also heavily banks on whether you like Amy’s character, and if you can accept the dictated interactions of your hero with her. It’s a major gamble whenever authors attempt this, and I am not one to discourage authors to take the risk as done well or for the right player, the pay off can be huge. That said, I thought the whole thing was too woobie, but ultimately it didn’t detract from my enjoyment of the arc. Some may love it, and others may hate it, though you’d have to have a heart of ice to not feel something by the end of the souvenir.

    Final Verdict: A brilliant arc. What problems this arc may have is vastly overshadowed by everything else it does right.

    5/5 Stars
  22. Quote:
    Originally Posted by MrCaptainMan View Post
    I've just checkd my arc The Audition in light of its nominations for Bubba's Player Awards thread, and to my great dismay i found that Mission 1s objectives had lost an important trigger point. Your 'enjoyment' of it may therefore have been somewhat damaged. My apologies.

    Stupid MA

    Eco.
    No worries, congrats and good luck with the awards anyway.
  23. Quote:
    Originally Posted by Wrong_Number View Post
    The TV is an actual contact in the game. Are you criticizing the arc because it uses a plot device used several times in CoX (TV, Radio, Slot Machine)
    My first criticism is that TV, a contact that requires villains to be exposed to the GV Tower in order to successfully tune in, and a contact that so far only operates within the Rogue Isles, is now suddenly communicating with heroes in Paragon without explanation. My second criticism is that my hero apparently has no problems that the TV is suddenly communicating with her, and is certainly no cause to question her sanity or call for any other sort of investigation.

    Quote:
    Originally Posted by Wrong_Number View Post
    Just fade away??? The entire second mission was the fight between the IJL and the Nemesis that the IJL won. Did you miss the battles and the dialog during them and the monologue Junkyard Dog gave?
    What was the deal Nemesis made that involved Blappy? It mustn't have been that important, since Nemesis never bothers to reclaim Blappy after her abduction. Even then, a large criminal organisation like Nemesis being insulted like that by a smaller group like the IL? I'd have thought that the Nemesis group would have called for war on principles alone, especially for a job that Nemesis himself has a personal interest in.

    Quote:
    Originally Posted by Wrong_Number View Post
    Yeah maybe I should have made the last mission timed....wait....I did! Send off text "Only 30 minutes till show time!" (or something to that effect).
    That's not what I mean. The 30 minutes time limit was part of what I meant when I talked about the urgency being pointless. The problem was that your hero successfully completing it in time is never brought up in the debriefing, and turns out to change nothing in the end anyway. Presumably you would get the exact same results if you just stood still and failed the mission.

    Quote:
    Originally Posted by Wrong_Number View Post
    As long as it is getting ratings....why would the TV care if Blappy was good, bad or in between?
    Does TV want to protect and nurture a personality it knows childrens will blindly trust, in a similiar vain to its mission regarding Amanda Vines, or is it just in for the quick and dirty views? If it's just the views, TV would have gotten plenty just letting Blappy's disappearence roll on anyway.


    Quote:
    Originally Posted by Wrong_Number View Post
    Thanks for the one legitimate mistake you found, I will correct that. As for the rest I am not sure if you did not get the arc or got it and just did not like it. Also, I am curious what you rated this arc in game since I got no tickets.
    I gave it a 3/5, as in 2.5/5 rounded. I might have misclicked if you're not getting tickets, I'll go and revote to make sure.
  24. I'll nominate some more later, but for now I'll be seconding:

    Best comedy arc:
    ID: 115174.
    Author: Igor Blimey
    Title: Verner von Grun's Extraordinary Extradimensional Excursions