Mission Arc Critiquing Thread
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Hello everyone. Can somone please give my Arc a look?
Arc Name: The Seven Deadly Sins
Arc ID: [color:r ed] [/color] 5568
Faction: Neutral
Creator Global: @Shay 'd
Difficulty Level: Medium/Hard
Synopsis: Do you have what it takes to defeat The Seven Deadly Sins, and save The Seven Virtues? SFMA
Estimated Time to Play: 1 mission, 15-20 mins
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Probably going to seem harsh but I gave this 2/5 stars. Two stars were for the concept, really I would've given it 1 star because I found the bosses to be too tough but you did give a warning that it shouldn't be solo'd but when my 43 scrapper can't do it without dying on challenge level 1 that causes me to raise an eyebrow. But still I didn't take a star off for that.
There are some grammar problems (your is NOT "you are") "wasn't" was spelled wrong and, most of all the story is non-existant except for the concept really. I liked the concept but it's not explored.
You're given a mission by a priest. Why this priest? Why not a bishop of the local diocese or an arch-bishop? When you're bringing in a real-world organization these questions come up and need to be answered. You could just make up a unit of the Catholic Church or something instead if you wish.
But literally the mission felt like "Go here." "Do this." "Thanks." I had no motivation to keep going to be honest.
As well the virtues and sins felt pretty lifeless. There could've been more attention paid to what they say and how it's related to their sin/virtue. I saw you do this with some of them but not all. Really I'd say if you were doing it for all of them step it up a notch heavily.
Finally all the custom characters looked almost exactly the same. Spice up the sins a bit. Sloth could be a fat slob, wrath could be a fiery fellow, lust could be a hot babe. I don't know, get creative. But they all looked like chicks in a toga.
So 2/5 stars from me. I like the concept but it's not developed and it doesn't feel polished. If you go back to it please post in this thread and I'll give it another go because I honestly think your premise shows promise.
So my new mission:
Canada, Beaver Boy and Provincial Man
Arc ID: 157251
Faction: Heroic
Creator Global: @doctor 7
Difficulty Level: medium-hard (depending on challenge selection)
Synopsis: A new biker gang, the Whole Fists, have taken the country by storm! Provincialman, Canada's national superhero, and the entire country needs your help!
Estimated Time to Play: 3 missions, about 60 minutes total
Note: Will auto-SK anyone below 44 to 44, so it's great for large groups of varied levels. Final mission contains and AV. If soloing I'd suggest a lower challenge level so it downscales to an EB. You do get 2 allies to help you out and I was able to solo it on challenge level 3 with my 43 scrapper.
Would love for you all to check out my new AE Creation "Cold Cruel World."
It starts with a book found laying on an occult style desk with a note from a man who went looking for missing children in a warehouse..What he finds is more than he bargained for.
A creature of lore is taking all the children and turning them to his will, can you stop the Wendigo and reclaim the cities children?
Arc Number 163666 Title "Cold Cruel World."
Hope you enjoy, lots of badges to be had in there aswell.
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Would love for you all to check out my new AE Creation "Cold Cruel World."
It starts with a book found laying on an occult style desk with a note from a man who went looking for missing children in a warehouse..What he finds is more than he bargained for.
A creature of lore is taking all the children and turning them to his will, can you stop the Wendigo and reclaim the cities children?
Arc Number 163666 Title "Cold Cruel World."
Hope you enjoy, lots of badges to be had in there aswell.
[/ QUOTE ]come on man, read the rules
ArcID 148594
ArcName: Dorks & Dungeons
Author: @doctor 7
Length: Short (1 mish)
Synopsis: Dudes playing DND open a rift, bring their characters (and the bad guys) from their latest adventure to the real world.
As a DM of 20 years, I had high hopes for this one. It has a kind of Joel Rosenburg "Guardians of the Flame" feel to the intro. However, that was never realized in the mission itself.
I never got why the characters being turned real would turn out to be villains and not allies trying to prevent the Vikings from having their way in this world.
Speaking of which... I was asking myself, why is it that the "player" was concerned that we wipe out their Characters, but didn't seem overly concerned that we'd be leaving behind a whole slew of vikings to [censored], pillage, etc... This storyline seemed like it should have been a defeat all ("please, clean up the mess we made and make sure *none* of these dudes escape").
Also, all the vikings and PCs seemed to continually spout metagame injokes that only the *players* would understand. Here we have characters saying things like "So then I killed the Goblin King with a natural 20.." I can see a player saying that, but a character? If these were really characters turned real, they wouldn't have that type of dialog.
Think of "The Last Action Hero", and how out of place Arnie's character was in the "real" world. That feeling was missing here. There were other out of character references by the vikings that blew the immersion for me.
Also... Viking Necromancers? really?
On mission exit, the dialog calls the player's own characters terrible? That seems self disparaging in a way.
Minor technical issues: Mish entry text
Dungeon Master should be capitalized; Only the PCs and the bosses had descriptions noting who they were... the Minions and LTs had the "so and so is only marginally more powerful than..." style text.
As for the main glowie... the language is really rough: "you begin the process of picking up the book" <-- what? why not just say "you pick up the book"?
All in all I think it was a fun story to play, but I didn't feel like I really *cared* about completing it (although I did complete it). It wasn't hard, but it didn't grab me.
I think there's great potential here; Maybe if it had taken a slightly different tack and had the players actually *becoming* the characters (again nod to Guardians of the Flame) and needing rescuing to return to their true selves, etc...
If at the least it was made into a multi mission arc, the PCs were made into Allies instead of villians, the dialog was fixed up, and the vikings took more than breaking a cauldron and getting a book to get rid of, it would be more engaging.
I gave it a 3 ingame... mostly because of the story potential, overall the balanced design of the custom group (again except for the Necromancers.. who's heard of a viking necro???), and it *was* fun to run through.
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Would anyone care to tackle "Avenging the Dead" (see my sig)? I've gotten a review of "Superhero Downtime" (thanks PownUNoobs)... would like to get one of AtD to see what work I can do to it to improve it.
Thanks all!
Janrith
Triumph Heroes:
=============
Saunik: lvl 50 Mutant Sonic/Electric Blaster
Photaun: lvl 50 Peacebringer
Taukezo Kensei: lvl 50 Natural Willpower/Dual Blades Tank
Published Arcs:
7326 Avenging the Dead
135096 Superhero Downtime
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ArcID 148594
ArcName: Dorks & Dungeons
Author: @doctor 7
Length: Short (1 mish)
Synopsis: Dudes playing DND open a rift, bring their characters (and the bad guys) from their latest adventure to the real world.
As a DM of 20 years, I had high hopes for this one. It has a kind of Joel Rosenburg "Guardians of the Flame" feel to the intro. However, that was never realized in the mission itself.
I never got why the characters being turned real would turn out to be villains and not allies trying to prevent the Vikings from having their way in this world.
Speaking of which... I was asking myself, why is it that the "player" was concerned that we wipe out their Characters, but didn't seem overly concerned that we'd be leaving behind a whole slew of vikings to [censored], pillage, etc... This storyline seemed like it should have been a defeat all ("please, clean up the mess we made and make sure *none* of these dudes escape").
Also, all the vikings and PCs seemed to continually spout metagame injokes that only the *players* would understand. Here we have characters saying things like "So then I killed the Goblin King with a natural 20.." I can see a player saying that, but a character? If these were really characters turned real, they wouldn't have that type of dialog.
Think of "The Last Action Hero", and how out of place Arnie's character was in the "real" world. That feeling was missing here. There were other out of character references by the vikings that blew the immersion for me.
Also... Viking Necromancers? really?
On mission exit, the dialog calls the player's own characters terrible? That seems self disparaging in a way.
Minor technical issues: Mish entry text
Dungeon Master should be capitalized; Only the PCs and the bosses had descriptions noting who they were... the Minions and LTs had the "so and so is only marginally more powerful than..." style text.
As for the main glowie... the language is really rough: "you begin the process of picking up the book" <-- what? why not just say "you pick up the book"?
All in all I think it was a fun story to play, but I didn't feel like I really *cared* about completing it (although I did complete it). It wasn't hard, but it didn't grab me.
I think there's great potential here; Maybe if it had taken a slightly different tack and had the players actually *becoming* the characters (again nod to Guardians of the Flame) and needing rescuing to return to their true selves, etc...
If at the least it was made into a multi mission arc, the PCs were made into Allies instead of villians, the dialog was fixed up, and the vikings took more than breaking a cauldron and getting a book to get rid of, it would be more engaging.
I gave it a 3 ingame... mostly because of the story potential, overall the balanced design of the custom group (again except for the Necromancers.. who's heard of a viking necro???), and it *was* fun to run through.
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Thanks for the feedback but I think we'll have to agree to disagree on a number of these points, at least to a degree.
The book used to cast spells was the Necronomicon Ex-Mortis, it was an Evil Dead reference that you might have missed. I've made the dialog and mission text more obvious this time around but in case you haven't seen the series the Necronomicon Ex-Mortis is an unholy text where no one really knows the contents except for the fact it's pure evil. By casting the spells out of the book of the damned I think it's clear that anything out of the book would also be evil. Either way I made the reference more apparent.
Also we're just going to have to disagree on the flavour text of the mission. I've received quite a few feedback messages specifically singling out the NPC dialog as the absolute highlight of the arc.
I changed the book text to read "you begin searching for the book" and corrected Dungeon Master to be properly capitalized and added a bit of mission text to explain why you don't need to kill all the viking minions just the custom characters. Really it's because the mission used to be defeat all but I received multiple complaints and after playing a lot of custom arcs packed with the defeat all I'm just damn sick of it.
Anyhow, I've incorporated the criticism you made that I agree with and stuff so maybe that'll help you enjoy it more. I doubt you'll give it a 5 because the core of it remains the same but I took what you mentioned into account and tweaked it for what I think we can both agree is the better. Try and keep it mind that the D&D reference is there just to establish that they're playing a pen and paper role-playing game and that the enemies are not supposed to be dictated by what does and does not exist in D&D. So yes, Viking Necromaners, seriously.
Ok, I want some constructive criticism so I'm going to try my hand at this critiquing thing.
Arc critiqued: Avenging the Dead (ID # 7326)
Character used: Eva Destruction, purpled-out level 50 AR/Fire blaster, on 2nd difficulty setting. This arc wasn't particularly difficult so I won't really be commenting on that.
Spoilerific criticisms ahead.
Mission1: The arc description established some backstory, and the contact assumed my character would know about it. Ok, I can live with that. You have a bit of awkward wording in the intro dialogue (by the time I resurfaced, redundancy in the last paragraph) and a few minor errors (setup should be set up, Stage Manager doesn't need to be capitalized, no spacing after some punctuation) But he gets the needed information across.
I accept, and he mentions the name Boyle, as if I should have heard it before. I have a "who's that guy?" moment. Even after playing through and knowing who he is, it seems more of an oversight than deliberate foreshadowing.
Heading into the mission I am told I hear a "familiar metal band" Really? It seems Dead Zone is best known for something other than their music.
I find the clue and am a bit confused...I clicked a desk, and the begin interaction text tells me I'm examining a cell phone. The object is labeled "Cell phone," but I don't look at that, it's a desk. The text could be rewritten so the begin interaction text tells me I found a cell phone, then the interact bar tells me I'm examining it.
Then I find the stage manager and...EB! I'm one of those people who appreciates being warned about EBs. Furthermore, I don't think he's important enough to be an EB. I kick his butt, he says some stuff about Boyle, further driving home the point that he's just a lackey.
The custom group was appropriate, some descriptions were overlong but overall not bad.
On to mission 2. I go to investigate the record company. I search through a bunch of boxes, find the important one, where I get no begin or complete interaction text...also I don't know if a jumbled pile of boxes is the most appropriate way to store a fancy designer drug. I find Boyle (huh-huh, punny name), another EB (although this time EB status is appropriate). A few errors in his bio (boilster instead of bolster, and his smile never "reaches to his eyes" doesnt' need the "to"), I kick his butt too, and then I cringe, as he says "You wouldn't hit a guy w/ glasses." I know you're dealing with a 100 character limit, but just....don't do that. Please.
As I leave I am informed he's going to take out the Dark Magii "tonight." When did he say it was tonight? A slight tweak to his text would explain that better.
On to mission 3. The intro text gives the impression it may be timed, so I assume it is, but some people might not, so you might want to make it more obvious to be on the safe side. After I accept, the contact text is just...awkward. I get what I'm supposed to do, but it just doesn't sound right. I can't pinpoint exactly what's wrong with it though.
I head out, I rescue Jett, who's bio says he's the "base" player, and lead him out. It's not a big map, but I keep losing him as he goes into his "rescued" animation repeatedly. This might be a problem with rescues in general, I suggest just getting rid of his rescued animation entirely. Also, the stranded animation isn't really appropriate, why does he fall down?
I find the rest of the band members, it's pretty obvious what happened to them, but the lack of interact bar text just bugs my eyes.
On to mission 4. The intro text at the beginning should probably say "this is worse". Also, they're lazy? Really? You would think going out of your way to develop a new strain of SuperDyne is the opposite of lazy. It's Dyne by the way, not Dine.
In I go, and am told that the place "seems to have an uneasy vibe" this is awkward. I also have an awkward nav objective "Find evidence..." The ellipsis are unnecessary. Also, what are the Family doing here? Yes we know they're involved with Dyne distribution, but some connection should be established, or at least hinted at somewhere. There is absolutely no interaction anywhere between Family and any of the custom groups, they seem like they're just there to fight me. And what's with the transformation pods? I can sorta guess based on the evidence I found, but some hints could also be dropped, either in the object description or in the guards' dialogue. Overall I think this mission had the most problems, as it should wrap everything up nicely and in some ways fails to do so.
Overall: I think it's appropriate to the level 20-30 range, story-wise, maybe even up to 40, but definitely small-time stuff for a 40+ I would like to have more sense of the contact's personality, as this is personal for him, and he comes across as a typical CoH contact; he gives you the information you need and not much more. The third mission is the strongest, it has a definite atmosphere to it, which the rest of the missions are lacking. The missions progress logically, they tell me what I need to know to proceed, up until the final mission I know all I need to. The problem is they pretty much ONLY tell me what I need to know, aside from a few patrols in the third and last missions there isn't any "flavor" stuff.
I gave this a 3 but with some work it could easily be a 4 at least.
Now my turn. I would like someone to critique either:
The Second Coming of the Mega Mech (#122274) or
Freaks, Geeks and Men in Black (#161629)
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Heh - last time I tried this, I started writing a very detailed mission critique, and ended up getting ninja'ed by someone else and my post being invalidated. So I'm going to post a very SHORT review first, and later edit the post with a more involved review.
I reviewed:
Freaks, Geeks and Men in Black (#161629)
In short, it was well worth 5 stars. Great dialogue, and a wonderful proof of the fact that you don't need to make a custom faction in order to make a great mission arc.
More detailed commentary to come forth when I edit the post. But for now...
While I'd be happy to receive a review on any of the arcs in my sig, I'd like to specifically ask for one for Fog of War, (ID 138914). It's five missions long, and I recommend running it with level 40+ characters. The last mission has 2 standard Elite Bosses, so a team may be advisable. (Or at least a resilient solo character.)
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Herein begins the more detailed commentary:
I liked the contact right off the bat, as the author showed a true gift for writing dialogue for a reformed Freakshow.
The first mission involved one of my most hated regular enemies, the Knives of Artemis (and their caltrop-spamming ways). Still, it was on a small map, which made it much easier to bear.
Through the course of playing this mission I saw that quite a bit of detail was lavished on the assorted clues. I heartily approve of such professional attention to detail. This also goes for the text boxes for mission entry and exit. Very nice job. And I suppose that's one of the advantages of not using lots and lots of Custom enemies - it leaves you with more room to be ABLE to dedicate that kind of attention to the flavor text.
The next mission again makes the Knives of Artemis more palatable by including Freakshow amongst the enemies. The author shows skill at humor in this mission as well, particularly with 'Teh Crush1n4t0r.' (Apologies if I didn't get that name exactly right.) Thankfully, Crushinator's attackery was no match for my mightitude... er... ahem.
Mission Three brings in the Knives' typical prom dates, the Malta Group. Which is another group that I normally hate fighting, but the author once again does an exceptional job with their secret-code-speak dialogue, especially in the boss fights that trigger ambushes. It really maintains a professional feel to it.
Another aspect that I enjoy is that when the mission provides allies, they're strong enough to be helpful, while not so powerful as to completely overshadow my own character's abilities.
The plot unfolds nicely through the rest of the missions, and the clues fill everything in nicely.
A very, very minor gripe is that the final map is so large, it takes a while to find the objectives. Which in turn means dealing with a lot of Malta. But that's hardly a blemish on what is an exceptionally strong story.
Freaks, Geeks and Men in Black (#161629)
Played using Parallel Protector: Level 36 Claws / SR scrapper, with mostly SOs and IOs.
Mission One Text: Right off the bat, I like the contact. The whole mission's text was good, and I gotta say, I liked it.
Mission One Play: Kinda small. Not bad, but I like a little meat in my missions, even to the point of a Defeat All, so I can accept I'm a bit different in tastes.
Mission Two Text: Might be a typo in Crushifier's clue, "possible deliability" instead of "plausable deniability"?
Mission Two Play: Good mission, I liked the use of ambushes and such. Perhaps add a clue to the body bags in this one as right now they're ignorable completely. Again, the mission felt small, can't really fight it too much though, it wasn't half bad. Better then the first one.
Mission Three Text: Again, good text, love the contact's personality, and no typos at all.
Mission Three Play: Alright! This mission is big enough to sedate my thirst after the first two tiny ones. But a lot happens in here. Lots of clues, text to read, and dialog that can be missed if I didn't scroll back to check it. Again, the body bag was a bit clueless, left me wanting details. But then I opened my Clue tab and realised I had a ton of clues already. I can't imagine you being able to fit in another one. The mission ends kind of suddenly, which leaves a weird feeling. I'm not a big fan of the custom Freak's power selection. AR? Regen I like, but the offence felt off. Maybe a form of SS would do it. Liked his costume though.
Mission Four Text: Absolutely love the text, STILL. No typoes and very little to fault. The story's engaging, especially with the dialog and clues.
Mission Four Play: I like Target242's text and info, very nicely done on him. The mission was big enough to be engaging, without too big to feel like it won't end. Nice map pick.
Mission Five Text: Once more, the text and personality was good all over. Loved the intro text, as well as the pop ups. PPD Patrol's text (send everyone) needs punctuation. Might want to mention the Contact's buddies who didn't survive in the end (unless that counts as everyone winning, or you're just glossing over it)
Mission Five Play: The stacked goals is a nice touch, but the map is a bit big for something like this. Decent map pick though, and over all the mission was good.
Overall: From start to finish, this was a very heavy story based arc. It was engaging, and built up to a nice climactic ending. The whole thing ran well, and from start to finish I found myself interested in what was happening, and how it would end. Of course, I had issues with following the story, as occasionally the boss' dialog would be long, and flash by too fast as I beat him up. Might have been my difficulty was too low, so can't fault you for that. But still, the dialog was sometimes too wordy. The Souvenir could stand to be longer, in my opinion. You have a lot of room to work with in there, and in the standard game, you tend to get a nice recap of what you did and how it went, usually read from a third person perspective about yourself. I would keep the style you picked to tell the Souvenir, but elaborate it to cover the whole story.
Score: This one was easy to rate. There were never any "really bad" missions, or "blatently obvious typos", and any negatives could easily have been just my personal tastes. So in the end, I happily rate this arc a...
Five out of Five.
Edit to Add:
I've held off a bit, and did a little editing to my Arc, in an attempt to make it more engaging. I can't promise that I have, but if anyone has not played it yet (and with as few ratings as it has, there must be a few of you still out there, right?) I would love to get some feedback on it. And heck, even if you have played and rated it, try it out again and maybe it's worse then before, eh?
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Arc Name: The Clockwork Crusade
Arc ID: 126073
Faction: Arachnos, Vahzilok, Council, Clockwork
Creator Global/Forum Name: @YanYan
Difficulty Level: Easy to Moderate, designed to be solo able by any AT
Mission Levels: 1-20
Synopsis: Hero Corps has asked you for some unique help. Seems the Clockwork are making some strange attacks against other villains. They've asked you to 'assist' them under cover.
Estimated Time to Play: 30 Minutes to an Hour.
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Thank you for the critiques, a few clarifications:
Teh Crushifier's misuse of words was deliberate. His dialogue was a bit of an homage to the K'tang in Star Control 3.
The clueless body bags, like you said, were because there were so many clues already. None of them are required objectives, the ones in the second mission especially are there just to set the tone.
I totally overlooked the fact of the contact's friends in the finishing dialogue. I think I'm going to have to tweak that...
As for the final map...I agree, it is a bit big. There aren't a lot of small city maps available though. The one AP map won't let me have allies and rescues, and the other has that stupid meteor in it that doesn't make any sense for this story.
I'll also be taking another look at the souvenir.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
So... what happens when two people review the same arc, one after another?
*shrugs*
The same thing that happens if two people review the same arc over a matter of hours or days.
You reviewed an arc, someone will likely review yours for you.
Thanks for the review Eva, you hit some good points and found some glaring typos that slipped past from previous edits. There are a vew things I wanted to touch base on the clarify the "design decisions" as it were...
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I accept, and he mentions the name Boyle, as if I should have heard it before. I have a "who's that guy?" moment. Even after playing through and knowing who he is, it seems more of an oversight than deliberate foreshadowing.
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As for the "Boyle himself" reference... That was put in after the contact was made, but *before* I realised that Context description text was *completely unavailable to the player*. I thought I'd cleared that reference up to make up for what you couldn't see, but it looks like I spaced that. I will need to make that clearer.
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I find the clue and am a bit confused...I clicked a desk, and the begin interaction text tells me I'm examining a cell phone. The object is labeled "Cell phone," but I don't look at that, it's a desk. The text could be rewritten so the begin interaction text tells me I found a cell phone, then the interact bar tells me I'm examining it.
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I like your idea here... I was struggling on how to get that idea across when there's no real appropriate objects of that type there... I think I'll be stealing this
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Then I find the stage manager and...EB! I'm one of those people who appreciates being warned about EBs. Furthermore, I don't think he's important enough to be an EB. I kick his butt, he says some stuff about Boyle, further driving home the point that he's just a lackey.
[/ QUOTE ]
He's not important enough to be an EB, but since that was the only way to make him be part of the group and not show up in patrols and/or the general milling groups, that was my only option.
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As I leave I am informed he's going to take out the Dark Magii "tonight." When did he say it was tonight? A slight tweak to his text would explain that better.
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Canon missions give us extra information on exit that isn't a rehash of what was in mish quite often; I could have put this in a defeat or mish exit clue I suppose, but some folks don't look at the clues either, so I chose to put this in a more "in your face" location. Again, I followed the dev lead here as it were.
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On to mission 3. The intro text gives the impression it may be timed, so I assume it is, but some people might not, so you might want to make it more obvious to be on the safe side. After I accept, the contact text is just...awkward. I get what I'm supposed to do, but it just doesn't sound right. I can't pinpoint exactly what's wrong with it though.
[/ QUOTE ]
If you can think of what seemed off, let me know and I'll see what I can to to rephrase.
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I head out, I rescue Jett, who's bio says he's the "base" player, and lead him out. It's not a big map, but I keep losing him as he goes into his "rescued" animation repeatedly. This might be a problem with rescues in general, I suggest just getting rid of his rescued animation entirely. Also, the stranded animation isn't really appropriate, why does he fall down?
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I think some of the animations availabe for this particular characer were changed post 5/5 -- I don't recall giving him a falldown animation. I'll have to take a look at that. Thanks for pointing it out.
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I find the rest of the band members, it's pretty obvious what happened to them, but the lack of interact bar text just bugs my eyes.
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I had to make a couple of sacrifices in the mission since it's pushing 99.98% at the moment... this spot seemed like a good candidate, but maybe not...
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Also, they're lazy? Really? You would think going out of your way to develop a new strain of SuperDyne is the opposite of lazy. It's Dyne by the way, not Dine.
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Well yes and no... If you read the official site... the full name is "Superadine", Dyne is just one nickname:
<snip from http://www.cityofheroes.com/game_inf...rolls.html>
Superadine, a street drug often called Supes (or more recently Dyne), not only causes the Troll mutations in users, but has also become integral to the gangs initiation rites, and in fact is a part of all gang rituals.
</snip>
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Also, what are the Family doing here? Yes we know they're involved with Dyne distribution, but some connection should be established, or at least hinted at somewhere. There is absolutely no interaction anywhere between Family and any of the custom groups, they seem like they're just there to fight me. And what's with the transformation pods? I can sorta guess based on the evidence I found, but some hints could also be dropped, either in the object description or in the guards' dialogue. Overall I think this mission had the most problems, as it should wrap everything up nicely and in some ways fails to do so.
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I see what you mean here about the Family. I can see about maybe changing the group that is guarding Jett in the previous mish to be Family... that would probably give an appropriate in mish "aha" moment instead of leaving it to a contact reveal. It would make the player feel like they discovered it instead of the contact.
The transformation pods were selected to mesh with a very specific map, and when that was pulled it kind of took some of the epic feel from this last mish. I can only hope that it comes back when they fix the spawning bugs it had.
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Overall: I think it's appropriate to the level 20-30 range, story-wise, maybe even up to 40, but definitely small-time stuff for a 40+ I would like to have more sense of the contact's personality, as this is personal for him, and he comes across as a typical CoH contact; he gives you the information you need and not much more. The third mission is the strongest, it has a definite atmosphere to it, which the rest of the missions are lacking. The missions progress logically, they tell me what I need to know to proceed, up until the final mission I know all I need to. The problem is they pretty much ONLY tell me what I need to know, aside from a few patrols in the third and last missions there isn't any "flavor" stuff.
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Yes the story is personal for the character, but I'm purposefully only hinting at it to avoid any "Mary Sue-isms" it might elicit. And yes, the first two missions are a bit mundane, trying to peel an onion here to get to the third mission. As mentioned previously, the big finish was supposed to be in the Crey Hero Lab map, and before that was pulled, it helped visually tie things together nicely. After however, the arc suffered.
I think it's a bit small time for arcing across all levels as well actually, and it was originally leveled at 1-14, 1-15, 1-19 and 1-20. However, the overwhelming feedback I received from folks that initially played the arc was that they wanted to play it across the full level range, so I took out the restraining background battles that artifically dropped it down. Given that Supatrolls cap at 19th level, that would make more sense to me; I chose to cater to the player feedback at the time and made my own versions of the Supatrolls so they's scale for all levels.
This is great constructive feedback; I'll definitely be taking some of it to heart to make the arc better where I can (and agree).
Thanks for taking the time on this.
Janrith
Triumph Heroes:
=============
Saunik: lvl 50 Mutant Sonic/Electric Blaster
Photaun: lvl 50 Peacebringer
Taukezo Kensei: lvl 50 Natural Willpower/Dual Blades Tank
Published Arcs:
7326 Avenging the Dead
135096 Superhero Downtime
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Then I find the stage manager and...EB! I'm one of those people who appreciates being warned about EBs. Furthermore, I don't think he's important enough to be an EB. I kick his butt, he says some stuff about Boyle, further driving home the point that he's just a lackey.
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He's not important enough to be an EB, but since that was the only way to make him be part of the group and not show up in patrols and/or the general milling groups, that was my only option.
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You could give him a custom group that is just him.
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As I leave I am informed he's going to take out the Dark Magii "tonight." When did he say it was tonight? A slight tweak to his text would explain that better.
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Canon missions give us extra information on exit that isn't a rehash of what was in mish quite often; I could have put this in a defeat or mish exit clue I suppose, but some folks don't look at the clues either, so I chose to put this in a more "in your face" location. Again, I followed the dev lead here as it were.
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His dialogue implies they'll be taking out the Dark Magii "soon." The pop-up says "tonight." I agree that the pop-up is a good thing, if a player doesn't read the dialogue, but it could match a little better, that's all.
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I head out, I rescue Jett, who's bio says he's the "base" player, and lead him out. It's not a big map, but I keep losing him as he goes into his "rescued" animation repeatedly. This might be a problem with rescues in general, I suggest just getting rid of his rescued animation entirely. Also, the stranded animation isn't really appropriate, why does he fall down?
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I think some of the animations availabe for this particular characer were changed post 5/5 -- I don't recall giving him a falldown animation. I'll have to take a look at that. Thanks for pointing it out.
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His stranded animation is the Unconscious one. Also, I noticed the escort animation problem when testing my own arc, he would do the rescued animation a lot. When I ditched the rescued animation entirely the lead-out went much smoother. Just something to consider, it's a small enough map that it isn't TOO annoying.
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I had to make a couple of sacrifices in the mission since it's pushing 99.98% at the moment... this spot seemed like a good candidate, but maybe not...
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You could probably sacrifice a minion from the custom group and still have enough variety, if you're really hurting.
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Well yes and no... If you read the official site... the full name is "Superadine", Dyne is just one nickname:
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I stand corrected then. But the y makes it look cool.
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I see what you mean here about the Family. I can see about maybe changing the group that is guarding Jett in the previous mish to be Family... that would probably give an appropriate in mish "aha" moment instead of leaving it to a contact reveal. It would make the player feel like they discovered it instead of the contact.
The transformation pods were selected to mesh with a very specific map, and when that was pulled it kind of took some of the epic feel from this last mish. I can only hope that it comes back when they fix the spawning bugs it had.
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Yes, but why do they need the pods? The arc implies that the drug is distributed through drinks. I got the impression that the pods were used to simulate the "club" environment, but that's just a guess, and whatever they're for it should tell me somewhere, or at least hint strongly.
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Yes the story is personal for the character, but I'm purposefully only hinting at it to avoid any "Mary Sue-isms" it might elicit.
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I don't think you have a Mary Sue. I do think you are downplaying his personality too much for fear of Mary Sue. The story stands on its own, there are clear motives for your character to see it through that have nothing to do with the contact.
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I think it's a bit small time for arcing across all levels as well actually, and it was originally leveled at 1-14, 1-15, 1-19 and 1-20. However, the overwhelming feedback I received from folks that initially played the arc was that they wanted to play it across the full level range, so I took out the restraining background battles that artifically dropped it down. Given that Supatrolls cap at 19th level, that would make more sense to me; I chose to cater to the player feedback at the time and made my own versions of the Supatrolls so they's scale for all levels.
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The advanced Supatrolls make sense, since they're on advanced Superdyne. I just got the overall vibe that this is the kind of arc you would expect to see in the 20-30 range. It's a little major for the teen levels, since you're not dealing with the distributors then, just the users. Plus, there are custom enemies, which don't scale down so well. Maybe add a note to the description that this is the level range the arc is intended for, because from the viewpoint of a 50 it's underwhelming.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
If anyone tried to review my arc and found it invalid, I recently fixed that this evening. Please, feel free to give it a shot and let me know what you think!
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Arc Name: Bringing A Lord to Power
Arc ID: 2782
Length: Very Long
Mission Count: 5
Morality: Villainous
Description: Blightlord has a new scheme. Whatever it is, the payoff's sure to be worth your while.
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Arc ID: 475246, "Bringing a Lord to Power"
"I'm only a simple man trying to cling to my tomorrow. Every day. By any means necessary."
-Caldwell B. Cladwell
Frozen Northman: Fog Of War, 138914
Overall, I liked this arc. Well written, well thought out. Overall good use of the systems.
I noticed for all of your missions you left the mission accept text as just "Accept". You should think about changing that to reflect an appropriate response from the player.
Custom enemy design was overall really good. Loved their costumes. However, the two that caused me the most trouble were the Holier-than-thou's, due to their sonic bubble making them and everybody in their group very mez resistant (which is really mean to players who rely on mez as their main form of mitigation, like Controllers and Dominators) and the Moon Elves, as their Carrion Creepers got old, really fast. I would hate to see what would happen with three or four of them in a group.
I am really not a fan of objectives that only appear once you have completed other objectives (which you did on the second mission), especially on outdoor maps, as they cause the player to have retread cleared areas. This breaks the flow. The instances where I have seen it work is where they appear once you have rescued an escort, so you run into them taking the escort out. This tactic won't work on an outdoor map though. Also, you should add in some clues or other indication that the attempt to force them out failed.
The various patrols you have wandering about generally all have the same text. You should look into splitting them into separate objectives to get some different text in there.
Having Dr. Aeon as the main villain felt really out of place. He did, after all, create the entire Architect Entertainment system. Selling it out just didn't seem like something he would do. Trading millions of dollars of profit for some powerleveling in a different game? Not likely.
Anyways, good job!
Now, my latest arc:
Arc Name: Battlin' Tom's Murder Extravaganza!
Arc ID: 99803
Length: 4 missions
Morality: Villainous
Difficulty: A number of Elite Bosses in the third mission, and an AV in the last. Not impossible solo, but I'd recommend bringing friends if in doubt.
Recommended Level: 35+
Synopsis: Do you have what it takes to take part in one of the most notorious underground arenas? Violence and mayhem are sure to ensue, and if you can survive to be the last man standing fame and fortune will be yours! Providing, of course, you make it out alive.
@Morac | Twitter
Trust the computer. The computer knows all.
Thanks for the critique, Moran. By and large, they are all points that I agree with. Regrettably, like many authors, I find myself suffering from a lack of any more filespace. (Right up at 99.99%) This means that putting in one new feature would come at the expense of removing another.
I do plan on revisiting this arc as soon as they give greater customizability to selection of powers for the custom creatures. One of the unfortunate limitations of the system is that for some powersets (particularly control-based powersets), the Standard difficulty grants only two powers, while the Hard difficulty suddenly jumps to six or seven. I really look forward to being able to tweak custom powersets so that custom enemies can be given more diversity, without necessarily giving them access to the more annoying powers.
Ok, I did 99803, "Battlin' Tom's Murder Extravaganza!"
Quick, fun arc. Beat the crap out of it
There were two glaring errors, and one personal point of contention.
First, the errors.
In the second mission, the nav text says you need to find Toxana, but in fact, the target is Madame.. (something, I can't read my hand writing...... I think it says Naruda... or Alaruda...). Either way, they don't match
In the third mission, the nav text says to find Frostwerks, but it leads instead to "Belmont Grey".
Now my one single issue is with mission 3. I felt the sheer number of things I need to destroy got excessive. Twenty is pretty high. At some point, it changed from fun, into a task. I'd say make it fifteen personally, but up to you.
I had a lot of fun though, which is an auto 5-star from me.
Please check out:
Arc Name: Assault on Aru Prime
Arc ID: 174586
Faction: Villainous (Cold-hearted bastage style evil, nothing campy about this)
Creator Global/Forum Name: @Aisynia
Difficulty Level: Moderate to hard, depending on difficulty. All enemies are custom. Several bosses and EBs, but no AVs. These will get downgraded to LTs and Bosses on minimum difficulty.
Synopsis: [SMFA SCMA MWMA] Aru Prime is a neutral world, but it has something the Earth Federation needs to win the war against the Azeri Alliance (which they invaded). Your mission: Take it by any means necessary.
I'm only ladylike when compared to my sister.
Ah, sorry, those two slipped through the cracks. Someone earlier had commented about the generic-ness of Toxana's and Frostwerks names, so I changed them. However, I missed the nav text. I'll change that right away.
You are probably right about the third mission as well. I'll bump it down.
@Morac | Twitter
Trust the computer. The computer knows all.
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Arc Name: Assault on Aru Prime
Arc ID: 173115
Faction: Villainous (Cold-hearted bastage style evil, nothing campy about this)
Creator Global/Forum Name: @Aisynia
Difficulty Level: Moderate to hard, depending on difficulty. All enemies are custom. Several bosses and EBs, but no AVs. These will get downgraded to LTs and Bosses on minimum difficulty.
Synopsis: [SMFA SCMA MWMA] Aru Prime is a neutral world, but it has something the Earth Federation needs to win the war against the Azeri Alliance (which they invaded). Your mission: Take it by any means necessary.
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Mission 1: ***** I can tell this is giong to be a bit story heavy already, but it's good. The custom enemies were simple, but enjoyable. The mission was a big easy, but still good.
Mission 2: **** I'm liking how this is starting to really get evil, but it's not too evil. The mission was a bit longer, and also a bit more of a challenge, but overall i enjoyed it.
Mission 3: *** I think this map fit really well with the story. That being said, the map was way too big and i spent forever trying to find the glowies. Otherwise still good.
Mission 4: **** I like this mission. It was pretty good, but there wasn't a whole lot of depth to it.
Mission 5: ***** This mission is challenging and creative. It very much has the feel of an epic last stand. It was a little too tough for my tastes. The creative use of enemies and objects made up for this.
overall: *****. It was enjoyable and villainous, but it had its flaws. The last mission really made it though and brought this up to a 5
Here's my arc. It's nature is an odd one. It starts off serious and degrades into comedy towards the end. This is intended.
I've posted this here before, but i had taken it down and edited it based on feedback i have recieved/
Arc Name: Put an End to the S.P.E.C.
Arc ID: 142341
Faction: Arachnos, custom
Creator Global/Forum Name: @PownUnoobs
Difficulty Level: It's not too bad, though there is an eb at the end
Synopsis:Rather than creating an origin story for Lord Porkluse, I created this, where you instead battle his creators. In this arc you are led by Agent Steve as you attempt to bring down the S.P.E.C.
Estimated Time to Play: 30+ depending on team size and build
Link to More Details or Feedback:
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So my new mission:
Canada, Beaver Boy and Provincial Man
Arc ID: 157251
Faction: Heroic
Creator Global: @doctor 7
Difficulty Level: medium-hard (depending on challenge selection)
Synopsis: A new biker gang, the Whole Fists, have taken the country by storm! Provincialman, Canada's national superhero, and the entire country needs your help!
Estimated Time to Play: 3 missions, about 60 minutes total
Note: Will auto-SK anyone below 44 to 44, so it's great for large groups of varied levels. Final mission contains and AV. If soloing I'd suggest a lower challenge level so it downscales to an EB. You do get 2 allies to help you out and I was able to solo it on challenge level 3 with my 43 scrapper.
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Ran this with my L 35 MA/SD Scrapper on Tenacious
Mission 1
An Admiral in the Canadian navy is asking for your help. Vancouver is being over run by a biker gang and they've stolen the power suit of the Canadian version of Statesman named Provincialman (very clever). You're sent to rescue the guy who created the suit, retrieve it, and find out who is backing the gang. Let's go bullet style:
- Provincialman is a great name in comparison to Statesman
- The contact comes off a bit harsh. That's fine for a military guy, but I found him off-putting. He kind of came off with a Canadian superiority complex, which made me want to flip him off and not-do the arc. He get better in missions 2 & 3, but this is actually kind of weird when reading. I think the tone used throughout the 3 missions should match. Just a little rewriting could get this done.
- The mobs are fine except for 1. There's a lut named Biker Chick. She has mental powers. Why, when all of the other gang members are smashing/lethal (mace, claws, SS)?
- Setting the mission in Vancouver is fine. Using the Steel Canyon map breaks the continuity for me, big time. I don't know how to get around this though...
- I think that all custom mobs need descriptions. I always check info on mobs to see if any creative writing has been done. Your minions and luts need this.
- After rescuing Todd Johnson, he should fight with you or run off. He just stands there, as if saying "Thanks for the rescue, but I like it here! I think I'll stay a while."
- There's a typo in Todd Johnson's description. I think you meant "Who says you can't have brains and brawn?"
Mission 2
After finding that The Family is backing the biker gang, you're sent to a warehouse to meet up with Beaver Boy and find a computer to upload important files from. There's also a Family Boss.
- Typo in the mission send-off text. An extra period in the first line after "via".
- Only problem I found here was that the send-off text stated that Beaver Boy would be right near the entrance and he was all the way at the end. I don't know what you can do about this though, as I've had problems with captives/mobs not spawning in the right spots, as have a lot of people too. Maybe try a different map...?
Mission 3
You've found out the identity of the leader of the biker gang, and you're sent to an office to fight him (an EB solo on Tenacious) and another Family Boss. Beaver Boy and Provincialman will be there to help.
- The Family Boss was right at the beginning of the map. I don't know if that was intentional or not, so I figured I'd note it.
- When getting close ot Povincialman (around several corners) I saw his text and that of a biker gang member. But when I found Provincialman, he was alone. I'm assuming you had him in a battle, but he had taken-out the baddies way before I got there....? I'd suggest changing that to a straight up captive so you have baddies to fight when rescuing him.
- The EB has powers different and beyond those of the other bikers, and that's not explained anywhere that I found. I think you need some text in there somewhere for that... even if it's just something that a patrol says. Or did I miss something?
Overall I had no problem soloing this arc and could appreciate the story, but I think you need to go deeper into it. More mob text, more clues maybe to flesh out the story.
The lines delivered by the Family were pretty funny, but not getting that from most of the other mobs made those lines seem out of place. I'd recommend either making the Family Bosses more serious or adding more comedy to the rest of the story.
With a little more writing I think you'd have a fun solo arc, and one that teams could get into too. Thanks for creating and posting it
__________________________________________________ ___
My new arc:
New Flame Rising
ID - 161066
Alignment - Heroic
Length - 4 missions
Recommended character level - 30+
Difficulty - Designed as a TF. Tough but solo-able for good solo characters. Not for every character. Not too-hard for teams that play together often (like SG members), but may be harder for pick-up teams. Not much mez'ing at all, but mostly Fire damage mobs.
*NOTE* This arc contains multiple EBs, especially in the last mission (you're battling a new VG with signature members). Solo on Heroic to drop them to Bosses, if you like.
Description
You get a call from a detective that you know, about Hellions going to a meeting with someone in Founder's Falls. Why would Hellions be in Founder's, and who are they meeting with? Uncover a new villainous force rising in Paragon City, and the plot to destroy one of it's most notable landmarks.
All reviews, from both solo and team perspective, greatly appreciated.
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Arc Name: Assault on Aru Prime
Arc ID: 174586
Faction: Villainous (Cold-hearted bastage style evil, nothing campy about this)
Creator Global/Forum Name: @Aisynia
Difficulty Level: Moderate to hard, depending on difficulty. All enemies are custom. Several bosses and EBs, but no AVs. These will get downgraded to LTs and Bosses on minimum difficulty.
Synopsis: [SMFA SCMA MWMA] Aru Prime is a neutral world, but it has something the Earth Federation needs to win the war against the Azeri Alliance (which they invaded). Your mission: Take it by any means necessary.
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Mission 1: ***** I can tell this is giong to be a bit story heavy already, but it's good. The custom enemies were simple, but enjoyable. The mission was a big easy, but still good.
Mission 2: **** I'm liking how this is starting to really get evil, but it's not too evil. The mission was a bit longer, and also a bit more of a challenge, but overall i enjoyed it.
Mission 3: *** I think this map fit really well with the story. That being said, the map was way too big and i spent forever trying to find the glowies. Otherwise still good.
Mission 4: **** I like this mission. It was pretty good, but there wasn't a whole lot of depth to it.
Mission 5: ***** This mission is challenging and creative. It very much has the feel of an epic last stand. It was a little too tough for my tastes. The creative use of enemies and objects made up for this.
overall: *****. It was enjoyable and villainous, but it had its flaws. The last mission really made it though and brought this up to a 5
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Thanks a ton
What was your opinion of the evil factor from mission 3 and up? That's really when it is intended to kick in or sink in, the sheer magnitude of what you're single handedly enabling.
And the mission 3 map.. yeah too big for my tastes as well... but it's the smallest available. Maybe I should PM a dev and bug them to add a smaller version of this map type? I'd totally switch to it.
I'm only ladylike when compared to my sister.
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My new arc:
New Flame Rising
ID - 161066
Alignment - Heroic
Length - 4 missions
Recommended character level - 30+
Difficulty - Designed as a TF. Tough but solo-able for good solo characters. Not for every character. Not too-hard for teams that play together often (like SG members), but may be harder for pick-up teams. Not much mez'ing at all, but mostly Fire damage mobs.
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I really like your arc Nyte. I didnt see any grammer issues, which is GREAT (finally someone that spell checks!) the plot held together, and all in all, i had a great time. I didn't really have too much issue your EBs though, except arsonette, she was a bit of a pain, mainly because i dont like to use inspirations, but for her, I needed to pop a medium purple. The rest were pushovers really, Fire fiend would've gave me issues but because hes a fire shields, he didn't have an KB/KD protection so i pretty much had him on his butt the entire fight.
A few things i would've liked to see in your arc was more dialogue from the EBs. When I was fighting them, they really only said one line at the start of the fight and thats it. Would've been nice to see one of them something like "Time to turn up the heat" or something like that.
Another thing that would've been cool is if in your city hall mission where I had to run in the sewers and get the bombs, it would've been pretty funny to see the Inferno Force messing with beginning heroes. City Hall is in atlas park and lots of lowbies do lots of sewer runs down there. I was just praying that there were some lowbie heroes down there saying something like "Please dont hurt me, I'm just being a hero for the girls" or something like that - and when I saved them, they say something like "Omg, it's Lyte Fyre. Dude, you're the reason I decided to be a hero, could I get your autograph" lol.
Overall, I gave it 4 stars, mainly because of non-dialogued EB fights, and the city hall mission. Not because there weren't lowbies down there, but because finding 6 bombs on a large sewer map was a bit of a pain.
Btw, I ran your arc with my lv50 DB/WP scrapp. He's a beast!
Kudos Lyte!
Okay, my arc's name is....
Arc name: Going Rogue (I made this LONG before PS's annoucement.)
Arc Id: 161066.
- Just go to search and type in Rowdy2 and it'll appear.
*Note* Keep in mind that I made this arc with scrappers in mind. However, I did complete it with my lv50 NRG/elec blaster and lv43 Earth/rad troller. As mentioned, I had scrapperdom in mind, but it is soloable with other builds. Either that, or teams and what not.
Good Luck!
- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own
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Arc Name: Assault on Aru Prime
Arc ID: 173115
Faction: Villainous (Cold-hearted bastage style evil, nothing campy about this)
Creator Global/Forum Name: @Aisynia
Difficulty Level: Moderate to hard, depending on difficulty. All enemies are custom. Several bosses and EBs, but no AVs. These will get downgraded to LTs and Bosses on minimum difficulty.
Synopsis: [SMFA SCMA MWMA] Aru Prime is a neutral world, but it has something the Earth Federation needs to win the war against the Azeri Alliance (which they invaded). Your mission: Take it by any means necessary.
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Mission 1: ***** I can tell this is giong to be a bit story heavy already, but it's good. The custom enemies were simple, but enjoyable. The mission was a big easy, but still good.
Mission 2: **** I'm liking how this is starting to really get evil, but it's not too evil. The mission was a bit longer, and also a bit more of a challenge, but overall i enjoyed it.
Mission 3: *** I think this map fit really well with the story. That being said, the map was way too big and i spent forever trying to find the glowies. Otherwise still good.
Mission 4: **** I like this mission. It was pretty good, but there wasn't a whole lot of depth to it.
Mission 5: ***** This mission is challenging and creative. It very much has the feel of an epic last stand. It was a little too tough for my tastes. The creative use of enemies and objects made up for this.
overall: *****. It was enjoyable and villainous, but it had its flaws. The last mission really made it though and brought this up to a 5
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Thanks a ton
What was your opinion of the evil factor from mission 3 and up? That's really when it is intended to kick in or sink in, the sheer magnitude of what you're single handedly enabling.
And the mission 3 map.. yeah too big for my tastes as well... but it's the smallest available. Maybe I should PM a dev and bug them to add a smaller version of this map type? I'd totally switch to it.
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yeah, was definitely feeling it...the urgency of it was a bit overpowering when compared to the evil though
Thanks for taking the time to review this one...
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Mission 4: ***1/2 Plot's losin a little of its depth, but it's still good. I fail to see how the mission fits in with what the contact was telling me. The mission itself was short, but enjoyable.
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I troed to convey in the mish text the idea that the antagonists backtracked to the contact and grabbed him, then set a bomb to burn down their apartment building to hide the fact that he was taken.
It was hard to find a map that would work for a tenement apartment, and that one was the closest one I could find for a somewhat close in apartement hallway feel while still having a basement.
If I get a better map and/or more space I'll try to rework that area. skirting 99.98% at the moment, so sweeping changes are a bit hard to do...
Thanks again and I'm glad you enjoyed the arc!
Janrith
Triumph Heroes:
=============
Saunik: lvl 50 Mutant Sonic/Electric Blaster
Photaun: lvl 50 Peacebringer
Taukezo Kensei: lvl 50 Natural Willpower/Dual Blades Tank
Published Arcs:
7326 Avenging the Dead
135096 Superhero Downtime