Bubbawheat's weekly reviews!


airhead

 

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Now, this may be because I tend to play late at night and missed something, but now that I think back, I'm a little confused as to what all was going on with the clockwork. There were points where the custom clockwork and clockwork were fighting each other, but there's also mention that some of the minions were made from clockwork parts. If they're all one group, why are they fighting each other (and a bug is always a possibility with MA), and if it's clockwork vs. custom group, what were the clockwork doing there?


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They wanted their parts back. "Return our fallen brethren!" and all that.

Anyway, kinda sucks to have a diff spike dropped on you at the end like that. Though there are setups for that map that do put a whole spawn hiding in the corners that you might be able to pull off.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

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Here's a parody of the daytime TV talk show world:
Daytime Divas #94504
Heroic, solo-friendly
@Armory1

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Played as my level 50 MA/SR scrapper on challenge level 3, solo. You are contacted by Tanya Tanks in an effort to one up Opera Belfry in her daytime talk show. The first mission is set up as a mere interview, but when you get there the studio is beset by crazed Opera fans. Opera as in Belfry, not Bellini. I personally didn't much like the Opera for Oprah, maybe try for one that looks less similar, but sounds about the same. Hope Rafry or something similar? The customs look pretty great, though the info boxes could be expanded when i15 hits and you have more room (noticed another review where you mentioned you're near the cap already). There's also a note you find from Tanya having everyone leave except essential personnel, which hints that she was involved somehow. This hint becomes more obvious when you go to where Opera's boyfriend is crazed and holed up in a bank, great look for him by the way. There's also a bumbling sorceror who tells you the whole story about how Tanya is possessed by a demon he summoned and is hell-bent on destroying Opera. The final mission has you rescuing Opera and sending Tanya's demon back, unpossessing Tanya in the process.

The humor was somewhat varied in this mission. The customs are pretty funny in and of themselves. There's some funny dialog and the premise overall is pretty absurdly funny. But it gets bogged down a little bit into having it make sense, which isn't a bad thing, you just have to remember to keep the funny while keeping the story. Overall, I enjoyed it pretty well. Great customs, great mission mechanics, pretty solid story, just make the humor a bit more constant.


 

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Many thanks for the review and the suggestions. Will get to work on the funny, although I'm at 99.78% after only a couple of tweaks.

BTW one of the things you mentioned in the comments you left was the conjuror's group showing as "All Custom Groups". I checked, and he's in a group called Clumsy Conjuror. I've seen this mentioned in reviews of other arcs, is this some kind of MA bug?


 

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Did you check in the mission, or the custom groups tab? Because all your characters are in both the specific group, and the generic "all custom characters" group. If you checked in the mission, it's probably a bug, if you checked in your custom groups tab, you need to edit your mission and make sure when you pick him, the group shows him in clumsy conjeror. You might need to go into the edit character on the last page to make sure.


 

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Did you check in the mission, or the custom groups tab?

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Fixed. I needed to edit the character, instead of the mish setting. Thanks!


 

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submissions are closed for this week with 12 missions worth of material. Hope to have them done by Fri.


 

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This one could probably fall under the category of creative contact.

Arc Name: Pirate's Quest: A Tale of Sound and Fury
Arc ID:
217930
Morality: Heroic
Factions: Almost all of them ( I kid you not ), Custom
Difficulty Level:
Moderate to Hard. Mission 4 has EB/AV.
Synopsis : In your private residence., you discover an old chest with a treasure map inside. Worried about who left it, and the possible disclosure of your secret identity, you resolve to get to the bottom of the mystery.
( Keywords: Pirate, Humor, Comedy )

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Factions: Almost all of them ( I kid you not ), Custom - I saw this and was expecting more custom factions, unless I just wasn't in a good level range. Though this was also right after playing an arc called "Meet the Occams" which had an enemy group with practically every available mob in the 15-25 level range.

Anyway, ran as a level 27 fire/fire tank on challenge level 1, solo. The contact is an interesting choice, and playing this arc makes me understand a few complaints I've had on my arc with a contact that doesn't speak directly to the player, but has descriptions. The problem is very noticable on this arc as you are given vague information from the map as to where you are going and what you are doing. But when you actually get into the mission, your nav bar has several objectives that come out of nowhere. (in lots of rainbow colors too, a little bit overboard) It's hard to completely resolve this. My best working solution was to have a pop-up stating what you saw more or less when you come in. This might work here as I don't remember any pop-ups.

In the first mission, you're fighting some spirits and have a couple red herrings that are optional collections: A row of lockers with some... interesting contents, A whiteboard floating mysteriously in the air, a pile of bones (which has a joke that I also use a variation of), and a body with suspicious tire tracks on it. Which leads to the GM... as in General Motors as a ghost car you have to destroy. The worst thing I have to mention here is the map choice. It has the dreaded layer cake room AND the weird twisty turny room that I always seem to have trouble finding the correct way though. The GM spawned on a ramp that I had the hardest time trying to find. Also, this was a problem in mission 4 as well with the big sprawling office map.

Next up, I'm sent to the Tiki Lounge fighting some Tiki spirit masks and pirates, who only made a brief appearance in mission 1. Also, it's not really a bad thing, just an odd way that things turned out through no fault of the author, but in the mission sendoff text, it's all to the right of the picture of the chest except one lone word way off on its own just below the picture of the chest. Another odd list of objectives in multiple colors: "take out the trash", something about a barrel, rescue someone, and "mop up the floor" (only the ones in quotes are...uh... quotes). I never did figure out exactly what "mop up the floor" was. I rescued the guy first, defeated all the mobs, and still had the other three objectives left. Clicked the barrel and trash, and got the mission complete. Unless "mop up the floor" meant "defeat all enemies" and just didn't go away until the other two glowies were completed.

Mission three comes and I'm in the burning Skulls building rescuing some hostages including Amanda Vines (though she was made more generic as just Amanda with a removed bio), some guy, and a foreign dignitary looking guy with a beret and a briefcase that would probably be familiar to other players, but not me. I also fight A pirate boss! Don't remember his name (I should probably take better notes) And finally there's a clue in an urn (which I probably shouldn't have drank first) which completes the mission.

The final mission is in a sprawling office where you have to break up six parties (which consist of various destructibles like a keg, though some are repeated). You also rescue Serafina who was mentioned in the last mission and tags along with you. She's a pretty powerful ally and helped greatly, though some might think a bit too much. You also fight Coursair, the real Pirate boss who masterminded this whole adventure just for some laughs, and I think maybe to return to this world. And you also fight the boss from the last mission whose back for round two, and the car is re-assembled.

Like I mentioned, I had a bit of trouble in this large and sprawling office map finding the last party and the last two bosses. But I had no problems with any of the mobs, even the mission where I was autosk'd up to 40. The humor was pretty constant throughout, though some were better than others. The pirates guarding the hostages use lame jokes, but that's also supposed to be part of the overall joke. But making a joke about a bad joke isn't much better than just the bad joke. Overall, I enjoyed it pretty well. The mobs were well chosen, most of the humor was quite enjoyable, and even searching over the big maps for the last objective wasn't too horrible.


 

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But when you actually get into the mission, your nav bar has several objectives that come out of nowhere. (in lots of rainbow colors too, a little bit overboard) It's hard to completely resolve this. My best working solution was to have a pop-up stating what you saw more or less when you come in. This might work here as I don't remember any pop-ups.

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I believe I had a few humorous popups on most of the maps. The multicolor objectives were to help differentiate them from each other. I've played so many arcs where you have a long list of objectives, which tend to run together.

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The worst thing I have to mention here is the map choice. It has the dreaded layer cake room AND the weird twisty turny room that I always seem to have trouble finding the correct way though. The GM spawned on a ramp that I had the hardest time trying to find. Also, this was a problem in mission 4 as well with the big sprawling office map.


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I've tried quite a few different maps, and they almost always have the same issue with the car spawning in some odd corner. I'd say 50% of the time it spawns in a desirable location. If you know of a cave map with a large back room that is only one level, I'm all ears.

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Also, it's not really a bad thing, just an odd way that things turned out through no fault of the author, but in the mission sendoff text, it's all to the right of the picture of the chest except one lone word way off on its own just below the picture of the chest. Another odd list of objectives in multiple colors: "take out the trash", something about a barrel, rescue someone, and "mop up the floor" (only the ones in quotes are...uh... quotes). I never did figure out exactly what "mop up the floor" was.


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I've never seen the bug you mentioned, although I have seen the contact become invisible. May just be a random bug. To "Mop the Floor with someone" means to kick his/her butt. Pretty common expression... which I used in place of "Defeat All". I've yet to figure out why it seems to be including the glowies as part of the defeat all.

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Mission three comes and I'm in the burning Skulls building rescuing some hostages including Amanda Vines (though she was made more generic as just Amanda with a removed bio), some guy, and a foreign dignitary looking guy with a beret and a briefcase that would probably be familiar to other players, but not me. I also fight A pirate boss! Don't remember his name (I should probably take better notes) And finally there's a clue in an urn (which I probably shouldn't have drank first) which completes the mission.


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Too bad you didnt mention the clues leading up to the hostage in the final mission ... oh well, I tried.

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Like I mentioned, I had a bit of trouble in this large and sprawling office map finding the last party and the last two bosses. But I had no problems with any of the mobs, even the mission where I was autosk'd up to 40. The humor was pretty constant throughout, though some were better than others. The pirates guarding the hostages use lame jokes, but that's also supposed to be part of the overall joke. But making a joke about a bad joke isn't much better than just the bad joke.


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Hmmm, I've never had any problems with the parties ... Horatio tends to hide in corners at times.
You didnt like the Pirate jokes? The point was that they were torturing the guests with bad jokes.


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Overall, I enjoyed it pretty well. The mobs were well chosen, most of the humor was quite enjoyable, and even searching over the big maps for the last objective wasn't too horrible.


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Glad you enjoyed it and it wasn't too horrible.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

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I've never seen the bug you mentioned, although I have seen the contact become invisible. May just be a random bug. To "Mop the Floor with someone" means to kick his/her butt. Pretty common expression... which I used in place of "Defeat All". I've yet to figure out why it seems to be including the glowies as part of the defeat all.


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Well that explains that. I'm familiar with the term, but wasn't sure if it referred to a boss fight or a defeat all, and the bug made me wonder even more since it stuck around after they were all defeated.

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Too bad you didnt mention the clues leading up to the hostage in the final mission ... oh well, I tried.


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I noticed them, didn't figure it out (though didn't really try either) until the reveal. I think I'm feeling like this ended up being a bit of a choppy review compared to my usual ;^_^. I felt like I showed off some interesting screens at least?

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Hmmm, I've never had any problems with the parties ... Horatio tends to hide in corners at times.
You didnt like the Pirate jokes? The point was that they were torturing the guests with bad jokes.


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Not a problem spawn, mostly just that it was a large, multi-floor office building with several paths. And I had to backtrack to find those extra paths I passed up. And torturing the hostages with bad jokes can do the same thing to the player to a lesser extent: they both have to hear the bad jokes


 

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Creative contacts, eh? Might as well submit:

Arc Name: MacGuffin Delivery Service
Arc ID: 1567
Morality: Villainous
Level Range: 35-40
Factions: Tsoo, Family, Carnies, CoT, Freakshow, Council, PPD
Difficulty Level: Easy to Moderate, lots of Bosses but no EBs at all.
Synopsis : A routine late-night pawn shop robbery turns into a major ordeal when you pick up a mysterious little statue that everyone seems to want for themselves. You don't know what it does, why it's so important, or why you can't seem to just get rid of it.

I can't remember if you've run this one before. You'll know what I mean by creative contact when you start it.

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Well, the contact was pretty much one of the examples I listed in my post. Not a journal exactly, but your computer, where you recall the details of your latest heist. Was going to run as my 36 Storm/Dark defender until I saw the warning that the Carnies would spawn at level 40, so instead I played as a level 40 fire/fire Brute on challenge level 4, solo. Died quite a bit with all the Psi, but I was on challenge level 4 so no real complaints there.

My first stop is a pawn shop where I feel like a kid in a candy store with all this unguarded loot lying around. I start grabbing things with no problem until I come to a mysterious old box. Suddenly, I hear someone up front. It's the Tsoo! And they're after this Emerald Parrot. I take them out, and the Family arrive in the back. It's their pawn shop and they're not happy that I took their MacGuffin, I mean Parrot, or was it Parakeet. My notes say parakeet, but I feel like I'm remembering Parrot. Whatever, from now on, I'll just call it what it is: The MacGuffin.

Back at my computer, I decide it's time to pay a visit to my fence to sell all my stuff. So, I pay a visit to her to sell my haul, including the MacGuffin. I go in, chat with the security, Wave to Hed(kraker), wait around a bit with the Archon, before heading to the back to see my fence. Nicely done by the way. They stand in place, talk when you come by, and talk again when the fight starts at the end. The family already got to your fence and you have to rescue her first.

So you can't sell your MacGuffin there. Between missions, you try getting rid of it in other ways. But like the song goes: The MacGuffin came back the very next day. The Macguffin came back, you thought it was a goner but the MacGuffin came back, it just wouldn't stay away. So you decide to check out Oranbega to see if you can find some information on this obviously magical artifact so you can finally get rid of it. There's plenty of objects scattered around to check out, all with their own interesting and funny interact text. But your real goal is to find the information in one out of six books in the library. The library is filled with interesting books and some bosses. Lots of funny stuff in here too.

According to the book, you have to find a magical container to store the MacGuffin. You know, just like the one you took it out of. But that will be well guarded. Your next best choice is the MAGI vault, should be a cakewalk, and of course, you let everyone know you're going to be there so they know you don't have the MacGuffin anymore. And hopefully some other hapless fool will end up with it.

There's not too much else to say, the humor was well done. The story also made sense and worked. The use of Mission Architect features was excellent and innovative. The only problems I have are that the dialog for the patrol talking about the potion in mission 3 was repeated. Also, there were a lot of fun, optional, glowies in mission three. But they weren't listed in the nav bar so I wasn't sure if I caught them all or not. And one was a little out of the way. In other words, nothing major. Had an absolute blast, even though I was fighting a bunch of psi enemies which hurt in a bad way. Five stars, loved it!


 

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while it is lower on my appreciation list of my two posted arcs you might be interested in my welcome to donut world arc for creative contacts. it will not be appearant at first, but you will understand. the cumtoms have been reworked and the maps have been moved around. so i will need any feedback you can give me.

but then again, my favorite arc, hero therapy, also has what i feel is a fairly different approach with the contact since he is not only a contact, but an active though passive participant too.

i guess what i am saying is take you pick... the links and info are posted in my signature.

thanks!
RG

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I'm going to make this a quick review since I noticed you saying in other threads that you're getting burnt out on MA in general and will be taking a couple months off.

Played Donut World as a lvl 11 corruptor named Nucular Homer. Made it through the third mission with some somewhat higher level help, but was still quite rough going. Played through again with my lvl 47 TA/Psi defender, with two other TA/A defenders from my superteam. Both run throughs were pretty tough with the minions having a mix of +perception, stealth, and mezzes. The custom group was pretty interesting, and also threw me off since you have some minions and lieutenants with the same names. It works for the group though as they are all named things like "Plain Jane" and "Normal Natalie" or something similar.

Anyway, the story starts off with Ms. Liberty running up to you in a panic talking about rescuing "Dime Bag". When you find him, he is ranting and raving about a Donut World and (non-nemesis) automatons called the collective. Ms. Liberty thinks that's weird, and you go help him find his marble against Liberty's advice. Turns out the marble is an automaton control device that Dime Bag uses to speak through automaton Ms. Liberty. I liked this hook by the way, though I think it could be condensed a bit. Especially by mission 3, things started to feel repetitive. Speaking of mission 3, this is where you rescue Dime Bag - again, who's all the way up on the top floor of a multi-floor office building, and you have to lead him all the way back to the entrance. Next, you have to rescue him again! (note even more repetitiveness) although you find him dead and take out the one who did it. Finally, you're sent against the core of this collective named The Matriarch to put all the rest of the automatons into an inactive state. Although I think the boss mentioned that they were only the boss of a certain sector (might be in the bio), but the mission complete says you shut all of them down. Also, pretty much all the explanation of what's going on is in the final mission debriefing.

Overall, it was a pretty interesting hook, somewhat overpowered mobs (teamed with a high teens brute, high teens mastermind, and two 50 defenders, and had wipes with all teams at one point), the story was interesting, but moved a little slowly and was repetitive with all the interesting bits at the very end, and not visible to non-leaders. Also, the donut world title is misleading as the title alone makes it sound like a humorous arc, even taking account the description, which it is not. But wouldn't mind playing it again if you edit it in a few months. Good luck!


 

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This week's theme is... Horror! Give me some good horror themed arcs. Preferably straight up horror without a bunch of humor. Or, as usual, give me a good arc for one of my characters of the week, just let me know that it's not in the theme.

This week's characters of interest:

Burnt Matchstick: lvl 40 fire/fire Brute
Cerulean Archer: lvl 37 TA/Ice Defender (or Blastroller as I think of her)
Let's Start a Riot: lvl 12 Shield/Mace tank
Cerulean Strike: lvl 14 elec/energy Blaster


 

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Did someone say "Horror Themed"?

Small Fears (#12285) should fit the bill quite nicely; I'd recommend playing it on a higher-level character, though, since that's what it's balanced around.

May want to pack some breakfrees for the last mission- thanks to that stupid, stupid, stupid decision to force confuses on anybody foolish enough to use Mind Control or Illusion Control mobs, the difficulty can be a bit wonky currently (i.e. it may not bother you in the slightest, or it may drive you mad. *sigh*)


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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I think Eclipse Over Paragon (64609) can qualify. Feel free to try that out.


 

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Boh, mine isn't ready. Dang devs keep breaking my zombies.


"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi

Characters

 

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Did someone say "Horror Themed"?

Small Fears (#12285) should fit the bill quite nicely; I'd recommend playing it on a higher-level character, though, since that's what it's balanced around.

May want to pack some breakfrees for the last mission- thanks to that stupid, stupid, stupid decision to force confuses on anybody foolish enough to use Mind Control or Illusion Control mobs, the difficulty can be a bit wonky currently (i.e. it may not bother you in the slightest, or it may drive you mad. *sigh*)

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Quick review time. Played as a level 40 fire/fire Brute on challenge level 4. The story is pretty interesting, you're contacted by a psychic boy whose trapped by some dark figures along with two other children. Unfortunately, when you get there you only plan on rescuing two of them, which you have to lead back to the door, and then it spawns the third child where you have to backtrack all the way back three floors at least to find him and escort him all the way back to the entrance. You're wearing my shoes out man! The mobs are all childhood fears made flesh, complete with the hallway monster, the bully, and the Monster Under Bed (which I thought was an odd choice for wording, though I don't have a better suggestion). The designs are quite excellent and are pretty well balanced. Though I believe they get tougher as you go along, at least they do in the final mission, where two of them have confuse as warned.

The second mission sends you up against Mother Mayhem, which you find out about in a glowie (which should have a bit more information, I was unfortunately unfamiliar with Mother Mayhem and felt somewhat in the dark) She and her psy-wielding minions were more than a match for my psi-defenseless fire/fire brute, but I eventually prevailed. Final mission sends you against the demon from another dimension that is the head of these monsters. Great design on the final boss, well semi-final boss. She was difficult, but not impossible for me. Which couldn't be said for Mother Mayhem who unfortunately spawned at an extra +1 level and proved more than I could handle and I had to call it quits.

Overall, great customs, good story design, too much backtracking on missions 1 and 3, just add a little more clarity in places when you get some extra room in i15.


 

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Thanks for the runthrough and quick review, Bubba- thinking I may see about making the second Mother Mayhem fight optional, since she's got a perfectly good reason for being there, but you probably shlouldn't have to fight her... maybe a glowie you have to collect from behind her or some such.

And if I can figure out a way to eliminate the backtracking from mission one, it's gone. Unfortunately, the last-kid-as-chained-objective is the only way I can make sure he goes out last, since the spawning points are so erratic, and he's got plot-critical info that you really shouldn'y find out until the end of the mission >.<


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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One option would be to make the kids be hostages and not escorts. Just have them say "Thank you for clearing the way out" or some such. Or even just have the first two be hostages and the last one be an escort, that would minimize the backtracking. Sometimes you have to sacrifice a little story for a lot of playability.


 

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Actually, I was thinking about doing it the other way around- first two are escorts, last one is a hostage (although that would screw up my clues, grr...). Because, honestly, I just have a hard time feeling right in-story about patting some emotionally-traumatized kid on the head and telling 'em "Here you go, now troddle along through the demon-infested ruins of your school, I'm sure you'll be fine >.>"


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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I think Eclipse Over Paragon (64609) can qualify. Feel free to try that out.

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Haven't forgotten about you, just been focusing on other things.

For the next round of reviews, I'd like to play: updated arcs! If I've played your arc before and given you some feedback on it, whether an actual review, or just plain ol' feedback, and you've updated it significantly since then let me know. I'm in the mood for the familiar right now.


 

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I believe you played Celebrity Kidnapping (arc id 1388) on May 23. It's had several revisions since then; same essential plot, but a few more details and extra craziness in the final mission. Feel free to give it another go if you're interested.

I think you played Teen Phalanx Forever (arc id 67335) around June 4 or 5, and you're welcome to play it again, but it hasn't changed too much since then, aside from some fixes required for I15, and an extra custom mob that I threw in since I15 gave me enough space for one.


@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"

 

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For the next round of reviews, I'd like to play: updated arcs! If I've played your arc before and given you some feedback on it, whether an actual review, or just plain ol' feedback, and you've updated it significantly since then let me know. I'm in the mood for the familiar right now.

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I know for sure that Trademark Infringement (2220) was one of the first you did for your site back in April. Ii has been greatly improved since then so please give it another spin.


WN


Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste

or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story

 

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I've expanded A Close Encounter ID number 233720. You ran it when it was a single mission and expressed interest in running it again if I expanded on the story. So if you still feel a need for the familiar, I'd appreciate any comments you might have.


 

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Whenever you get around to the 40's Bubba, take a run through "The Portal Bandits" (3326) if you haven't already. It got a big update for issue 15 but be warned that the critters are designed to be fair yet tough.

Hopefully purchasable story slots will be available soon so I can offer up my time travel related arc as well.


 

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I think Eclipse Over Paragon (64609) can qualify. Feel free to try that out.

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Played as a level 40 fire/fire brute on challenge level 4, solo. Haven't completed yet as I think I ran into the spawning bug on mission 3. Will finish in the next couple days or so. This arc contracts me to check up on the Council who are close to finding a new source to create their Warwolves. It seems that they have a warehouse full of these pseudo-warwolves who aren't nearly as powerful as their fully realized cousins. There's also crates of some liquid, a scientist hostage named Burke (I think) who wants to help me, and a Council boss. The next mission is a trap, which for a player-obvious trap (empty map with one glowie, even though you can have empty maps now) was relatively well done.

The third mission is a wide open map with fully custom enemies. They looked really well done, especially the Longbow, and were pretty well balanced. They were a challenge, but not overly difficult for my brute. There were also a lot of stuff going on. A lot of varied animations and non-required elements that gave a really good feel to this map. The "bosses" were also well designed to be able to spot easily as well. Unfortunately, I could only find two of the three bosses. I'm not entirely sure if the third didn't spawn, as occasionally happens, or if I just overlooked it before getting logged off. The story is pretty interesting so far, and I'm looking forward to how it ends. I will get back to it soon.