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==Lost Contact - Part 2==
__TOC__
==Ancestral Spirit - Prologue==


type:  Story (I would have marked it attack)
type:  Story
creatorTheBuzzard
authorDamnagoras
captain:  Wrothkar
captain:  Ape Rahim


summary:
summary:
A quick adventure suitable for captains equipped to fightCan jump in without having played the previous parts in the series.
The adventure title says prologue and that’s mostly all this isIt seems to be focused on giving you some background before you get into what is probably meant to be an adventure series.


story:
story:
Good, simple description hooks interest.  It ended abruptly though and didn’t feel resolvedIt’s part 2 of a series but didn’t rely on having played part 1 to know what was going on.  Simple and short.
It’s very Grox-focused and not very detailed or original.  It could have benefit from some more inspect text in the city to explain what the statues are, etcTalk-to objective text was split in the middle of a sentence with ... a couple times — I prefer to re-work the sentences so that doesn’t need to happen.


spelling/grammar:
spelling/grammar:
Not enough errors to significantly get in the way of enjoying the adventure. I noticed a [i]they’re[/i] that should have been [i]their[/i] and [i],ission[/i] instead of [i]mission[/i].
Just a couple errors: [i]wich[/i], and [i]erease[/i].


creations:
creations:
Buildings looked goodCreatures mostly looked good but some were strange and could have been better outfitted.
The Mysterious Kernavoris’ robes looked a little odd.  I liked the Dera Guards’ outfitsThe buildings in the city looked great!  The vehicles I didn’t see very closely but they looked good from a distance at least.


environment:
environment:
The camera started on the wrong side of the wall — should have started the captain a little further away from it so there was room for the cameraFalling down the elevator shaft was a bit disorienting (took a bit to figure out which way was out), but that seems reasonableConvincing ship interior.
The city environment was well designed — I liked the statues on pedestals and the way the lamps lined the roadwayThe war scenes didn’t seem to have much action — just some vehicles wandering around slowly while troops stood around.  The destroyed city had normal-looking roads except with some cracks, and no buildingsI would have thought the roads would have been more damaged since the buildings were completely decimated.


captain competence:
captain competence:
A number of creatures with 50 health had to be defeated, and some had missile launchers.  I had to be careful even though my captain had all warrior weapons.  There were a couple health and energy powerups but they didn’t seem to respawn and taking hits from 3 missile attacks at once would take out most of my captains.  There were grenades that took 1500 off buildings, but they could have been set to regenerate for captains without weapons.  I wouldn’t recommend this for a captain without ranged warrior weapons.
Any captain can complete this adventure.


puzzles:
puzzles:
Some objectives hidden, and you might sometimes miss inspecting something and then get stuck.  Other than that, what you need to do is obvious even if it is a hidden objective.  Nothing you need to figure out, and you probably don’t even need to read anything to complete the mission.
Most acts have you walk through a nearby portal and then talk to a character, so you should always know what to do.


overall:  average
overall:  average


==Occupation==


 
type:  Story
==Lost Contact - Part 4==
authorHarlequin2
 
captain:  Automatt
type:  story (i would have marked it attack)
creatorTheBuzzard
captain:  Wrothkar


summary:
summary:
a quick escape combat mission with lighter combat probably doable without captain weapons.  watch out for a hidden objective you may not notice (look around if you get stuck).  stands on its own pretty well even though it’s part 4 of a series.
A quick adventure suitable for a captain with some combat abilities.


story:
story:
part 4, but makes enough sense without knowing parts 1-3ending feels like a reasonable place to end, unlike some series adventures which just end abruptlynot much to the story; more of a combat mission where you’re fighting your way out.
A political struggle where you’re brought in to take down an official of the occupying forceIt feels like there’s more to the story but the good stuff is still in the author’s head, maybe to be revealed in later sequel adventures.  Lots of inspect text on characters, signs, etc.  I was surprised that the statue in the town square didn’t have any inspect text though.  Most of it gives you an idea of what people think of the occupation.  I like to read everything so I spent some more time looking around once I had reached the next objective.


spelling/grammar:
spelling/grammar:
didn’t notice any mistakes — hooray!
I only noticed one spelling error:  [i]alligence[/i].


creations:
creations:
the hives could have looked bettereverything else was good.
Some of the outfitting was interesting, but I wasn’t that into the creatures themselves.  I liked the pictures on the wall inside the building.  The buildings could have benefit from more details and the paint didn’t always make the most senseVehicles were pretty good.


environment:
environments:
convincing spaceship interior.  i had some trouble with grenades exploding me as soon as i threw them, but that could be due to my captain having long arms with hands down near his feet.  the light effect near the end was a bit blinding making it hard to see the rest of the room.
I liked the starting area, town square, checkpoints, and the tower building interior.  Coming out onto the roof and seeing the town square down below made for a nice view!  The buildings of the city felt more like walls than buildings though.


captain competence:
captain competence:
combat-heavy mission, but enemies have reasonable amount of health and don’t pack too much punchyou’ll want a captain with warrior parts but i don’t think you would need them.
You’ll need either sneak or some basic fighting skills to get past the checkpoints, then you’ll definitely need some fighting skills for later objectives that require you to take out some guardsThere are powerups around but no grenades and you’re up against three enemies at once.


puzzles:
puzzles:
some hidden objectives, including talking to a creature who is hiding and difficult to notice.  other than the hiding creature it’s obvious what to do next.  some of the text even gives unneccessary hints.
There’s one hidden objective where you have to find something, but the area to search isn’t that large and I pretty much went straight to it.


overall:  average
overall:  average


==Moneygrubber(TM)==


 
type:  Collect
==Blowing up the warehouse==
author:  Xenopologist
 
captain:  Automatt
type:  none
creator:  Damnagoras
captain:  Andarius
 
summary:
a quick mission where you blow up a building.  that’s really all there is to it.
 
story:
a guy in an alley wants you to blow up the warehouse, so you do.  that is all.
 
spelling/grammar:
didn’t notice any errors — hooray!
 
creations:
city buildings were a little cartoony and the one creature could have looked better.
 
environment:
buildings should have been sunken into the ground a bit so they don’t look to be floating.  believable city environment.
 
captain competence:
any captain should be able to complete this mission without issue.
 
puzzles:
simple, unhidden objectives only.
 
overall:  below average.
 
 
 
==The Eye of Ragnoroth==
 
type:  Quest (puzzle)
author:  jschwegman
captain:  Mantesch IV


summary:
summary:
This dark adventure mixes exploration with sabotage, a rich story, and intelligent puzzles.  Its major flaw is that placement of objects for the 7th act changed with a patch and they are now inaccessible leaving you trapped the first time since you didn’t know to plan ahead for it.
A minigame that just wasn’t fun or interesting to me, maybe because I was bad at it.


story:
story:
The name Ragnoroth in the title makes me think of Ragnarök from Norse Mythology.  The two stories aren’t that far off.  The introductory text straight-up tells you what to expect from the adventure in terms of game mechanics which is helpful but doesn’t introduce the story.  If you don’t read the text for the monument at the beginning, you can read it in the temple later on but it doesn’t make sense there.  I enjoyed the journals of the previous victim, which gave the story a lot more depth and gave the impression there was someone else on your side.  The ending shows that your work has only just begun, but is still a perfectly fine way to end the adventure.
It’s a minigame, so the story is that you’re going to play the game.


spelling/grammar:
spelling/grammar:
I couldn’t spot a single error, and there’s a lot to read in this mission!
No errors!


creations:
creations:
I wasn’t that into the bird creatures but they certainly weren’t ugly either.  The mysterious figures were definitely foreboding but I thought the bottom of them was a little too softly rounded.  The vehicles and buildings looked great, though I was surprised by some of the bright colors on the buildings of the nihilists — shouldn’t they have been black or grey?  I really liked the eye design and how that theme carried through.
There’s a round-walled building you start in but the rest is built-in props.  The one creation isn’t all that interesting but does its job just fine.


environment:
environment:
There is a pretty clear path at the start but it ends in a dead end if you follow it all the way.  Your objective is just off the bend, and it would have helped if there was some indication visible from the canyon that you should head off that way, but you will find it eventually.  I like that there’s no music until the action starts.  Underneath the temple the stone block floor is too bumpy for a captain to walk on smoothly.  Also it wasn’t clear to me that it was possible to get back up.  When going through the pipe on the end with the terminal you need to jump to get back in, which seemed unnecessary.  There’s a glitch in the 7th act where pieces you need have fallen through the floor and are inaccessible, probably due to changes in patch 5.  If you happened to bring some grenades with you though you can toss them at the enemy and then stand back and complete the objective a different, less interesting way.
The planet appears to be completely flat.  There’s a starting area and then the pile of coins, both of which were very simple.


captain competence:
captain competence:
Any captain should be able to complete this mission, though you may find jump helpful while underneath the temple in case you get stuck in the floor.  You also want either jump or sneak so you don't have to run past turrets which are shooting at you later on.
There’s a pile of coins on top of some mines and you need to collect them, so a skinnier captain will probably have an easier time moving around the mines.


puzzles:
puzzles:
The description says hints are available in the comments, but I didn’t look at them.  There are 4 puzzles, each of which gives you just enough information to know what you need to do without actually telling you specificallyThe first puzzle gives you a hint in the first act that you might miss, but you will probably figure out what to do even without it.  The last puzzle (which happens to be impossible after the patch) shows you something you need to recognize from the second puzzle.
There’s a time limit, so you’ll need a strategy for getting close but not too close to those mines so you can grab all the coinsMaybe there’s a trick to it I didn’t get, but I didn’t stand much of a chance!
 
overall:  above average


overall:  bad


==Some like it Hoth==


type:  Attack
==A W☯rld Devoid==
author:  Parkaboy
type:  quest
captain:  Mantesch IV
author:  doozerdude
captain:  Ape Rahim


summary:
summary:
A great-looking battle defending cold against hotIt mixes in some defense and collection along with the attacking for some varietyBring some firepower and keep your cool!
A nice balance between story and small battlesI really got into the conflict going on here, but there are still a couple little things that could get in the way of having a truly amazing adventure experienceThis is version 2 of an adventure I’d played before, so I knew what to do.  I liked the previous version, and when doozerdude told me he‘d made a version 2 I actually installed Spore to check it out.


story:
story:
All of the acts have descriptions but no titles.
The story really drew me in — the history behind each of the factions was interesting.  It felt like there may have been a larger story (a matter of days / weeks / months elsewhere lasted 200 years on this planet) that was only just hinted at.  While there was room for more story, there was enough of it to satisfy.  There were a few minor inconsistencies such as the mechanic saying the explosives are C4 but you they’re labelled grenade, and the mafia / thug guy saying you can take 2 weapons even though you have 3 crew slots (I think there’s only enough money around for 2).  Mezior said he would escort me to the door but he was already at the door since he gets to the captain and then takes off for the door right away.


spelling/grammar:
spelling/grammar:
I probably would have capitalized “like” in the title, but I didn't notice any errors.
Elite is spelled with £ instead of an E, but £ is actually a stylized L.  Only had two spelling/grammar errors of [i]anyways[/i]/[i]anyway[/i], [i]passed[/i]/[i]past[/i].  Hunes Jr. sometimes has the dot and sometimes doesn’t.


creations:
creations:
I wasn't that into the Sagaian anatomy but I thought the Coppers looked awesome and so did the outfits. The buildings and vehicles also looked excellentEverything had consistent color schemes of white with blue for the natives and red for the invaders.
Creatures and buildings look awesome!  I like the steampunk style of the city, the godfather’s mansion, the scientist’s cavern, and the bikers . . . which is almost all the creations in the adventureBasically that means you see lots of great-looking stuff when you play this.  


environment:
environment:
The terrain was well-sculpted to show trenches for battle and holes where the invaders had started melting the planetI enjoyed the layout of the city as well.
The music fit well with what was going on and added to the mood.  My captain was shorter than the tables in the bar, but he was able to take an object off the table without any trouble.  Same with the book on the scientist’s table.  I had a little trouble getting up the stairs in the godfather’s mansion, but managed it without jumpIt seemed odd that the guy running the town would have a set of stairs boarded off in his mansion ― shouldn’t he be able to get it fixed?  It was hard to see during the battle if you have a low camera angle, probably because of the thick atmosphere.  There’s a teleporter still intact after the building it’s for has been blown up.


captain competence:
captain competence:
Your captain should be battle-ready, but can get by with the first two shaman or warrior weaponsI really liked how the Sentry Bots would switch sides once you got their health low enough, which was also a nice boost to my captain’s firepower. There are grenades and health / energy powerups but the powerups didn’t seem to respawn.
There are weapon creatures you can ally with in case you don’t have much firepower of your own.  I tried three of the four (in two plays, since I can only find enough cash for two) and they all did level 1 sing so any captain should be able to handle thatYou have to socialize with them twice to ally though ― would have been nice if they had started out friendly.  There’s a biker fight which your side tells you they would appreciate your help, and even with a little help from my captain only one of my side survived. You need to finish off the enemy. Everyone has a lot of health (especially you) and there are respawning powerups on the battlefield, so you could probably make it without warrior/shaman weapons, especially if you allied a couple weapon creatures.


puzzles:
puzzles:
No hidden objectives and everything is straightforward.
The first objectives are hidden, which means you need to explore the well-designed city. Most of it is pretty straightforward, though there is a bit of a puzzle in Act VII with some strong hintsIn Act VIII you go through a portal but it’s unclear that after you take care of business there you need to go back through the portal behind you, not into the city.
 
overall:  above average
 
==The sacred Karrotus==
 
type:  Puzzle
author:  Damnagoras
captain:  Mantesch IV
 
summary:
A short adventure where you save the town by retrieving an object protected by three riddles.
 
story:
There was a good foundation of a story, but it left me with a lot of questions and not enough information to come up with my own answers.  Act 5 had no description.


spelling/grammar:
overall:  good
There were a few errors, some of which were repeated:  [i]haave[/i], [i]breath[/i] / [i]breathe[/i], [i]wich[/i], [i]two brings[/i].
 
creations:
I like the townspeople's outfits, especially the mayor's hat. The buildings in the town aren't much to look at but do a good job of matching the color scheme of the people who live there.  I didn't get much of a look at the killer robot until it had been destroyed but as far as I could tell it was a convincing robot.
 
environment:
The city had nice streets and a reasonable layout.  I could see that the entrance in act 3 had the path continue past it, which probably wasn't intentional.  The interior of the tunnel was a little plain and could have benefitted from a few torches or something.  It was a little odd that leaving the underground tunnel a different way than I came in brought be back out to the same entrance.  The snow effect at the top of the mountain was a nice touch.
 
 
captain competence:
Any captain can complete this adventure as no abilities are required.
 
puzzles:
The three puzzles are riddles where if you get it wrong you die.
 
overall:  average

Latest revision as of 22:11, 1 June 2011

Ancestral Spirit - Prologue

type: Story author: Damnagoras captain: Ape Rahim

summary: The adventure title says prologue and that’s mostly all this is. It seems to be focused on giving you some background before you get into what is probably meant to be an adventure series.

story: It’s very Grox-focused and not very detailed or original. It could have benefit from some more inspect text in the city to explain what the statues are, etc. Talk-to objective text was split in the middle of a sentence with ... a couple times — I prefer to re-work the sentences so that doesn’t need to happen.

spelling/grammar: Just a couple errors: [i]wich[/i], and [i]erease[/i].

creations: The Mysterious Kernavoris’ robes looked a little odd. I liked the Dera Guards’ outfits. The buildings in the city looked great! The vehicles I didn’t see very closely but they looked good from a distance at least.

environment: The city environment was well designed — I liked the statues on pedestals and the way the lamps lined the roadway. The war scenes didn’t seem to have much action — just some vehicles wandering around slowly while troops stood around. The destroyed city had normal-looking roads except with some cracks, and no buildings. I would have thought the roads would have been more damaged since the buildings were completely decimated.

captain competence: Any captain can complete this adventure.

puzzles: Most acts have you walk through a nearby portal and then talk to a character, so you should always know what to do.

overall: average

Occupation

type: Story author: Harlequin2 captain: Automatt

summary: A quick adventure suitable for a captain with some combat abilities.

story: A political struggle where you’re brought in to take down an official of the occupying force. It feels like there’s more to the story but the good stuff is still in the author’s head, maybe to be revealed in later sequel adventures. Lots of inspect text on characters, signs, etc. I was surprised that the statue in the town square didn’t have any inspect text though. Most of it gives you an idea of what people think of the occupation. I like to read everything so I spent some more time looking around once I had reached the next objective.

spelling/grammar: I only noticed one spelling error: [i]alligence[/i].

creations: Some of the outfitting was interesting, but I wasn’t that into the creatures themselves. I liked the pictures on the wall inside the building. The buildings could have benefit from more details and the paint didn’t always make the most sense. Vehicles were pretty good.

environments: I liked the starting area, town square, checkpoints, and the tower building interior. Coming out onto the roof and seeing the town square down below made for a nice view! The buildings of the city felt more like walls than buildings though.

captain competence: You’ll need either sneak or some basic fighting skills to get past the checkpoints, then you’ll definitely need some fighting skills for later objectives that require you to take out some guards. There are powerups around but no grenades and you’re up against three enemies at once.

puzzles: There’s one hidden objective where you have to find something, but the area to search isn’t that large and I pretty much went straight to it.

overall: average

Moneygrubber(TM)

type: Collect author: Xenopologist captain: Automatt

summary: A minigame that just wasn’t fun or interesting to me, maybe because I was bad at it.

story: It’s a minigame, so the story is that you’re going to play the game.

spelling/grammar: No errors!

creations: There’s a round-walled building you start in but the rest is built-in props. The one creation isn’t all that interesting but does its job just fine.

environment: The planet appears to be completely flat. There’s a starting area and then the pile of coins, both of which were very simple.

captain competence: There’s a pile of coins on top of some mines and you need to collect them, so a skinnier captain will probably have an easier time moving around the mines.

puzzles: There’s a time limit, so you’ll need a strategy for getting close but not too close to those mines so you can grab all the coins. Maybe there’s a trick to it I didn’t get, but I didn’t stand much of a chance!

overall: bad


A W☯rld Devoid

type: quest author: doozerdude captain: Ape Rahim

summary: A nice balance between story and small battles. I really got into the conflict going on here, but there are still a couple little things that could get in the way of having a truly amazing adventure experience. This is version 2 of an adventure I’d played before, so I knew what to do. I liked the previous version, and when doozerdude told me he‘d made a version 2 I actually installed Spore to check it out.

story: The story really drew me in — the history behind each of the factions was interesting. It felt like there may have been a larger story (a matter of days / weeks / months elsewhere lasted 200 years on this planet) that was only just hinted at. While there was room for more story, there was enough of it to satisfy. There were a few minor inconsistencies such as the mechanic saying the explosives are C4 but you they’re labelled grenade, and the mafia / thug guy saying you can take 2 weapons even though you have 3 crew slots (I think there’s only enough money around for 2). Mezior said he would escort me to the door but he was already at the door since he gets to the captain and then takes off for the door right away.

spelling/grammar: Elite is spelled with £ instead of an E, but £ is actually a stylized L. Only had two spelling/grammar errors of [i]anyways[/i]/[i]anyway[/i], [i]passed[/i]/[i]past[/i]. Hunes Jr. sometimes has the dot and sometimes doesn’t.

creations: Creatures and buildings look awesome! I like the steampunk style of the city, the godfather’s mansion, the scientist’s cavern, and the bikers . . . which is almost all the creations in the adventure. Basically that means you see lots of great-looking stuff when you play this.

environment: The music fit well with what was going on and added to the mood. My captain was shorter than the tables in the bar, but he was able to take an object off the table without any trouble. Same with the book on the scientist’s table. I had a little trouble getting up the stairs in the godfather’s mansion, but managed it without jump. It seemed odd that the guy running the town would have a set of stairs boarded off in his mansion ― shouldn’t he be able to get it fixed? It was hard to see during the battle if you have a low camera angle, probably because of the thick atmosphere. There’s a teleporter still intact after the building it’s for has been blown up.

captain competence: There are weapon creatures you can ally with in case you don’t have much firepower of your own. I tried three of the four (in two plays, since I can only find enough cash for two) and they all did level 1 sing so any captain should be able to handle that. You have to socialize with them twice to ally though ― would have been nice if they had started out friendly. There’s a biker fight which your side tells you they would appreciate your help, and even with a little help from my captain only one of my side survived. You need to finish off the enemy. Everyone has a lot of health (especially you) and there are respawning powerups on the battlefield, so you could probably make it without warrior/shaman weapons, especially if you allied a couple weapon creatures.

puzzles: The first objectives are hidden, which means you need to explore the well-designed city. Most of it is pretty straightforward, though there is a bit of a puzzle in Act VII with some strong hints. In Act VIII you go through a portal but it’s unclear that after you take care of business there you need to go back through the portal behind you, not into the city.

overall: good