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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.
 
 
 
==Some like it Hoth==
 
type:  Attack
author:  Parkaboy
captain:  Mantesch IV
 
summary:
A great-looking battle defending cold against hot.  It mixes in some defense and collection along with the attacking for some variety.  Bring some firepower and keep your cool!
 
story:
All of the acts have descriptions but no titles.
 
spelling/grammar:
I probably would have capitalized “like” in the title, but I didn't notice any errors.
 
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 excellent.  Everything had consistent color schemes of white with blue for the natives and red for the invaders.
 
environment:
The terrain was well-sculpted to show trenches for battle and holes where the invaders had started melting the planet.  I enjoyed the layout of the city as well.
 
captain competence:
Your captain should be battle-ready, but can get by with the first two shaman or warrior weapons.  I 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.
 
puzzles:
No hidden objectives and everything is straightforward.
 
overall:  above average
 
==Whom Gods Destroy (v3)==
 
type:  story
author:  Ryuujin
captain:  Mantesch IV
 
summary:
A high-quality psychological thriller of an adventure suitable for pretty much any captain.  A great story set in an amazing environment.
 
story:
A lot of props and scenery have inspect text to tell more of the story.  I think all of the acts had a description but no title.  It was a little odd that I took what appeared to be the only path to central processing but Eija somehow beat me there without being seen.  The story really drew me in though and it was fun to continue checking off objectives not knowing what was real and what was delusion.
 
spelling/grammar:
There’s a lot of text in this adventure but I only noticed a few things:  [i]I'll disable the security field you[/i], [i]defeatted[/i], and [i]that is end[/i].
 
creations:
I was impressed with pretty much everything I saw!  Awesome colonists, great buildings, and freaky monsters.
 
environment:
The style filter and blowing effect outside makes this world seem hostile and desolate.  The caves are very well-built and convincing.  I enjoyed the use of purple throughout the adventure.
 
captain competence:
There’s a little bit of combat so it will be helpful to have at least one captain attack.  Other than that any captain should have no problem completing this adventure.
 
puzzles:
Hidden objectives (most of them).  Most of the puzzles are figuring how to get past the obstacles to get where you need to be.  There are hints to help you know what to do but they aren’t so completely obvious that they insult your intelligence.
 
overall:  awesome!
 
==Dark Labyrinth==
 
type:  Puzzle
author:  Arisilde
captain:  Ape Rahim
 
summary:
A very difficult maze in a dark setting.
 
story:
Not much of a story — you get stuck in the labyrinth and figure that if you get to the center you can probably get out.
 
spelling/grammar:
I didn’t notice anything, but there wasn’t much text either.
 
creations:
A handful of creepy things haunt the maze.  I couldn’t see them all that well but they did a good of looking creepy and crawly.  The maze walls actually look like really good boulder walls.
 
environment:
It’s definitely dark!  The darkness, the music, and the sound of creatures stirring while you frantically try to find your way to the center of the labyrinth give it an anxious feel.
 
captain competence:
There are respawning creatures in the labyrinth so you’ll probably need a captain attack, health regeneration, or sneak to survive them.
 
puzzles:
The point of the adventure is that it’s a maze, which is a form of puzzle.  I have not yet been able to actually complete the maze without looking at a map I traced the route on after pulling off the ceiling and taking a screenshot.
 
overall:  above average
 
==Genesis-The Introduction==
 
type:  Story
author:  machine1000
captain:  Ape Rahim


summary:
summary:
A short easy adventure that fits into the Spore universe.
A minigame that just wasn’t fun or interesting to me, maybe because I was bad at it.


story:
story:
There’s just enough story to sort of give you a reason to walk around and do the objectives.  One of the objectives has you go check on something only to find that it seems fine, so that felt pointless.
It’s a minigame, so the story is that you’re going to play the game.


spelling/grammar:
spelling/grammar:
This thing is littered with so many errors it was almost painful:  [i]you[/i]/[i]you’re[/i], [i]sciencetist[/i], [i]sence[/i], [i]guest[/i]/[i]guess[/i], [i]lowsey[/i], [i]whos[/i], [i]thats[/i], [i]to[/i]/[i]too[/i], [i]mightess[/i], [i]terreforming[/i], [i]know[/i]/[i]now[/i], [i]stablelizer[/i], [i]aswell[/i], and [i]shure[/i].
No errors!


creations:
creations:
The scientists were well-outfitted.  Nice looking primitive creatures to start the ecosystem withBuildings looked nice and I especially liked the one that built the wall around the scientists’ area.
There’s a round-walled building you start in but the rest is built-in propsThe one creation isn’t all that interesting but does its job just fine.


environment:
environment:
It was strange how far away the atmosphere generator was, and how there was a nest with plants at the end of a path.  The scientists’ area was well designed though.
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 complete this adventure.  The crater the atmosphere generator was in wasn’t easy to get out of without jump, but I managed.
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:
No puzzles — all objectives were straightforward.
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:  below average
overall:  bad


==◄Live or Die►==


type:  Explore
==A W☯rld Devoid==
author:  pelicanthor
type:  quest
author:  doozerdude
captain:  Ape Rahim
captain:  Ape Rahim


summary:
summary:
Explore a beautiful island to find the supplies you need to survive until help arrivesMost acts can be completed in multiple different ways, so you may even find yourself wanting to try it again a few times until you’ve experienced them all.
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 doI 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:
A basic story of being stranded on an island and needing to survive until you are rescued.  There are multiple ways of completing each act, giving this adventure a unique replay value.
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 only noticed one typo: [i]becuase[/i].
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:
The turtles face animated in a strange and disturbing way, but only the first time I talked to him. The leaves kept disappearing and reappearing throughout the whole time I playedI think both of these were just flukes but I don’t normally see that sort of thing.  The few creations in this adventure looked pretty good, and I had a laugh over the rescue boat at the end.
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:
Excellent use of scenery pieces and effects to create a beautiful islandI’m still not quite sure which part of the island was the beach, which was somewhat frustrating when it told me I needed to find supplies there.  I only played once so far, so didn’t experience the random start position that it sounded like it has.
The music fit well with what was going on and added to the moodMy 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:
captain competence:
Any captain can complete this mission as no captain skills are required.
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:
puzzles:
Most acts have an exploration-based puzzle, where you need to find the appropriate supplies to complete the goalYou tend to have a few choices as to how exacly you want to complete itThe turtle who follows you around tends to give pretty specific hints, and talking to him is one of the goals just about every act.
The first objectives are hidden, which means you need to explore the well-designed cityMost 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
overall:  good

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