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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
==◄Live or Die►==
author:  Harlequin2
 
captain:  Automatt
type:  Explore
author:  pelicanthor
captain:  Ape Rahim


summary:
summary:
Explore a beautiful island to find the supplies you need to survive until help arrives.  Most 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 quick adventure suitable for a captain with some combat abilities.


story:
story:
A basic story of being stranded on an island and needing to survive until you are rescuedThere are multiple ways of completing each act, giving this adventure a unique replay value.
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 occupationI like to read everything so I spent some more time looking around once I had reached the next objective.


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


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.
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:
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.
I liked the starting area, town square, checkpoints, and the tower building interiorComing 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:
Any captain can complete this mission as no captain skills are required.
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:
puzzles:
Most acts have an exploration-based puzzle, where you need to find the appropriate supplies to complete the goal.  You tend to have a few choices as to how exacly you want to complete it.  The turtle who follows you around tends to give pretty specific hints, and talking to him is one of the goals just about every act.
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:  above average
overall:  average


==Capture the flag==
==Moneygrubber(TM)==


type:  Collect
type:  Collect
AuthorRaptorsaurus
authorXenopologist
captain:  Ape Rahim
captain:  Automatt


summary:
summary:
An interesting idea that just wasn’t put together very well and ended up too difficult for most captains.
A minigame that just wasn’t fun or interesting to me, maybe because I was bad at it.


story:
story:
The story is simple but I like the concept:  a town has split into two factions (which are different races for some reason) and you have to help one of them get the gold back that was stolen by the other faction.  The title doesn’t quite fit since there are no flags in the adventure:  you’re “capturing” sacks of gold.  The beginning and ending text are very short and aren’t specific to this adventure.
It’s a minigame, so the story is that you’re going to play the game.


spelling/grammar:
spelling/grammar:
There wasn’t much text (and a lot of it was repeated), so these two errors stood out more: [i]lets[/i]/[i]let’s[/i], [i]whats[/i]/[i]what’s[/i]
No errors!


creations:
creations:
The creatures aren’t very good (posed such that they would probably fall forward) but are outfitted better than just slapped on outfitter parts.  The buildings that make up the town look great!  The bridge between the two halves of town is very narrow and plain though.
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:
The camp where you meet the Jeggeras leader is crowded and has a small entranceThe entire town feels a bit crowded, and it’s odd to me that it’s arranged as two squares divided by a moat with a narrow bridge across it (that the creatures of course don’t use).
The planet appears to be completely flatThere’s a starting area and then the pile of coins, both of which were very simple.


captain competence:
captain competence:
The enemies hit hard with ranged weapons and respawn quickly.  I was the first one to get to 100% on this adventure and managed that by turning on sneak for the entire adventure.  The creator of the adventure (along with most others who attempted it) was apparently only able to make it to 14.2%.
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:
You sort of need to be in two places at once to both keep the invaders out of your camp and go retrieve more stolen goods from the other camp, so there’s opportunity for some strategy thereYou have to do it 4 times in a row, so that gives you the opportunity to tune your strategy.
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:  bad
overall:  bad


==The Burning Sea==
type:  Quest
author:  Slyth33
captain:  Ape Rahim
summary:
An interesting look into corporate scandal while trying to recover a secret project.  It unexpectedly demands high combat abilities though, so be prepared for that.
story:
You’re inspecting a shut-down manufacturing site for a secret weapon, and the history unfolds as you go, mostly through reading log books and data pads you encounter throughout.  Almost everything had inspect text to add to the story or explain the environment.  The Ancient Books prop could have been renamed to fit the story.  The same with some tree objectives — large tree or blue plant would have meant more to me than the Maxis names for those plants.
spelling/grammar:
There was a lot of text, and I only noticed two errors:  [i]it’s[/i]/[i]its[/i], and [i]allright[/i].
creations:
I particularly liked the jets on stands.  The buildings looked good and so did the collapsed structures, but I wasn’t into the sunken ship — it looks fine in the screenshot but not so good close up.  The captain is visible in 2 of the 4 screenshots.
environment:
It made a reasonable layout for an abandoned manufacturing facility, with well-placed plant life.  The boarded up doorways was a cool effect but it was just a little annoying having to attack 4 boards before being able to go through the door (except the visitor center, which I could enter without breaking any boards).  I found it strange that the sewer was quite so spacious though, and I wasn’t sure why water was spraying everywhere down there, though it did help to explain the way out.  The wrecked truck in the sewer looked awesome though!  After walking through the sewer once, the sewer grates could have skipped the sewer to save the player some time.  The sunken ship’s escape hatch brought me out the doorway of a building on land, which didn’t make sense.
captain competence:
Make sure your captain is ready to fight!  There’s a battle toward the end where you have to defeat 3 hard-hitting characters — it took my level 4 captain five tries to actually survive.  It’s unfortunate that this happens near the end in case you spent all that time exploring by yourself with a non-battle-ready captain only to be taken out just before completing the mission.  There are a couple non-respawning grenades and powerups, but even turning on sneak and tossing the grenades undetected I still had to strategize how to win.
puzzles:
There are a couple hidden objectives but it’s always clear what to do next.
overall:  above average


==Ancestral Spirit - Prologue==
==A W☯rld Devoid==
 
type:  quest
type:  Story
author:  doozerdude
author:  Damnagoras
captain:  Ape Rahim
captain:  Ape Rahim


summary:
summary:
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.
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 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:
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, 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.
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:
Just a couple errors[i]wich[/i], and [i]erease[/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 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.
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:
environment:
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 aroundThe 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.
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 troubleSame with the book on the scientist’s tableI 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:
Any captain can complete this adventure.
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 you walk through a nearby portal and then talk to a character, so you should always know what to do.
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:  average
 
==Dead Ice==


type:  Explore
overall:  good
author:  ChiefRockinHo
captain:  Ape Rahim
 
summary:
A short adventure where you find what happened to a lost scout.
 
story:
The story is on the simple side but still manages to set up an interesting scenario.  No beginning or winning text.  The guards still told me to be careful in the last act when I was re-entering the camp.
 
spelling/grammar:
The only error I noticed was [i]stabilizers's[/i].
 
creations:
I really like the Cramonon creatures and their outfits.  I didn’t get much of a look at the wild animals since none of them seemed to like me, but they certainly fit their purpose.  There didn’t seem to be any vehicles or buildings.
 
environment:
The hostile wilderness is well done, featuring blowing snow and creatures who fight each other.  The camera started inside a tent.  My crew member wouldn’t follow me out the gate at first, but when I kept going he quickly showed up behind me.
 
captain competence:
Most captains should be able to complete this adventure, but those with sneak, captain attacks, or health boosts will have an easier time.  The area you need to explore is filled with respawning monsters, so you’ll need to move quickly or be able to hold your own against them.  There are a few powerups in places where it would make sense to find powerups (not scattered in the wilderness) and you can pick a crew member, which for some reason is a rarity in adventures.
 
puzzles:
You have to look around to find the scout since that objective is hidden.
 
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