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==The Burning Sea==
__TOC__
 
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==
==Ancestral Spirit - Prologue==


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overall:  average
overall:  average


==Sportuga!==
==Occupation==


type:  none (quest)
type:  Story
author:  TarsTarkas
author:  Harlequin2
captain:  Ape Rahim
captain:  Automatt


summary:
summary:
A showcase of a bunch of great-looking pirate-themed creations suited to captains who are ready for a fight and happen to like pirates.
A quick adventure suitable for a captain with some combat abilities.


story:
story:
There isn’t all that much going on here, but there are plenty of chatty pirates about! Many characters have inspect text and chatter text, and they speak in a piratey dialectOne of them is even somewhat French! The name “Sportuga” sounds like it’s meant to be a combination of “Spore” and “Tortuga” which is an actual Caribbean island featured in the Pirates of the Caribbean movies.
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 thoughMost 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:
Mostly pirate grammar is used, which I’m less an expert on but it all seemed reasonable to me. I didn’t find any errors in the rest.
I only noticed one spelling error: [i]alligence[/i].


creations:
creations:
Most of the creations (creatures, buildings, water vehicles) look great, though they don’t always fit in all that well with the othersPretty much what you’d expect from creations entered in a contest.
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:
Nicely shaped islands and well designed pirate town, tribal village, and other areas.  Riding Moby Ted to the island past a bunch of pirate ships was a cool way to showcase a lot of high-quality ships, sea monsters, and mermaidsOnce I got to the island I wasn't sure which way to go and ended up dropping in on the headhunter village from the back.
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:
There's some combat near the end which would probably be a problem for a captain without a captain-level weapon.
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:
No hidden objectives, and there are often arrows showing you the way to your next objective.
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


==So Screwed==
==Moneygrubber(TM)==


type:  puzzle
type:  Collect
author:  AaronMk
author:  Xenopologist
captain:  Ape Rahim
captain:  Automatt


summary:
summary:
A collection adventure with a teleporter maze set in a hardware store, suitable for any captain.
A minigame that just wasn’t fun or interesting to me, maybe because I was bad at it.


story:
story:
There was definitely a bolts and screws theme, which I enjoyed.  There wasn’t much of an overall story though, just a couple disconnected tasks.  It felt like it started with a bit of a story but then it gets forgotten.  I wasn’t sure why a hardware store would have a freezer.  All the creatures had chatter text which was fun.  Guy still says the public’s here after they’ve been gone for a while.
It’s a minigame, so the story is that you’re going to play the game.


spelling/grammar:
spelling/grammar:
I noticed a moderate amount of errors:  [i]captain’s[/i]/[i]captains[/i], [i]wierd[/i], [i]mhatchamacallit[/i], [i]god[/i]/[i]good[/i], [i]unfortunatly[/i], and [i]protocalls[/i].
No errors!


creations:
creations:
The bolts and screws were just a large bolt outfitter piece, but that’s a pretty cool piece and it made sense with the setup.  The public and the Guy were tall and lanky with minimal outfits and probably could have been more interesting.  The buildings that made up the hardware store and the freezer had a nice level of detail.
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 hardware store interior looked like most hardware stores I’ve been in, except for that there wasn’t anybody else but me in there.  The secret back room where Guy hung out didn’t seem to be part of the hardware store at all but may have been a joke I missedThe outdoor area where the bolts and screws were running around looked great but it would have been nice if the bolts and screws could have somehow not got stuck in the rocks.  The freezer didn’t do much to make it seem cold so it seemed more like a warehouse.  There were a couple teleporters that could have been set to invisible.
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:
There’s some socialization toward the end but it seems to only require level 1 sing so any captain should be able to complete this.
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:
It can be tricky to track down some of the bolts / screws that hide inside the rocks, but if you use the minimap it shouldn’t be too difficultAs far as I could tell, the teleporter maze toward the end could only be solved by guess and check.  I managed to get through it by simply picking which teleporter to go through randomly.
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


==Xenorac==


type:  Quest
==A W☯rld Devoid==
author:  Bonja
type:  quest
author:  doozerdude
captain:  Ape Rahim
captain:  Ape Rahim


summary:
summary:
While okay for captains who have hover (or probably high-level glide), this adventure is impossible for captains without.  I enjoyed walking around the prison hallways / platforms but the long pauses introduced by the jump pads seemed to spread things out too much.
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:
story:
You need to get inside the prison and break out some prisoners.  It seems that two empires are at war and you're trying to help one side (the prisoners) against the otherThe story doesn't develop much as the adventure progresses.
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 noticed a moderate amount of errors scattered throughout:  [i]shields[/i]/[i]shield's[/i], [i]desroy[/i], [i]nocked[/i], [i]nsoon[/i], and [i]to[/i]/[i]too[/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:
I liked the look of the buildings used to make the prison. The creatures were unusual and sometimes even grotesque but interesting to look atThe outfitting was also unusual but mostly I just liked seeing something a little different.
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 starting area looks like a bombed-out outpost which I didn't understand why it was thereThe volcano which contained the prison seemed to be constructed from tall narrow mountains arranged in a ringThis only looks strange when the jump pads have launched you high into the air though -- while actually on the prison floor it looks fineThe red and blue flooring of the prison seemed a little bright and cheerful for a prison, but I liked the fact that it was floating platforms and different levels over lava -- sort of Alcatraz-like in that even if you managed to escape the prison you would probably die shortly afterIt was odd that all the guards were on the mostly blue side of the prison.
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 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 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 atmosphereThere’s a teleporter still intact after the building it’s for has been blown up.


captain competence:
captain competence:
My captain didn't have glide or hover so had a lot of trouble using the jump pads to get from one half of the facility to the other.  By "a lot of trouble" I mean it was impossible, so I had to play through in the editor.  The jump pads are aimed straight up, so you have a lot of fall time but without glide or hover you get very little horizontal distance.  I'm not sure how the jump pads even make sense in this setup, but at the least they should have been angled the appropriate direction and the walkway leading up to them should have already had you facing the direction you needed to goWhen I played in the editor and had hover I found the air time to be boring.  I used sneak to avoid the guards, which looked like they would have put up a considerable fight if they'd seen meThere's a battle at the end you can't sneak past but can probably let your allies fight without your help. Health and energy powerups are also provided there.
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 friendlyThere’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:
There's some exploring required to find the prisoners but no hidden objectives so you have a pretty good idea of which way to go.  I only got held up by going up instead of down in the multilevel prison structure.
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:  bad
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