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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 difficult.  As 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.
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 difficult.  As 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.
overall:  bad
==Xenorac==
type:  Quest
author:  Bonja
captain:  Ape Rahim
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.
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 other.  The story doesn't develop much as the adventure progresses.
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].
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 at.  The outfitting was also unusual but mostly I just liked seeing something a little different.
environment:
The starting area looks like a bombed-out outpost which I didn't understand why it was there.  The volcano which contained the prison seemed to be constructed from tall narrow mountains arranged in a ring.  This only looks strange when the jump pads have launched you high into the air though -- while actually on the prison floor it looks fine.  The 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 after.  It was odd that all the guards were on the mostly blue side of the prison.
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 go.  When 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 me.  There'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.
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.


overall:  bad
overall:  bad

Revision as of 11:32, 14 February 2011

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

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

Sportuga!

type: none (quest) author: TarsTarkas captain: Ape Rahim

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.

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 dialect. One 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.

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.

creations: Most of the creations (creatures, buildings, water vehicles) look great, though they don’t always fit in all that well with the others. Pretty much what you’d expect from creations entered in a contest.

environment: 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 mermaids. Once 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.

captain competence: There's some combat near the end which would probably be a problem for a captain without a captain-level weapon.

puzzles: No hidden objectives, and there are often arrows showing you the way to your next objective.

overall: above average

So Screwed

type: puzzle author: AaronMk captain: Ape Rahim

summary: A collection adventure with a teleporter maze set in a hardware store, suitable for any captain.

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.

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].

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.

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 missed. The 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.

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.

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 difficult. As 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.

overall: bad

Xenorac

type: Quest author: Bonja captain: Ape Rahim

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.

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 other. The story doesn't develop much as the adventure progresses.

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].

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 at. The outfitting was also unusual but mostly I just liked seeing something a little different.

environment: The starting area looks like a bombed-out outpost which I didn't understand why it was there. The volcano which contained the prison seemed to be constructed from tall narrow mountains arranged in a ring. This only looks strange when the jump pads have launched you high into the air though -- while actually on the prison floor it looks fine. The 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 after. It was odd that all the guards were on the mostly blue side of the prison.

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 go. When 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 me. There'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.

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.

overall: bad