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User:Misterhaan/HUAR

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Lost Contact - Part 2

type: Story (I would have marked it attack) creator: TheBuzzard captain: Wrothkar

summary: A quick adventure suitable for captains equipped to fight. Can jump in without having played the previous parts in the series.

story: Good, simple description hooks interest. It ended abruptly though and didn’t feel resolved. It’s part 2 of a series but didn’t rely on having played part 1 to know what was going on. Simple and short.

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].

creations: Buildings looked good. Creatures mostly looked good but some were strange and could have been better outfitted.

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 camera. Falling down the elevator shaft was a bit disorienting (took a bit to figure out which way was out), but that seems reasonable. Convincing ship interior.

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.

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.

overall: average


Blowing up the warehouse

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.


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

◄Live or Die►

type: Explore author: pelicanthor captain: Ape Rahim

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.

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.

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

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 played. I 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.

environment: Excellent use of scenery pieces and effects to create a beautiful island. I’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.

captain competence: Any captain can complete this mission as no captain skills are required.

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.

overall: above average

Winter Wars

type: Quest (attack) author: TarsTarkas captain: Ape Rahim

summary: Well-made battle adventure that showcases many players’ creations but is still a mostly cohesive world.

story: There’s why the attackers are attacking, but the rest of the story mostly comes from that. Most of the characters seem to have something to say about the situation, which makes it more fun. One of the objective creatures is named UBD-Gojii — would have been nice to drop the UBD for the adventure.

spelling/grammar: I didn’t notice any errors.

creations: Most creations in this game were winners in a contest so there are a lot of creators featured. Everything looks great but don’t always fit in with the others all that well.

environment: I liked the way there was lava coming right up to the ice. Riding a flying ice platform at the beginning was fun too. The ice crew setup felt like a medieval style city but the fire crew seemed less organized, which may have been on purpose since they were attacking.

captain competence: Description says you should have good attack skills, which you will want due to all the attack objectives. There are various creatures you can ally though and you have 3 slots so you may be able to get a crew capable of fighting for you.

puzzles: No hidden objectives, but there are hints to help you get around. Floating orbs in the first act give you hints about how to ride the jump pads. Later on there are a lot of arrows showing you which way to go, but the one that is meant to point at the tunnel looked to me like it was pointing down the path instead of off the path.

overall: above average

Super-Gravitonga!

type: Quest author: Parkaboy captain: Ape Rahim

summary: A quick adventure where you need to safely bring a criminal to justice.

story: It’s actually not a Gravitonga adventure — the stadium is closed due to thievery! The thief was named Kleptlug, and kleptomaniac is someone who has a strong urge to steal everything, so I liked the naming there.

spelling/grammar: The only error I noticed was in the failure message: [i]escape/escaped[/i].

creations: This adventure has the usual high quality level of Parkaboy’s creations.

environment: I liked how the edges of the roads were lined. The city was very simple but that made sense since it was pretty much just an arena and a hotel.

captain competence: A captain attack or two is definitely helpful as there are creatures who will kill your objective if you don’t keep them at bay. With some planning ahead you should be able to take care of them beforehand if you have weaker attacks. I didn’t see any powerups or grenades to help.

puzzles: There’s a sort of a puzzle in luring the thief without the animals killing him and without getting caught in his trap. My first attempt the animals killed the thief, and my second I wasn’t far enough ahead of him and got caught in the trap with him.

overall: above average

Before the Light

type: Puzzle author: Slyth33 captain: Ape Rahim

summary:


story: The story is optional since there isn’t much of it in the normal flow of the adventure. I liked the way the altars spoke in rhyme and the inspect text telling the stories of those who had come through in the past.

spelling/grammar: In reading through everything I found a couple errors: [i]Fithful[/i], [i]ahaed[/i], and [i]replenised[/i]

creations: There are no creations in this adventure, so nothing to say here . . .

environment: Excellent use of scenery pieces throughout the adventure, which of course it would need to do since there aren’t any creations. The effects also added a lot, often by obscuring your objective. I enjoyed jumping into the unknown, discovering invisible bridges, peeking under smoke and fog to see where to go next, and just taking in all the sights!

captain competence: You don’t need any specific abilities, but you might be able to cheat some of the puzzles with enough jump / glide skills. My captain was able to climb back up a cliff using level 1 jump after falling off an invisible bridge.

puzzles: Most of 5 altars you must reach have some sort of puzzle you have to solve in order to reach the altar. I think exactly one of them gave a hint about solving the puzzle, but they’re not overly difficult.

overall: above average

Oops, I shrunk the Captain!

type: Puzzle author: Bonja captain: Ape Rahim

summary: This adventure is a lot of waiting, especially if you don’t have enough jump to get out of the cage. It also tries to convince you to do something that will get you killed.

story: There isn’t much to it: you are much smaller than the alien creatures who tell you something may have gone wrong with the teleport beam and the doctor is maybe going to experiment on you. The act goals are a bit odd since creatures just appear/disappear.

spelling/grammar: A moderate amount of errors in a small amount of text: [i]wromg[/i], [i]save[/i]/[i]safe[/i], [i]verry[/i], and [i]happenig[/i].

creations: The creatures were very lanky and outfitted in reasonable ways. There are a couple buildings that work pretty well as laboratory equipment, and then more that build the laboratory.

environment: Not much to it — you start out in a boxy lab with a few pieces of equipment.

captain competence: Level 1 jump isn't enough for this adventure. Without better jump you can’t reach the objective in the last act.

puzzles: The adventure refers to itself as a prank, probably because it makes you think you should do one thing but then

overall: bad