Join Date: Dec 2007
Posts: 148
QUOTE=bluegeek;4076965]Mission Name: Engineering Emergency
Author: bluegeek
Minimum Level: None
Allegiance: Federation
ST-HTDHP6NN3
Estimated Mission Length: 10 minutes or less
Method of Report Delivery: Forum Post

Looking for polish recommendations. This is a no-combat, dialog-based mission that took me way longer to build than it did to play. It's my first publish.[/quote]

Federation Mission - Engineering Emergency
Author: bluegeek
Allegiance: Federation
Project ID: ST-HTDHP6NN3

----------Report Start-----------

Summary: This is a nice short mission with good map design and excellent story dialogue. I would recommend this mission to other players. There is a lot of potential to expand this story a little more and draw the player into it. Consider adding a few more interactions for the player to work on. The only real flaw in the story was the lack of any real creditable threat to the crew or ship other than the radiation. Perhaps you could turn it into more of a hostage situation or something along those lines. Otherwise it was a good mission.

Below are a few things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

Mission Description: This is an intriguing description. Consider adding a little more story to draw the player in and make them want to click that "Hail" button. I noted no spelling or grammatical errors with this description.

Grant Mission Dialogue: This is a nice grant dialogue that some elements of it could be included in the description. I noted no spelling or grammatical errors with this dialogue.

Mission Task: This is a good use of the initial mission task with a clear location for the start of the first custom map.

Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this dialogue. I noted two items to consider changing:
-Consider removing the [MissionInfo] dialogue "to start the mission".
-Consider changing the response button "Open a channel to Andoria" to read "Make it so".

MAPS:
Bridge: This is a good map design. The story dialogue is well written. I noted no spelling or grammatical errors with this dialogue. I noted a couple items to consider changing:
-Consider placing more bridge NPC’s at the stations.
-The “Ambassador” dialogue; a few of the buttons seemed to loop back to previous dialogue. It felt odd.
-Consider having the player go to the turbolift to head to engineering vice transport.

Engineering Deck: This is a good map design with well written dialogue. I noted no spelling or grammatical errors with this dialogue. I noted a couple of items to consider changing:
-Consider using a different console or changing the animation to "Typing on wall console".
-The Ambassador should not refer to the player by the "Nickname".

---------End Report----------

Thanks again for authoring and for giving me the chance to review your work. You did a great job from the map design through the story dialogue. I look forward to playing more of your work in the future.
Brian

This critique report also filed 03/17/2012 on forum posting for: Engineering Emergency.
Join Date: Dec 2007
Posts: 148
# 412
03-17-2012, 01:48 PM
I had to snip a few bits for post lenth.
Quote:
Originally Posted by Evil70th
Federation Mission - B'Vat's LegacyThe story dialogue was well done and I noted only a handful of minor issues with it. One of the more notable issues is the effort of locating the "Anti-Chroniton grenade" that my "future" self left me. One of the issues with this is, how would my "future" self leave that for me? Another is after getting the Anti-Chroniton grenade we never use it. We disable the dampening fields. I think you should keep this element but on the "Waes Uaith" map have the player plant the grenades and then have them destroy the towers. Speaking of the towers, I suggested on that map making those into obelisk piece or some other smaller object vice the huge towers. It would make them easier for you to manipulate and easier for the player to interact with. Sometimes it really helps to have another person go through your mission story to make sure it makes sense. One of the hardest things for an author is to see their own mistakes.
Yeah, that's true. I see now that I didn't explain what you needed to do with the Anti-Chroniton grenade well enough. If I had you would have realized that it's not until part 2 of the story that you use it. Part 1 ends after you get to J'Gor's base, the grenade is used after you fight your way through the base to where the generator is located. In hindsight I'm kinda surprised at myself for not thinking to explain this.
Quote:
The branching dialogue and optional map tasks are a good way to split the story into alternate endings on each map. This enables the author to tell a variety of stories within one map and helps to make a richer story for the player despite the linear nature of the overall story in the Foundry. There are several great tutorials on Starbase UGC by Kirkfat and other postings by many other authors. I recently learned a few of these techniques and I will never be able to create a mission without the branching map dialogue and tasks. I would highly recommend it.
Yeah I'll have to look that up. The most complex thing I've figured out is how to setup simultaneous objectives.
Quote:
Below are some things I noted while playing the mission that I wanted to let you know about.

Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

Mission Description: This is a straight forward description but it does not really draw the player in. You need to add a little more story to this. Your goal is to make players want to click the "Hail" button. I noted no spelling or grammatical errors with this description.

Grant Mission Dialogue: The grant dialog needs more of a story to draw the player in and make them want to click "Accept". I noted no spelling or grammatical errors with this dialogue.

Mission Task: You need to add the start location of the first custom map on this first mission task. Despite the fact that you place the location in both the description and grant dialog. This will help the player get started.

Mission Entry Prompt: This prompt is okay but could use a little more. I noted no spelling or grammatical errors with this prompt.
Yeah I suppose those could use a rewrite. Sometimes simple is too boring to be interesting.

Quote:
MAPS:
Gateway System: The map design is good. The story dialog is well written. I noted a couple of items to consider changing:
-The first dialogue window upon spawning would read better on the mission entry prompt. Consider changing it, then making the second dialogue window the new first one. The story would flow better.
-The use of the response button "Continue".
-The map transfer dialogue; consider changing "Beam down to the Surface" to read "Captain, we have a lock on the coordinates provided by Hortock. The away team is standing by.
-Consider changing the response button "Beam Down" to read "Energize".
Good ideas. One thing that might be useful to know is that I did a major revamp prior to asking you to review it. In the original version Hortock didn't exist and it was the Guardian of Forever you were talking to. It looks like I missed a few things that needed to be changed along with that.
Quote:
Gateway Surface: This is a good map design with very tough battles. The story dialogue is well written. I noted a couple of items to consider changing:
*snip*
I might, I put it there because I thought that part of the map looked cool. And yeah, I named Hortock everywhere BUT the actual NPC name. I even have an NPC costume named Hortock... and yeah I probably will try to find some other image for the pickup point, the undine plant is cool, but.... out of place.
Quote:
Romulan Colony: This is a very good map design from a setting point of view. The story dialog is well written. I noted no spelling or grammatical errors with this dialogue. I noted a couple of items to consider changing:
-The use of the response button "Continue".
-Consider making the "Stun Guards" mission optional.
-If you choose to keep them as an actual mission task then consider moving them so that both groups are in between the spawn point and the Governor.
good idea. This might be a relic from an older version of foundry that required you to ruthlessly execute enemies before you could leave a map. Looking back the first project review was in september last year.
Quote:
Waes Uaith: The map design is okay but could use some minor adjustments. The battles are tough and the story dialogue is well written. I noted a couple of items to consider changing:
-The initial dialogue; consider adding a NPC of the character in the dialogue to the map. Then change the response button "Lead the way" to read "Where is the base" or something along those lines.
The second dialogue, consider changing the response button "Continue" to read "You wait here, we'll take care them." or something along those lines.
-The use of the response button "Continue".
-The "Map Mission" text; consider changing "take out the augments" to read "Destroy the Temporal Dampening Field".
-The "Mission tasks"; consider changing "Wipe out the Augment troops" to read "Engage the Augment troops"
-Consider changing "disable the dampening towers" to read "Disable the dampening towers".
-Consider making the Augment troop engagements optional and more gradual in difficulty level. If the timeline is repaired then they won't exist anyway.
-Consider adding respawn points deeper in the map. This is especially important if you are going to leave some of the heavy squads for the player to fight.
--Some of the tower objects seem to be placed with half of them hanging out in mid air. Consider moving them onto more of the land or consider changing the "Towers" to a different object like an obelisk piece or something like that.
-Consider changing the interact button from "Interact" to read "Disable the tower".
Good ideas. I was trying to have the Romulan actually follow you, but that doesn't work.... so I left her out completely. I suppose as an interim measure I could have her appear at the first spawn point. It's obvious I need to explain what you're there to do better. But explaining it as repeaters for the dampening field is a good idea. Even if it's not the main dampening field generator it'd make sense to want to disable them. And while there are 2 spawn points, more would be a good idea.
Quote:
Sihaer Heyahh: The map design is very detailed and well done. The story dialogue is good. There are way too many battles and they are way too tough. I noted a couple of items to consider changing:
I actually changed very little on the map. If not the the repeater buildings I added to the map you'd have immediately realized that it is a Vulcan map. Each of the locations was chosen because there's a giant IDIC statue at that spot. I originally put the buildings there to hide the IDIC statues. Needing to disable ~something~ before entering the base seemed like a good idea though. Rewriting it to be the base defenses seems like a good idea though.
Quote:
-The Captain wouldn't ask if they didn't want to know.
-The first engagement seems to have taken place before we arrived.
You probably had a patch loading screen. I put in a Romulan squad as assistants but my monkeying with the wander stuff seems to have given them some sort of ADD and caused them to run around at random. It's likely that they shot the klingons and wandered into the woods before the loading screen finished. I was hoping to make them follow you but that doesn't work.
Quote:
-The initial dialogue; consider changing "disable the Transporter Relays after" to read "disable the transporter relays after".
-The "Map Mission” text; consider changing "clear the base defenders" to read "Clear the base defenders".
-Consider reducing the number of augment engagements or making them optional fights that are spread out across the map and more gradual in difficulty level. If the timeline is repaired then they won't exist anyway.
I like the optional idea. It makes sense for story reasons. And it's really not too hard to walk around the klingons.
Quote:
-Consider changing the "Transporter Relays" to a different object like a Klingon power station something like that.
-Consider changing the interact button from "Interact" to read "Disable transporter relay".
-Consider adding respawn points deeper in the map. This is especially important if you are going to leave some of the heavy squads for the player to fight.
-Consider removing the explanation of why you decided to make it a two part mission. Change it so it just says something about part 2, coming soon.
good ideas. The difficulty of the last map was really predicated on having the Romulan squad helping you, but.... I can't write the mission that way. So I suppose I need to either reduce the difficulty or make it optional.
Quote:
---------End Report----------

Thanks again for authoring and for giving me the chance to review your work. Your mission is a great concept but just needs some adjustments here and there. I look forward to playing/reviewing part 2 of this mission.
Brian
Thanks for the review. It definately gave me a lot of ideas about what to do to improve the mission.
Join Date: Dec 2007
Posts: 148
# 413
03-17-2012, 10:49 PM
Quote:
Originally Posted by marhawkman View Post
>Snip<
I'm glad I could help. It is my goal to help author's make the community a stronger place.

Thank you for taking the time to author your mission.
Brian
Join Date: Dec 2007
Posts: 148
Quote:
Originally Posted by Sovereign77x View Post
Hello Brian,

It's been a little while since I bugged you for a review. I have just published another Foundry mission and would love to get your eyes on it. Here are the details:

Mission Name: Forget Me Not
Author: Sovereign77x
Minimum Level: 41+ (soon to be 16+ when I am convinced everything is running smoothly)
Allegiance: Federation
Project ID: ST-HFMIG9X2P
Estimated Mission Length: 30 to 60 minutes
Method of Report Delivery: Here on the forum.
Mission Summary:

A supply convoy has gone missing while under the protection of your former protégé and close friend, Commander Samantha Taryn. In a time when so much is sacrificed, and so many lives are lost, you will go to extraordinary lengths to bring this one Starfleet officer home.


This mission is a bit of a departure from my previous series, Deadly Intentions. While that series told an epic story, this mission is designed to tell a much more personal one. The game play experience can be radically affected by your choices in this mission; at one point, you will be able to choose between a normal combat approach, and a unique stealth approach.

I am eager to get your incredibly detailed and insightful feedback. Please note, that there is a good chance the mission will still be in "Review Limbo" when you are ready to play it.

Thanks in advance for taking the time to review my work!
Federation Mission - Forget Me Not
Author: Sovereign77x
Allegiance: Federation
Project ID: ST-HFMIG9X2P

----------Report Start-----------

Summary: This is an outstanding mission, from the excellent map design, through the outstanding story dialogue. Your map design with the optional tasks that included fight or stealth modes was simply outstanding. The story dialogue that included the optional choices on which way the story for that map would go was excellent. The optional fighting was also very well designed and tough. You used the response button “Continue” a number of times but it seemed to work pretty well where you used it. I would highly recommend this mission to anyone who enjoys a great story combined with excellent maps and optional tasks and fights.

Below is just some of my standard observations with no real items to correct. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

Mission Description: This is a good detailed description. I like the author’s notes too. I noted no spelling or grammatical errors with this description.

Grant Mission Dialogue: This is an interesting use of the grant dialogue. The details you provide certainly do tell the player the type of mission but no real details on what it is about. I noted no spelling or grammatical errors with this dialogue.

Mission Task: This is a good initial task with a clear location for the start of the first custom map. I noted no spelling errors with this task.

Mission Entry Prompt: This is an interesting use of the prompt. I noted no spelling or grammatical errors with this prompt.

MAPS:
Sienae System: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Isolane Nebula 1: This is an excellent map design. The story dialogue is outstanding. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Vendetta Interior: This map design is outstanding with the fight or stealth mode options. The story dialogue is very detailed and excellent. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Isolane Nebula 2: This is a really great map design with the fight or escape option. The story dialogue is excellent. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Warp Speed: This is an excellent map design with outstanding story dialogue that brings the mission to a very nice conclusion. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

---------End Report----------

Thanks again for authoring and for giving me the chance to review your work. You did a great job with this mission. It was a lot of fun to play and review.
Brian

This critique report also filed 03/17/2012 on forum posting for: Forget Me Not: choose between combat or stealth game play! (screenshots).
Join Date: Dec 2007
Posts: 148
Quote:
Originally Posted by Tucana
Hi -
Might I queue up a double-header?

These are my only two missions to date -- and both of them are part of a story arc centered around a Federation museum known as Camelot Station.

I welcome your "evil" eye to detail and game play. I subscribe to the notion these STO Foundry Missions need to be developed for one's own enjoyment. As a developer, you hope others will enjoy them, too. Both missions are focused on storytelling, with heavy use of dialogue at times. Both missions also contain space and ground combat. (Less ground combat in the 2nd mission.) Neither mission contains puzzles.


Mission Name: Camelot Under Siege
Author: Tucana
Minimum Level: 41+
Allegiance: Federation
Project ID: ST-HGJVKRLUU
Estimated Mission Length: 30 to 40 minutes
Method of Report Delivery: Forum.

Start in: Earth Spacedock (ESD)

Mission Summary:
While waiting for a debriefing with Admiral Quinn's staff, Starfleet Command orders you to System L-374 -- and the Federation museum known as Camelot Station -- where a distress call has been issued.

With many thanks in advance, should you choose to review these missions...
Tucana
Federation Mission - Camelot Under Siege
Author: Tucana
Allegiance: Federation
Project ID: ST-HGJVKRLUU

----------Report Start-----------

Summary: This is a great mission with excellent map designs, challenging battles, and outstanding dialogue. I would highly recommend this mission all players who love a great story combined with excellent map design and challenging battles. This is the mission for you. It kept me riveted the entire time.

I noted on one of the maps the use of the response button “Continue” but I saw it on most of the maps. I liked the way you used the dialogue area to expand the response of the player to be more engaging than that of the typical one liner you get with the response button. The way you are using “Continue” is not all that bad but in later maps I noted you began to use the last sentence of the player’s dialogue as the response button. I think you should consider doing that throughout all the dialogue where you used “Continue” as the response button.

Below are a couple of things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

Mission Description: This is a very well written description. I noted no spelling or grammatical errors with this description.

Grant Mission Dialogue: The grant and follow on dialogue is well written. I noted no spelling or grammatical errors with this dialogue.

Mission Task: The mission tasks are good, but consider adding the location of each task. I noted no spelling errors with this task.

Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

MAPS:
Earth Space Dock (Cryptic): This is a good use of the Cryptic map as a bridge to the story. The dialogue is well written. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
-The secure entrance to the Admiral's office consider moving it to the door on the other side of the corridor since that is the side that the Admiral's office is on.

Earth Space Dock - INTERIOR: This is a great map design. The story dialogue is very detailed and well written. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Camelot - SPACE EXTERIOR: This is a great map design. The story dialogue is excellent. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

U.S.S. Valley Forge - INTERIOR: This is an outstanding map design. The story dialogue is well written. I noted a couple of items to consider changing:
-The “Ensign Toria” dialogue; consider changing "interference from the Valley Forge, The intensity has increased" to read "interference from the Valley Forge. The intensity has increased".
-The use of the response button “Continue”.

Camelot - SPACE EXTERIOR#2: This is a very well done map design with nice challenging, but not impossible battles. The story dialogue is outstanding. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Camelot - INTERIOR: This is an outstanding map design with good battles. The story dialogue is excellent. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Camelot - SPACE EXTERIOR - FINAL BORG: This is a great map design with nice balanced engagements. The story dialogue is outstanding. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

U.S.S. Righteous - INTERIOR: This is good map design. The story dialogue is well written. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

Camelot - SPACE EXTERIOR - DEPART L-374: This is a good map design. The story dialogue is well done and serves to wrap the mission up nicely. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

---------End Report----------

Thanks again for authoring and for giving me the chance to review your work. Your work on this mission is outstanding and I look forward to playing/reviewing more of your work in the future.
Brian
Join Date: Dec 2007
Posts: 148
# 416
03-18-2012, 11:44 AM
Hello Evil70th,


I've just published my first foundry mission, actually a two parter (due to map limits). It is designed primarily for new members of my fleet, which is why it has what would be considered a few unnecessary maps, but it is accessible to anyone and I encourage everyone to play. Also, there is probably a few typos remaining that I've missed, but I'm sure you'll point them out. I started to have issues publishing while testing, at one point some costumes "broke" so I'd like to have a definitive review before I republish for a final time. Thanks in advance.

Name: "Welcome to the Vanguard, Parts I and II"
Faction: Federation
Level Required: For all levels, but I do plan to make a VA version as well.
Category: Story-driven space and ground combat
Length: 60-90 minutes (total for both parts)

You can write the review here, if it's gonna make me cry you can e-mail it to me lol j/k

P.S. On one map, I forgot to put in the technobabble word during some dialogue, I put in the word "Mcguffin" as filler. It should read "decalithium". I will replace it on next publish.
Join Date: Dec 2007
Posts: 148
# 417
03-18-2012, 12:12 PM
Quote:
Originally Posted by Odyssey47 View Post
Hello Evil70th,


I've just published my first foundry mission, actually a two parter (due to map limits). It is designed primarily for new members of my fleet, which is why it has what would be considered a few unnecessary maps, but it is accessible to anyone and I encourage everyone to play. Also, there is probably a few typos remaining that I've missed, but I'm sure you'll point them out. I started to have issues publishing while testing, at one point some costumes "broke" so I'd like to have a definitive review before I republish for a final time. Thanks in advance.

Name: "Welcome to the Vanguard, Parts I and II"
Faction: Federation
Level Required: For all levels, but I do plan to make a VA version as well.
Category: Story-driven space and ground combat
Length: 60-90 minutes (total for both parts)

You can write the review here, if it's gonna make me cry you can e-mail it to me lol j/k
Thanks for the review request. Your part one and two are now 8 and 9 in the queue behind tosmonkey. I usually do not aim to make the author cry.

Thanks for authoring,
Brian
Join Date: Dec 2007
Posts: 148
# 418
03-18-2012, 04:08 PM
Quote:
Originally Posted by Evil70th
Below are a couple of things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.
And I truly appreciate ALL of your candid feedback! I can only improve with my STO Foundry work when I see constructive ideas and suggestions such as these! Thank you!

I look forward to your review of the sequel mission, "Dreams of Salvation and Glory."

Thank you again, Brian.

Tucana
Join Date: Dec 2007
Posts: 148
# 419 Thanks!
03-18-2012, 07:39 PM
Quote:
Originally Posted by Evil70th
Thanks again for authoring and for giving me the chance to review your work. You did a great job with this mission. It was a lot of fun to play and review.
Brian
Thank you, Brian. Your feedback, as well as your support and encouragement, have meant a lot as I've ventured into this exciting universe that is the Foundry.
Join Date: Dec 2007
Posts: 148
# 420
03-18-2012, 10:06 PM
Quote:
Originally Posted by Tucana
And I truly appreciate ALL of your candid feedback! I can only improve with my STO Foundry work when I see constructive ideas and suggestions such as these! Thank you!

I look forward to your review of the sequel mission, "Dreams of Salvation and Glory."

Thank you again, Brian.

Tucana
Glad I could help. I am in the process of reviewing "Dreams of Salvation and Glory" but the server was acting a little weird tonight so I had to quite for the evening. I'll try to wrap it up after work tomorrow.

Thanks for authoring,
Brian
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