Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Rise of Darkness parts 1 and 2
08-31-2011, 10:26 AM
After an incredibly long wait, Rise of Darkness pt. 1 (remastered) and Rise of Darkness pt. 2 have now been released together on the Foundry. Thanks for everyone's comments and support on Tribble about part 1. Hopefully you'll enjoy the second part as well.

You can view the trailer for the missions here: http://www.youtube.com/watch?v=L8QhqxYNju0

Part 1:
Your search for survivors from the missing USS Venture brings you into contact with a reclusive race that fought a long war against the Sheliak Corporate. While attempting to rescue the Venture's crew, a mystery unfolds surrounding the aliens and the return of an ancient race that aims to destroy all life in the galaxy.

Part 2:
In a race against time that takes you everywhere from an elite Starfleet installation to inside a damaged warp nacelle, you must unlock the key to stopping the mysterious J'thoz before they manage to invade the Federation.



_____________________
Known Issues:
STO still hasn't fixed a bug that causes Away Team BOFFs to fall through floors randomly and/or get caught on terrain. I know they'll get to it eventually, but for now this bug should not actually effect any ground combat areas. If there are any other bugs that you notice, please let me know!
Lt. Commander
Join Date: Dec 2007
Posts: 120
ST-HIFGDT5ML

Mission Brief: Well done. Good information and good instructions.

Driian System: Good start. The only thing I would change is the button for entry into the system. Perhaps change it to "Drop out of warp" or "Enter the system" as if responding to the report. Otherwise great set up and good balanced fight. I like the overpowered fighter design. Well done.

Lower Deck: Great set design. Only thing is the Away team fell to lower deck. LT James Kreigg Initial dialog, spelling error; "recsue" should be “rescue”.

Under Attack: Great set design, excellent dialog and execution. Drew me and made me want to see what was next.

Driiax Orbit: Very well done.

Search For Survivors: Set design is excellent. Console interaction should be fixed. The player doesn't seem to do anything to interact. There seems to be a problem with the Away team getting stuck in the first room.

Driiax Surface: Amazing set design. On the approach to the temple the Away team gets stuck and can't stay with player.

Transporter Room: Great set design. Spelling error; "Intreaguing" should be "Intriguing".

MISC: Continue is used for the buttons a little too much. Some places it makes sense but you might want to make some changes. Not a show stopper by any stretch. Also as noted on most of the sets the Away team seems to get stuck or fall away. Not a problem if there is no fighting. Not sure what you could do about it but thought it would be worth mentioning.

Summary: Excellent mission! A little long but the story was so well written you hardly notice. Add to that the sets are very well designed, and characters are fantastic. I look forward to playing Pt.2. Good work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
ST-HLKZUGP2D

Mission Briefing: Very well done.

Dark Star Beta Region: Great job on the interference and navigation alignment. Realizing it is a lot of names to come up with, the escort ships closest to the base are all labeled with the ship type. Perhaps give them names like the rest further out on initial approach. By the way I loved the movie “Dark Star”.

DS-B Operations Level: Great set design and detail. The writing is very well done. As before the Away team is isolated and unable to follow me.

Concourse: Great set design and detail. Again this is really well written. Draws me in and keeps my attention. As before Away team is isolated and unable to follow me.

Voth Encounter: Good design and the fight through the 3 layers of ships was good. I assume there was an explosion set for the satellite. The explosion didn't show up. The trigger worked and the satellite disappeared but no explosion. I read a forum entry regarding an apparent bug related to space explosions. Perhaps change the "(Continue)" button on the transport order from the Voth to "Standing by for coordinates" or something along those lines.

Voth Council: Great set design and good writing. As before Away team is isolated and unable to follow me past the first room.

Driian Star System: Captain's Log, Supplemental entry reads; "but continue" should probably read "but to continue".

Cave: Well done. Good balance of fights and story. Good set design. No problem with the Away team following me.

USS Venture Engineering: Wow! I was blown away by the great design and set up of the main engineering. I actually spent additional time looking around at what you did. Fantastic job! The Away team movement through doors seems to be an issue. I think it may be a limitation of your sets created in the Foundry. However I did note a step down from the door way coming from the first hall in the main hall. That might be contributing somehow. The warp core path to the Jeffries tube has issues with the Away Team following as well. Dialog after Accessing Shield Systems from engineering: Reads; "recommend we spend very long" should read; "recommend we don't spend very long"

Port Warp Nacelle: Wow! This is great design and the low gravity was just fantastic. Great job! Just as a note, in this scene the Away team was already on the top level of the set.

Last Stand: Good story conclusion. Great work!

Summary: You have done a fantastic job for both part 1 and 2 of this mission. Both are a little longer than I usually like but I hardly noticed it due to the tremendous job you did with writing, story development, set design and of course the execution of each phase. The only real issue seemed to be the Away team becoming stuck at different phases of the missions. As I stated previously this is not as much of an issue as long as you are not in a fight. I was able to get the Away team unstuck on the USS Venture Engineering phase which was good since I needed them. I am not sure if this is something you can correct or if it is simply a limitation of the Foundry based on your set designs. Still I thought you’d want to know so you can take a look at it. Overall you did a fantastic job with the whole project! As I said in my in game rating I truly look forward to playing more of your missions.

Thanks for authoring!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-05-2011, 08:57 PM
Quote:
Originally Posted by Evil70th

Summary: You have done a fantastic job for both part 1 and 2 of this mission. Both are a little longer than I usually like but I hardly noticed it due to the tremendous job you did with writing, story development, set design and of course the execution of each phase. The only real issue seemed to be the Away team becoming stuck at different phases of the missions. As I stated previously this is not as much of an issue as long as you are not in a fight. I was able to get the Away team unstuck on the USS Venture Engineering phase which was good since I needed them. I am not sure if this is something you can correct or if it is simply a limitation of the Foundry based on your set designs. Still I thought you’d want to know so you can take a look at it. Overall you did a fantastic job with the whole project! As I said in my in game rating I truly look forward to playing more of your missions.

Thanks for authoring!
Thanks for reviewing both missions. I was able to correct a few of the minor problems you ran into / spelling mistakes and I just re-published the missions.

I'm angry that the Foundry bugs are still causing problems with the away team falling through the floor and getting stuck. As you can imagine I had to run through every set countless times to test them. These bugs (and the explosion bug) weren't problems until the missions were published.

I think the bugs have to be fixed on Cryptic's end, as I imagine other people are having similar issues in their missions. Hopefully it doesn't interfere with the story too much.

Thanks again for playing both missions! Your reviews were very useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-06-2011, 08:33 AM
Wow this was amazing, almost feeling like a series of two featured Episodes. I was stunned by the work you did.

BOs get stuck but that is not to bad.

Intiriors are made absolut Lovely, Great Work

BTW, EPIC TRAILER Promises a lot and your Missions are keeping them and more
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-06-2011, 10:13 PM
Quote:
Originally Posted by jake81nx
Thanks again for playing both missions! Your reviews were very useful.
Well I thoroughly enjoyed playing both missions. It is clear you spent a lot of time developing them. Thank you for taking the time to author these missions.

Highly recommended! A must play!

Thanks again. Now make some more great missions....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-13-2011, 06:32 AM
I've played part one of your mission so far. I'll probably play part two tomorrow. I gave it five stars simply for the interior design. I was extremely impressed at how you took other levels and crafted them to look nothing like the originals.

I've been designing a custom interior for my mission as well, however I went with a bit different strategy, and made it all square to match the corridor pieces. Your work almost makes me regret that I didn't try to make the corridors a bit twisty, although I think it wasn't really an option with what I was trying to accomplish (full deck layout).

I liked the story. However, in terms of mission flow, a couple parts seemed a bit weak. The space parts were a bit boring with the destroy 3/3 ships. I guess most people probably just blow through those, but I was playing on Elite with a science ship not designed for solo play, so these parts took me a while. I'm not saying they were too hard (how could they be with only fighting one group), but they stood out to me as being kind of drab.

It would be cool if you could get a bit more interactivity in there somehow.

Here's one idea: On the part where you fight in orbit of the planet, instead of fighting 3 separate groups, how about fighting them all together, but with some more orbital platforms to provide support. The situation could be that there is a large group in orbit of the planet, which is clearly too large for you to handle yourself, but there are orbital platforms that are offline. The player would have to power the orbital platforms up in order to help him defeat the orbital force (there could be a nebula or something to explain how you can get close to the platforms without being detected). If you wanted you could even have a dialogue based puzzle to power them up.

In terms of Foundry tech the "platforms" (reskinned Federation Battleships) would be separated from the enemy group by Invisible Wall Talls (offset to Y -20, so they are equally above and below level 0). You could have two concurrent objectives, one to power up the orbital platforms (invisible objects used as interacts around each "platform"), and the second to destroy the unknown ships in orbit. Once the platforms are all powered up, the invisible walls would lower and the platforms would engage the enemy ships, with you helping out.


Anyway, that's just one possibility. You probably have some of your own ideas. I just think something along those lines would be more fun, and it would bring at least that space map more up to par with the ground maps.

On the ground level (Driiax), I didn't like how you had to fight the attacking security forces. I guess I can understand the first group, but the second one seemed kind of arbitrary. I think that part would be more interesting if you spawned a bunch of security teams all around the village, with the objective being to get to the cave. That way the player wouldn't necessarily have to fight them and could either engage or evade as he saw fit. I feel like it would be a little more exciting having to try to avoid the enemy, rather than being forced to fight one group. Maybe the layout of the level doesn't allow for that to be practical? Anyway, it's just another thought.

Overall, I liked the mission and look forward to playing part 2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-13-2011, 09:22 PM
I played part 2, and enjoyed it even more than part 1. Part 2 seemed more exciting. Obviously in the first part you're just learning what's going on, so it stands to reason. Once again, great work with the level design.

I noticed a couple of typos: 1) The security chief aboard the base says "clamed" when I think he means "calmed".

2) In the Engineering section of the Venture after looking at the Warp Core during the discussion with your engineering officer, at some point he says "Aye Sir". Sir doesn't need to be capitalized and it should be "Aye, sir."

For what it's worth, I believe "Yes, sir" is the correct way for that to be written. I noticed a lot of times in the dialog "Yes sir" was used with no comma. I'm not sure it really makes a big difference, but I just thought I'd point it out.

There were some pathing issues, and the BOffs fell through the floors on some levels, but I know that's not your fault. Hopefully Cryptic fixes that stupid bug. Also, I assume there were supposed to be explosions a couple of times in space, but that's also a current bug, so it's not your fault. Hopefully they get that fixed some time soon, because it really takes away some of the dramatic effect.

Overall: Great job, and I only wish all Foundry missions were this good.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-15-2011, 02:38 PM
If all foundry missions were up to this standard I would almost prefer them to the Cryptic ones, and the foundry has limited assets...

Just think of what amazing maps jake81nx could come up with if he had a 3d modeler and assets like crytpic in his corner.

Great missions for both...

Part 2 is long BUT, just as I was starting to get tired I found myself in a damaged WARP NACELLE with the top part exposed to space! Is that a template map? I don't think so...genius!!!

Funny how the Voth come across exactly how they did in that Voyager episode - arrogant, stubborn, and irritating!

Do you plan to make any more?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-16-2011, 10:05 PM
Quote:
Originally Posted by Gugeyewalker View Post

Just think of what amazing maps jake81nx could come up with if he had a 3d modeler and assets like crytpic in his corner.
That would be amazing, though I'd even settle for a few more assets in the Foundry that aren't just various types of rocks. That would make my day...

Thanks for playing the missions though. I don't think I'll be making a third part to the story, but I'll definitely be making new missions in the future.
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