Thanks for the feedback! Unfortunately when it comes to the level discrepancies, it has a lot to do with needed characters being locked behind certain level walls, namely the Trolls and Back Alley Brawler. There's no way to recreate the Trolls in the AE character customization that doesn't feel weird and out of place because of how unique they look. Yeah, I could make one that is kind of like a pretend Atta, but that kinda feels like I'm being lazy there considering how much time and effort I put into Veles, Morana, and Chernobog. I don't wanna half-ass custom characters. That especially comes in terms with Atta, who is a very low level elite boss. I honestly wish they would unlock the level caps for the enemies. That's the main problem with the first arc, because the Trolls play some part in it and it wraps up Veles's stuff with Atta. And I've gotten more complaints from the level being lower due to a loss of skills. Plus it would make fights like the Superadine Veles a pain if you do it on AV solo.
Onto the second arc, let's talk about the hostages. So, AE has a ton of civillian characters but I can never just have random doctor or random female. If I pick random, sometimes a tattoo artist will appear, which I don't want to happen. And I didn't want every hostage to be a clone of another, that would get really boring for me really fast. But, I didn't know you could do that with the text, so thanks for the tip! I'll be making that change.
There is only one Emily in the story that I know of, and that's Emily Dallas. I likely got Madison Edwards and Emily Dallas mixed up once, but the main focus is on Emily Dallas. Madison Edwards is the girl Morana is possessing. It's a quick fix, which I did as I type this.
The hospital scene was actually fairly simple. So, basically what I did was created a custom group called "Victims" and then added in some custom models alongside some police and security guard models into the custom group. The custom models have a sort of liquid effect on them that I colored red to simulate blood. From there, it was simply a matter of making 11 boss encounters, setting them ally so they don't get up and attack you, boss placement set to any, and set the enemy group difficulty to hard so that there's more than one on the floor. The animation in question is called "Dead Slab." Hope that helps!
Regarding Dark Astoria, while I've been there in-game, I'm not entirely familiar with everything going on there enough to have it all take place there, at least not as much as Kings Row and the surrounding areas. It's a neat idea, I just dunno if I'd be able to do it justice.
There's still some things to fix in the second arc here and there, but all things considered I think I did pretty well! I wanted it to be something all levels can enjoy, and I think what would help extremely is if the level caps on the enemies were removed from AE. So that lower levels don't get immediately destroyed by higher level stuff.
I am working on other AE's with (mostly) custom enemy types, so those shouldn't have any level discrepancies.