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Ankylosaur

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Everything posted by Ankylosaur

  1. Oh and if you go to the Kallisti Arena construction site, you will find it filled with "Big Brother" construction equipment, and in the parking lot there are Gold Brick trucks...
  2. Oh.... the anticipation! This expansion into Paragon is where the series originally started, with Langston finding a way in by helping to reclaim hazard zones, and the Gold Brickers justifying their presence of heavy weapons by needing them for protection there. Looking ahead you'll see that many of the arcs are anchored primarily in a Paragon City Hazard Zone, with Faultline, Terra Volta, Eden, and the RWZ as the clear ones. (Those aren't spoilers as those are in the titles. Originally the Gold Brickers beyond level 20 were all custom, which is why this was level 16-20 and in Boomtown - so we could start with the original ones and then introduce the new tech used by the custom ones (which I am no longer using since we have an expanded group). Also Wyvern originally capped at 30, but thankfully both of those groups were expanded by the Homecoming team. Those changes evolved the series a few times and takes us to where we are today.
  3. Triple thanks to @TerroirNoir. It's a huge undertaking to do any one of the series this way. It's really wonderful to get a glimpse into how someone experiences your arcs. A tremendous gift - thanks again, @TerroirNoir!
  4. Thanks for finding those typos. There were actually TWO in the intro to M1. (I had wanted to draw attention to Langston's HQ and not grammar issues 😉 ). The Silver Clockwork was a shoehorning in that I did not do as completely as I should of. The 1.x trilogy is an intro and where the rest of the "All That Gx" series forks, so I've tried to put a reason in this one for you to explore each of the forks. I have no idea how I will work in All That Glows here, though - might have to wait for 2.1 for that. 🙂
  5. I guess it's a little late to suggest this, but you might consider doing each series as its own thread to make it easier on the readers that want to get the gist of one story or the other.
  6. Found those custom downloadable mobs:
  7. The skulls will not level up. Though the crey can level down they will be tough for a lower level. There is a post somewhere deep in the forum where @Charlie created higher level versions of mobs as customs you can download. He has a skulls group. I'd do the map a little differently... I'd set the map to empty Let's say Front, Middle and Back each support 6 mobs. In the front and middle I would put 3 skulls in each. You can do this by using a mix of bosses and using destructible objects if you don't want it to be boss heavy. (maybe the shady thing they are doing involves crates or medical stations?) In the back I would put say, 2 hostages and 4 crey. Freeing the hostages triggers groups of crey in the front and middle in the unused spaces using a combo of bosses, destructible objects, and patrols.
  8. Wow! Very ambitious to take all of this on! I'll get to squashing the bugs and typos... Appreciate you finding them and letting me know. Adding this much detail to your review, well, you have a long, but I hope exciting, road ahead! The gist of each of the little trilogies in Glitters is that the x.3 is a big finale before the next little trilogy. One of the nice things about doing something longer is that as an author, you can use the tiny maps like a casino, without feeling like you are squandering a mission that could fill in a lot of detail or action. 1.1 was also sort of a "where are they now" arc, for those that recall the original Mercy island.
  9. I had the same thought, but then realized it could make for some interesting allies! So many options! Supertough - Give $him/her all the non toggle armors like stone skin and all the Invulnerability ones + fast healing to make your ally much less squishy but without a bunch of visible powers. Volcanic man - Give him fire/stone attacks with earth's fire resist armor and regular fire armor. Emcee - some illusion and symphony controls and pets to set the stage Rain of terror - all the rains all on one toon with both the ice control and storm fog toggles. I actually explored it for a human form Kheldian ally, but sadly the powers that are available to pull from are no different than the powers in AE, which is too bad. I had hoped they were there because once on a doppelgänger I created that had random powers it did use peace bringer attacks. Somewhere there must be a list that can be pulled from... 😉
  10. All That Glows 2.1 is published! Appreciate you being generous with stars and rich with feedback as I can fix anything with your feedback. I'm working on 3.1 which is a big story rework of PvA1 - PvA1 will be unpublished soon. As with all of them, you start with an idea, and then it goes in some new directions. Tidbit: The new Valeria missions use some great cave maps that I may be able to use in here if they become available some day. Occurred to me though, all this talk in that mission about special purple minerals makes me think Paragon must be sitting on a ton of the stuff if the original cave maps are anything to go by. 🙂
  11. channeling not a bug per se but interesting note - the proto-crystal destructible object in AE has been replaced with the new model - which looks great
  12. Enjoyed Part II also. Eager for Part III to help out my new dancing/clubbing friend!
  13. Long ago this was removed from All That Glitters. I just updated it to reflect the updated changes in game by updating the custom main boss at the end.
  14. It's a very different story, but my My Ghost in the Machine arc was the genesis idea of my All That Glitters series - and for a brief moment, The Ghost in the Machine was the finale - but it really was not up to the task of that. That series has iterated a lot as the Gold Brickers evolved, etc. But this arc is a pretty simple and fun run at some AE exploration. One more for you related to AE: "The Doctor Returns" by @Take One
  15. This was really fun! Thanks for resurrecting it. Some very clever ideas, clever use of formatting, maps, clues and custom mobs and the main person you interact with has loads of personality. Some things that I would do differently, but that's just to my taste. Personally, I'd avoid Having missions at different levels without specifically justifying it in the text somehow. (and seems easy to do in this case) When a character is suddenly hampered for no good reason - it feels off. Defeat Alls. The maps are pretty small though so its not really that bad here. But in general if a player has a big conclusion and boss fight and then has to go back and pick off stragglers they missed - well - it breaks the flow and pacing a bit for me. so many ambushes - when they happen so often they become expected and lose the escalation aspect of it. Again - and all those are trivial things really and I suspect you don't want to fiddle with someone else's work. You know - if there were a different "ghost" and the enemy was Crey, this could be Number Sixes' back story! 🙂
  16. Oooo - did not realize a Dev's choice with, I think, all standard mobs (so no worry about not being 100% rewards) would be far below an OOTB mission. Well, at least there is still DFB and DIB Sorry for the bad suggestion. 😞
  17. So I am thinking of working this into the All That Glitters series. It actually already is, but not by name or format. PvA 1 was an experiment at the time, It began by trying to do a Kheldian story that did not involve the Council but the Kheldian resources span lots of disconnected levels So then I also tried using it as a story where your contact evolves over the levels - and told it as memories - which had the side effect of removing urgency I also experiment with using the failure mechanic to give the player choices along the way, but that big MISSION FAILED never makes it feel like a viable choice, and it is easy to fail unintentionally - as Kyksie says above. All of those things worked, to an extent, but the Failure mechanic, in particular, was not popular. However, the main contact and the core premise of PvA 1 appear throughout All That Glitters. I then did PvA 2 just to squeeze it into a contest to use some new Cimeroran maps and Kheldian mobs - and though it was not a finalist, it did get a Devs choice. Unlike the first one this was all Council and 5th Column and ties tightly into the Post-Praetorian world by involving Arakhn and Requiem after the New Praetorians/Striga story. With a Dev Choice on it, it may have gotten more plays on its own than all of All That Glitters 🙂 But now we have a new origin story with the Sister Valeria arc which mucks up some of the premise, so I'm a little torn. Here's why Anyway - here's the general outline I'm fiddling with - may not see the light of day All That Glows 2.1: Nictus Among Us - a new level 20-30 story with some of the same characters that precedes the core of PvA 1 (Buddy Bolton is a PPD Lt.) All That Glows 3.1: Nictus Exodus - a level 30-40 story that takes in the best missions of PvA 1 but updates the story and adds new missions too (Buddy Bolton is a PPD Capt) All That Glows 4.1: Nictus Evictus - a level 40-54 story that is an ever so slightly updated PvA2. (Buddy Bolton Transcends) Reading over all of the Sister Valeria arc made it seem like there could easily be future stories here - which means more integration work - so I may just leave it all alone too 🙂
  18. Was great to get some new power sets in AE! That's the kind of thing that can differentiate a story as players fight things with powers they can't otherwise face. Has there been any official word as to why some of the older ones are not included yet? Off the top of my head: Melee: Rad Armor: Rad, Bio Defender: Electric, Nature Blaster Secondary: Sonic Any others? Any reason?
  19. Try out CELLFIRE arc ID 25000 (Have to play the whole thing but it is expertly crafted to yield a lot of XP for lowbies, with, if memory serves, OOTB characters) I played a staff/bio brute through it and was in the high teens by the end. (before the latest changes)
  20. Made many many substantive changes that further refined the story. ConDev is gone as a mob, as are the Revenants, and I also improved many of little pieces of the story and encounters based on those changes. And that is in addition to the changes from the original I had already made of incorporating the new King Midas, Prince Zoe, et al. All of this really tightens the story up a lot -if you have not played it yet and it piques your interest, this tightening of the leading players in the story makes the story tighter too. These changes are so specific they would only be meaningful for someone who played through it all before, and very spoilerish to those who have not, but here they are
  21. Some minor updates here for those that have played. It was always my intention to have some of the Council leaders to show up in Penelope Mayhem's view of victory. Totally optional to engage of course, but it was good to have their voices in there to connect the series. Also sprinkled in some Council set dressing since they have all their branded objects. And because Glints has gotten a few plays, I'm jumping to the conclusion that is in part it is because it is so much shorter. A trilogy of arcs is just a much smaller commitment and easier to get into. I'm still thinking about redoing Police vs Aliens with the new story flow ideas I have, and if I do, I will just run it as a parallel trilogy - not try to integrate it into All That Glints.
  22. Nope. 🙂 I'm as in the dark as everyone. 🙂
  23. Escorts, I am using the spectral pirates too. (among other things) The idea in the first 3 maps is you are going to another plane to summon gods to your bidding. You do this by clicking a glowie in part. Because it can be annoying to find glowies, I have many escorts around that are not required, are "empty" (no guards), and are noncombat. If you run into one, the marker shows where the glowie is for you. I am using spectral pirates in the "Hell" mission 3
  24. The gifts from the latest update impact Glimmers too, in significant, though much smaller, ways. In 4.2, Ninjas in the wind, which has to do with the order of the wind and much more, I was able to replace my custom Levantera, Borea and Dark Watcher with the real deal! Now they won't be quite so squishy! In 4.3, in place of the Vaults of the Mu, which is the very final map, I was able to use the Ziggurat map because its more awesome by all measures. I think it will be more satisying - the final fight in the Vaults of the Mu map that is replaced is in a little cave and it does not feel very epic or grand.
  25. Well, I spent hours and hours at it and can say I am squarely done with a first pass - which is to say the main things are changed, and now it needs a complete playthrough to find all the finer details that I may have overlooked. But the big boulders are moved - and now where there were Gold Brickers (and ConDev) it is 99% out-of-the-box Gold Brickers. (King Midas has to be custom). Gotta make sure that "Canon related" checkbox is accurate 😉 The key changes Now - with the big sweep done, it's time to pass through again with a finer-toothed comb. On the off chance anyone is playing through this and sees any oddness - feedback, as always, is welcome and appreciated,
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