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Posted (edited)

Primal Earth, a nexus for superpowered beings, has the unfortunate effect of intersecting with countless other universes. Sometimes, a being slips the veil between worlds and finds themselves on the other side of the looking glass...

RooksGambitCard.thumb.png.26ffe9a513240fbfd1468897de795fe9.png

 

The Rook's Gambit is my first real foray into the Mission Architect, and I've been crafting it (and recrafting it, and re-recrafting it) over the course of a few years on and off. It's a love letter to both CoH and an RP setting I share with my friends.

Please, let me know what you think, I'd love to improve it more. I know Mission 4 is kinda wonky (kinda is being kind) but I'm not sure how I can exactly fix it while trying to 'do' what I'm trying to 'do.

 

Mission 4 Spoilers below for if you're stuck on it, or want to help refine it once complete:

 

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Updates/Patch Notes

 

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Thank you everyone for taking the time to play it!

Edited by Lockely
Patch notes 2/28/2024

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

Posted

A very well written mission, where the player works for contact Mark Freeman, who is investigating the appearance of a new gang in Overbrook. It's the 'steampunk' gang, a custom group with about a dozen members, all with unique powers and well done costumes, although many have generic bios. The writing is excellent throughout, with believable dialog and lots of details.

 

However, on the aforementioned mission 4, I defeated absolutely every single enemy on the map except the GM, but the mission wouldn't end. I think it was the "Red Bishop" or something.

  • Like 1
Posted (edited)
  On 1/30/2024 at 9:05 PM, Kyksie said:

A very well written mission, where the player works for contact Mark Freeman, who is investigating the appearance of a new gang in Overbrook. It's the 'steampunk' gang, a custom group with about a dozen members, all with unique powers and well done costumes, although many have generic bios. The writing is excellent throughout, with believable dialog and lots of details.

 

However, on the aforementioned mission 4, I defeated absolutely every single enemy on the map except the GM, but the mission wouldn't end. I think it was the "Red Bishop" or something.

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Thank you for playing. Mission 4 is a nightmare and I might just convert the escorts back to Allies, because their pathing in that map is *very bad* and if you don't take them where they need to go *exactly* it won't spawn the next step. I will just have to live with the fact that it's a needle in a haystack kinda thing.

Good note on the bios, I made them so long ago I forgot to write stuff up. Everyone up to Mission 4 should now have a Bio, and I'll try and get the Red Court written tonight.

Edit:
I've added bios to all mob types and refactored Mission 4 to change the Escorts back to Allies. I hope it's solvable now, if a bit harder to find everything once more.

Edited by Lockely

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

Posted

Update: 2/5/2024

Added some optional Lore glowies and gave the text boxes both a readability and style pass for mission titles. 
Added tips to missions where optional lore clues are as well as number that can be found.
 

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

Posted

Played as: Rad/Willpower Scrapper, Level 50+1, Incarnate Powers, solo.

Difficulty: +0x6 on Mission 1, +0x4 for remaining missions, Boss/No AV

 

Critters: You're certainly not playing around with the End Drain on some of those mobs! Definitely a shock to those who are used to soloing with higher enemy counts (unless you have good End Drain/Recovery debuff resistance or very high Energy def).

 

Structure: Generally strong pacing, imo. Special honour goes to Mission 4 - ignoring the 'ooh, shiny challenge' distraction of the Giant Monster, Mission 4 is very well-focused for an outdoor mission - filling the map with staggered events works really well on that front while going for the objectives.

(Small suggestion in spoiler, personal opinion but )

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Overall: Good fun, despite the challenge the enemies gave me, with good pacing and solid writing to fit things together.

  • Like 1
Posted (edited)
  On 2/6/2024 at 12:47 AM, Molubdos said:

Played as: Rad/Willpower Scrapper, Level 50+1, Incarnate Powers, solo.

Difficulty: +0x6 on Mission 1, +0x4 for remaining missions, Boss/No AV

 

Critters: You're certainly not playing around with the End Drain on some of those mobs! Definitely a shock to those who are used to soloing with higher enemy counts (unless you have good End Drain/Recovery debuff resistance or very high Energy def).

 

Structure: Generally strong pacing, imo. Special honour goes to Mission 4 - ignoring the 'ooh, shiny challenge' distraction of the Giant Monster, Mission 4 is very well-focused for an outdoor mission - filling the map with staggered events works really well on that front while going for the objectives.

(Small suggestion in spoiler, personal opinion but )

  Reveal hidden contents

 

Overall: Good fun, despite the challenge the enemies gave me, with good pacing and solid writing to fit things together.

Expand  

 

Thank you for the test! Yeah, I thought the Energy/Electric theme was a good fit for a group using steam-punk theming but maybe I overdid it? I rarely chose custom power selections, relying on the programmed difficulty selectors (Standard for Minions, Hard for Lieuts, Bosses, and EVs). I was kinda designing by the seat of my pants, so maybe I should go back and actually plot out who has what and see if I can adjust a bit to make things slightly less like fighting an army of Malta Sappers. I initially did most of my building and testing when I was in the level 20s, so even I have gotten surprised on recent tests. The Advanced Prototype in Mission 5 absolutely demolished my Bots/FF MM in half a second on one test. Only allies got the extra powers because I wanted them to feel like they *mattered* to the mission and with them you'd stand a chance against a GM solo. 

I actually created both male and female versions of each type of mob, with both ranged (dressed in Red Vests) and melee (dressed in White Vests) in each category, with the exception of the robotic ones since they're meant to be mass produced. 

 

Mission 4 notes:
 

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Edit:

Further discussion on Enemy Powersets Below the Spoiler

 

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Edited by Lockely

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

  • 2 weeks later
Posted

Bear with me, old habits die hard: 

 

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Overall, a good and complete arc that's filled with detail.  I got a feeling like I was missing something but in reading the thread, I see it's based on a RP.  On the subject of harder critique...

 

So, I'm not sure what the general AE story culture is on Homecoming but on Live it was considered slightly bad form to leave an arc as 1-54.  Quite simply, do you think a level 1 character could complete the arc?  Even something as a wide as 25-54 can work at times.  I played the arc with something lower than lvl 25 but that's on me.  I walked into this eyes wide open.

 

As far mission 4, the outdoor map struggle is real.  I'll have to mentally chew on the right suggestions for it since I see you tried things that didn't work.  Part of me thinks the destroyed Atlas map is badly coded and not good to use due to the obscuring smoke but it is the one most recognizable as an apocalypse situation.  And you do give warnings on the length.

  • Like 1
Posted

Destroyed AP map IS a toughie. I haven't run this yet, but was planning to for next set of reviews.

  • Like 1

I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted
  On 2/22/2024 at 2:36 PM, ZamuelNow said:

Bear with me, old habits die hard: 

 

  Reveal hidden contents

 

 

Overall, a good and complete arc that's filled with detail.  I got a feeling like I was missing something but in reading the thread, I see it's based on a RP.  On the subject of harder critique...

 

So, I'm not sure what the general AE story culture is on Homecoming but on Live it was considered slightly bad form to leave an arc as 1-54.  Quite simply, do you think a level 1 character could complete the arc?  Even something as a wide as 25-54 can work at times.  I played the arc with something lower than lvl 25 but that's on me.  I walked into this eyes wide open.

 

As far mission 4, the outdoor map struggle is real.  I'll have to mentally chew on the right suggestions for it since I see you tried things that didn't work.  Part of me thinks the destroyed Atlas map is badly coded and not good to use due to the obscuring smoke but it is the one most recognizable as an apocalypse situation.  And you do give warnings on the length.

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All wonderful feedback, thank you! I'll get those typos cleared up after the weekend, as I'm away for a few days.

In terms of level scale, I did clear it on several characters of varying levels over the last--- god two years--- as I've been developing it. My main character wasn't even 20 when I started this arc, for what it's worth. It's not a bad idea to change it so folks are exemplar'd up though. For what it's worth, I don't know about any "culture" around AE missions, I just create, iterate, test, and post. I didn't even consider that a level 1 would even access it, I just wanted the widest range possible for people to play it under. I'll take that under consideration for a future update for sure.

 

In terms of destroyed AP, gosh I wish there was a better map to get across the ambiance I want for that specific mission. It's a horridly programmed map, and it's the main reason I've spent so long iterating on it. I took a six month break from this thing before diving back in because it was frustrating me so much, before I tried a half dozen other solutions and then started really staggering things out. One change I've been tossing around is the mandatory captive releases. I'm planning on adjusting their animation to make them stand out a bit more. It's-- not as thematic to have every major objective have bright green fire emanating from it, but AE options are limited.

Very much appreciate the feedback, thank you for giving it a play!

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

Posted

That AP map has SUCH potential. I was using it at the beginning of an arc in the Mobius storyline. I finally abandoned it after getting some feedback from @TerroirNoir and @Zhym (among others), running it myself (again) afterward, and seeing how right they were. At this point, I figure it's a good map for boss fights/rescues, provided the bosses have some good animation as a "tell" (aura that stands out; floating captured animation, etc.--same things you mentioned, above). Even so, the visibility thing really is an issue, even in those circumstances. If you can make it work, more power to you. But, in keeping with the whole "path of water" thing, I've found myself sometimes working in reverse to fix an issue (that is, modifying the narrative to fit the design mechanism, rather than the other way 'round). Again, whatever works. When I run it, I'll mainly be focused on solid, clear narrative, and competent design. For me, if the former is good, I'm fine with a few elements that are, for lack of a better term, "annoying."

I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted
  On 2/22/2024 at 3:39 PM, Lockely said:

For what it's worth, I don't know about any "culture" around AE missions, I just create, iterate, test, and post.

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Nah, you're good.  People have different styles and I'm still navigating the differences from Live.  One actual problem with 1-54 is that it shows up in My Level search regardless of level.

 

As far as maps...one possible option, if you opted to forgo the Giant Monster, is to use maps pulled from Mercy Island.  Mercy has been canonically rocked by a earthquake and the Darwin's Landing neighborhood is a destroyed area.  It's an option if you're okay with the alternate world not looking like Atlas and Mercy has a more European than American design.  But I haven't tested all the Mercy maps to see the usability and I think most are small which might be an issue.  Also, they might have their own outdoor map nuttiness.

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Posted

Couple observations:

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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted (edited)

Detailed reply under the spoiler.

 

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Thank you for giving it a play! I'll make those text adjustments when I get home. I'm about ready to call this one 'done-done' and move onto my next project because you can only fiddle with something for so long before you just decide it's as good as it'll get for a first showing. Very much appreciate the plays!

Edited by Lockely
Typos, so many typos. Curse this new keyboard.

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

Posted

After watching @LordRassilon play it on stream, I've made a few final fixes, but I am comfortable calling this one done-done unless a future patch breaks something.

Thank you to everyone who helped playtest and provided feedback! Keep on the lookout for my 1-24 Goldside Mission coming to a WIP near you soon!

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

  • Lockely changed the title to The Rook's Gambit - ArcID: 49351 [Heroic]
Posted

That was a wild ride.  It was thoroughly fun!  Keep up the good work!

  • Like 1

My 3-part save-the-world arc:

Heart of Words, Part One  (Arc ID: 25906)
Heart of Words, Part Two  (Arc ID: 54637)
Heart of Worlds, Finale  (Arc ID:  58415)

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