Disclaimer: I did the playthru in multiplayer with a +drdeath character. Therefore I can't say if the progression is fair or even sensible. The enemy types are certainly all over the place. Nevertheless in some places I lost HP.
You start at The Notch, which would probably look quite pretty was it not for the red lighting.
NPCs you talk to often say a standard voice sample, like "Hello there!" - the rest you'll still have to read for yourself of course.
From the beginning, quests lead you through the byway and all the way to the end of the desert. Swamp quests are limited to the swamp, and forest quests are limited to the forest. So this is arguably the second half of the map, where you need to bring a bit more of an intrinsic motivation to explore.
On the Byway, you meet Gypsies being raided by Seck. Also elsewhere on the map you meet goodies fighting against baddies, and have to join the fight. Quite well done imho. Always have to take situations into consideration where a quest character dies, it shouldn't break the storyline, so a lot of map makers shy away from it.
The map does not contain any player world locations ("PlayerX has entered The Notch").
The enemies are quite interesting, considering there's no dsres included:
- A lot of them are renamed, for example the Snappers in the swamp are called Womperfish.
- Their sizes vary a lot. Size does not indicate strength. For enemies that are upscaled or downscaled a lot, if they break apart when they die, the frags have default size, which looks weird.
- A lot of them are hiding in bushes etc.. Some of these generators spawn like 10 enemies, which feels a bit grindy at times.
There was a ring I couldn't pick up. Found out later in Siege Editor that it's a renamed "ring_utraean" of which I had the original already in the inventory.
At the end of the forest, to enter the raided town, you have to place amulets on the floor. Didn't understand it ingame, but found out in Siege Editor.
Disclaimer: I did the playthru in multiplayer with a +drdeath character. Therefore I can't say if the progression is fair or even sensible. The enemy types are certainly all over the place. Nevertheless in some places I lost HP.
You start at The Notch, which would probably look quite pretty was it not for the red lighting.
NPCs you talk to often say a standard voice sample, like "Hello there!" - the rest you'll still have to read for yourself of course.
From the beginning, quests lead you through the byway and all the way to the end of the desert. Swamp quests are limited to the swamp, and forest quests are limited to the forest. So this is arguably the second half of the map, where you need to bring a bit more of an intrinsic motivation to explore.
On the Byway, you meet Gypsies being raided by Seck. Also elsewhere on the map you meet goodies fighting against baddies, and have to join the fight. Quite well done imho. Always have to take situations into consideration where a quest character dies, it shouldn't break the storyline, so a lot of map makers shy away from it.
The map does not contain any player world locations ("PlayerX has entered The Notch").
The enemies are quite interesting, considering there's no dsres included:
- A lot of them are renamed, for example the Snappers in the swamp are called Womperfish.
- Their sizes vary a lot. Size does not indicate strength. For enemies that are upscaled or downscaled a lot, if they break apart when they die, the frags have default size, which looks weird.
- A lot of them are hiding in bushes etc.. Some of these generators spawn like 10 enemies, which feels a bit grindy at times.
There was a ring I couldn't pick up. Found out later in Siege Editor that it's a renamed "ring_utraean" of which I had the original already in the inventory.
At the end of the forest, to enter the raided town, you have to place amulets on the floor. Didn't understand it ingame, but found out in Siege Editor.