Five weeks earlier you and your companions awoke in a small damp cave. Not knowing who you were or where you came from and clad in strange armor. Surrounded by strange people with foreign ways. The the next month was a blur of attacks and flight into the wilderness. South always heading south into the mountains. You have arrived at a small trading post at the base of the eastern mountains. Cold, exhausted and starving with the winter snows coming you take a risk and enter the trading post for supplies.
Hi, just wanted to report something - I started this module, thought it looked nice, talked to folks at the inn and so, really cool. Then, after being in the tradepost, I headed to the open barn door next to the inn, and got locked into the barn...the door closed behind me, it was not possible to open and get out!
Posted by DrFraud at on01/04/05
The dialogue was quite good, but marred by a lot of missing punctuation at the ends of sentences. There was a nasty little bug fairly early on, where when I tried to load a game I'd saved right in front of the eastern gate (on the inside) it got partway through the loading bar and then froze. The ending could've been a *little* more definite than it was. With a more clearcut ending and tighter typo policing, I would've given this a 6 and a half.
Posted by lebowski at on07/20/04
I will surely put the mod in some of my portfolios. Probably the explorative one and the story one. However please change your mind: cutscenes, if not overused, especially when placed at the beginning of the mods can do wonders to a story based game. They add a whole cinematic level. It would be a good idea to have an updated version coming out with chapter two. It will get more visibility. Many people do not even bother playing chapter one if a two is not out there. Cheers. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by Blakavare at 2004-07-2108:23:00
Thanks lebowski, I'm glad you enjoyed the module. While working on the next in the series I've had the old rusty head gears churning on how to try and break up the linear aspect of Passage West. I like a linear focused module, but have to admit even when I put this up I knew it was a little too focused. I was toying with the idea of cutscenes, intro movie and some custom music files (Skeleton king really fit in a few places). I decided against it since I'd have to take a extra week or more to learn and implement it, and its a mixed bag for some players. Thanks again Blakavare
Posted by lebowski at on07/20/04
Good mod. A little too forced in the way you are trasported from an area to another. It can be good to be linear but here it's a little bit over the top. However the henchmen are interesting and the fights are challenging, maybe even too much. In fact at these low level fights againt tough enemies have too much randomness. You had the good idea of giving raise dead scrolls however fights got very difficult near the ending (I was playing a sorcerer...) with gnolls killing some hench with just one hit. The story is interesting, some beginning cutscenes would do a marvelous work to make the player understand what happened. My vote would have been a whole point higher with that. In fact I took some time to really absorb all the things that happened before the actual beginning of the game. And that's quite weird especially for a first level mod. Still it's a very good work, you are using CEP in the best possible way and story is getting interesting. Keep up and you'll surely get better. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by lebowski at on07/20/04
Short and very forced linear but original and atmospheric with interesting NPC and henchmen. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by Blakavare at 2004-07-1714:22:00
Fixed some placeables. Added a few placeables in the end areas. Tweeked some of the end area loot to scale more towards a survival module. Thanks again Blakavare
Posted by Blakavare at 2004-07-1707:08:00
Glad you enjoyed the Mod Turold. Since most of the problems players have stated is an annoyance with the three henchmen I'm going to limit them to two or less in the rest of the series. Unfortunately in a couple of the last areas my original design slowed the framerates down a lot. So I had to limit the placeables. That being said I am going put some in and try to find a better balance between the performance and keeping the mood. Thanks again and glad you enjoyed the module Blakavare
Posted by Turold at 2004-07-0120:38:00
Interesting use of the CEP and Tilesets. Thought you did a good job developing the personalities of the henchmen. I liked the way they looked. It shows what can be done with the toolset and some time. I'd recomend fewer Henchme too for the same reasons given above. Also I thought the attention to detail was a little more relaxed in the last couple of areas.
Posted by Blakavare at 2004-06-1815:57:00
Thanks martymcfly. It's a old pnp campaign from about 17 years ago I played and dm'd/wrote in part. Drow were the rage then as they are now. I thought about somthing different to use, but drow were to much a part of it. The sarcophagus was just supposed to be static all the usable placeables should have been easy to get to. Thanks, I'll fix it. Your right about the half fiend loot. I overcompensated when I realized at the end of the module the players didn't really have much after going through so much. I'll replace it with somthing else. I'll look again at the henchmen. They should not have any old SOU dialogue or voicesets on them. I am not sure why they have it still. Thanks again and glad you enjoyed the first part of the module. Blakavare