As the name implies this is a campaign to train your characters and have fun in the process. It is combat rather than story oriented and you have to figure things out for yourself. There are labyrinth like areas (a little different each time you play) that you may need to map out to find your way through them. Resting is always allowed but different rest locations give different advantages or penalties depending on the module you are in. This has been designed but not tested for multiplayer.
Posted by derwombat at 2010-08-24 01:00:16 Voted 1.00 on 08/24/10
We tried to play this "campaign" with a 2-player-party. The starting area (Smallville) looks, as if it had been designed by a 10-year-old. Two streets, one river, lots of grass, some trees - within an area too big for them. Empty space everywhere you go. The few houses contain nearly "nothing". We looked around for 30 minutes - after that our frustration was way too high to continue. This module has pre-alpha-status written all over it, no appeal at all and I couldn't recommend it to anyone - therefore a "1" is the only appropriate vote.
Posted by Rhevan at 2009-10-13 23:23:05 Voted 3.00 on 10/13/09
This has to be polished. I mean, seriously, the area layout is ugly, I give it a 3 but wanted to give it a 1. You gave me hope while I was reading your description, but when I saw what it actually was I was very disapointed. This doesn't deserve a 8. Try working more one your modules, or if you don't have the time to finish and polish then, then I suggest you don't make other players waste their time.
Posted by Rhevan at 2009-10-13 23:22:50 Voted 3.00 on 10/13/09
This has to be polished. I mean, seriously, the area layout is ugly, I give it a 3 but wanted to give it a 1. You gave me hope while I was reading your description, but when I saw what it actually was I was very disapointed. This doesn't deserve a 8. Try working more one your modules, or if you don't have the time to finish and polish then, then I suggest you don't make other players waste their time.
Posted by mitchellmckain at 2008-12-18 11:21:10 Voted 10.00 on 07/11/07
Ah that is a "back door" in the computer progam sense of the word. You are not suppose to get through that door. For only a special debugger's key will let you do so. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by helmo1977 at 2008-10-19 14:30:17 Voted 7.50 on 10/19/08
I have played the first module and I have to say it´s a quite good dungeon crawl (nothing more, nothing less). However I couldn´t get past the door after you get down the hole, the one with the transitions. Where does it go?.
Ok, i didn't actually play this module yet, and thus no vote from me yet, but i just wanted to thank you for creating a mod based on the very cool NES game "Gauntlet", that was one thing i was missing up til now - heck, even Warcraft 3 had something similar to gauntlet, why not a true RPG?
By the way, didn't have an account here til now, i just felt the need to express my gratitude for this.
Now, just waiting for the canyons-download to finish, then i gonna try this out, hoping it meets my expectations of what a good "Gauntlet"-adaption should feel like.
This would be a nice Module for Multiplayer. But the way through the canyons does not work for multiplayer, only the first character gets to the next part of the canyon.
Thanks for the response..i figured i was just missing something. I will try this one more time then, and look a bit closer.
Posted by mitchellmckain at 2007-07-16 11:54:57 Voted 10.00 on 07/11/07
*spoiler*
greencherry,
First there is more to the first module if you have not made it to the infested forest and beyond this to the shadow keep. To get there you must solve either the forest labyrinth or the crypt labyrinth. The crypt labyrinth is larger and harder but has rewards, while the the way of the forest labyrinth you must pass through a location with relatively difficult monsters (though with the right abilities you might be able to sneak past them). Oh and getting into the crypt labyrinth requires solving a fairly simple puzzle to get the door open.
The way to the next module, the canyons of chaos, is to be found in a building in one corner of the villiage. The ruins is in the third module beyond the canyons of chaos. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
I think i misunderstood something about this. The only areas I can play in are the cave and the woods. No ruins. No canyon. I was enjoying it a bit, but it is getting stale . Can you help me get to the other areas? I followed the instructions as you wrote them. I am sure it is something simple I am missing. can you help?
Posted by mitchellmckain at 2007-07-11 12:02:59 Voted 10.00 on 07/11/07
*big spoiler*
Getting lost in the canyons of chaos is a feature not a bug. There are two areas in the first module with this same feature: the forest and especially the crypt. In fact unlike the canyons, the forest and the crypt are a little different each time you play. The forest is small but uses a few random transitions and regenerating encounters. The transitions in the crypt are not random but... well... I will let you figure that out. The dwarven city in the third module can also be confusing, or at least a little fustrating. You shouldn't get lost in the shadow keep (in the first module) but it is full of interesting enchantments.
I am curious about players experience, for this campaign is anything but linear. The transition to the third module is a little without warning and there is no going back, so how many companions did you collect before this? You can start the third module in three different places so where did you end up? How did you deal with the bear in the caves under the town? Anyone go for a boat ride? How did you deal with the pixies outside the ruin keep? How did you deal with the demon watchers inside the ruinkeep? _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by [email protected] at 2007-07-09 07:54:27 Voted 9.00 on 07/09/07
I needed a quick and dirty combat fix last night, and this mod met that. I usually don't play mods that allow level 1 players (level 1 combat is too boring for me - thats a personal taste thing) but this one was good. It states very clearly what it is, and who it's going to appeal to.
I look forward to more modules from you! _________________________ Jackyo [email protected]
Posted by daylung at 2007-07-09 07:30:03 Voted 7.50 on 07/09/07
After playing through all the modules, I have a few comments. First let me say I enjoyed this mod. It's a good fun hack n slash and it's big, which not a lot of current mods are.
Gauntlet: Very good starter dungeon for a 1st level character, most interesting dungeon crawl I've done in a while. It wouldn't hurt to move the other parts of town a bit closer to eachother, but that's not a big deal.
Canyon: Nice change from the dark dungeons. I enjoyed picking up companions. The area is VERY big and somewhat confusing, if it would be possilbe to have some sort of map of where you've been, that would be helpful. I find after I stop for the day and start again, I forget which way I'm going. Maybe adding some mini caves to explore would make this are even better.
Ruins: There were doors up on the walls which you could access, but shouldn't be able to, I think (they were from stairs on the other side of the wall but still accessible) And some of the rooms were a little cramped for a party bigger than two.
Overall: The only complaint I have is how monesters are spawned in. I don't like monesters spawining in behind me. I might be the only one with this pet peeve, but I find it quite annoying, it drove me crazy in the OC as well. For one thing it basically renders the rangers track abilty useless, and another it's just weird to walk past someplace, then get the little "monsters spawning stutter" then look behind where you just were and have to walk all the way back to fight them. This bothers me in other mods , too but it seems a bit worse in this one due to it's nature.
This mod definetly deserves a look, and I know I'll play it through again!
Posted by mitchellmckain at 2007-07-07 19:56:42 Voted 10.00 on 07/11/07
*spoiler*
The guy at the bottom of the hole is actually there to join up with you depending on your character class (if you are level 1) in order to even things up for the weaker character classes. There are also hirable companions in the village once your character is past level four. Hint: It is possible to get out through hole.
You have to leave all your companions behind when you go to next module but there are companions to rescue and join you there. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by daylung at 2007-07-07 14:08:57 Voted 7.50 on 07/09/07
I just got finished playing through the first part (when you fall down the hole) and so far this has been a wonderful dungeon crawl. The monsters are varied, the area was huge and there things to keep it interesting apart from just killing things. One suggestions is to use the companion system the endless depths uses where you can make your own companions, just a thought.
Posted by mitchellmckain at 2007-07-06 21:13:42 Voted 10.00 on 07/11/07
Ruaha,
Obviously this is not what you are looking for in a NWN2 game. Sorry to have wasted your time. I guess that a crowded city street is a neccessity to you for some reason. Anyway the description makes it clear that this campaign is not story telling or roleplaying, and so the conversations with NPCs in the game are not that elaborate.
I really do not understand judging a campaign based on a quick look at one area alone, particularly when this is a rest area of a combat based campaign. I also cannot believe that you "wasted" more than a couple minutes.
Anyway, I enjoyed writing it and my whole family enjoys playing it. People have different tastes I guess.
*spoiler*
The game starts in the village but with you looking at a big hole in the ground and if you take a closer look, you fall in. But the ensuing combat is very light as suitable for a level 1 character. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by Ruaha at 2007-07-06 07:06:37 Voted 2.50 on 07/06/07
I have wasted some time and found some characters in the start location. They really exist.
Maybe the farther locations are cool. Maybe. But as I can see for the first location, it is " 2 - Very Little Appeal".
Sorry for that, but it still can't be called alpha, I think.
Posted by mitchellmckain at 2007-07-05 20:14:01 Voted 10.00 on 07/11/07
Ruaha,
I am very sorry to here that because this is definitely a bug because the first place with houses (starting location in fact) is the village with a store, Inn, crypt, 6 houses and two barns, and only the barns do not let you go inside. The Inn has lots of people inside, including adventurers for hire. The store has a merchant and smith who makes things for you, but the other houses have very few people inside, and are more window dressing than any kind of adventure. Outside the buildings there should be a couple farmers, a ruffian, and a few animals. Oh but all this is assuming that you start with the first module of the campaign (which is where you would start if you set it up as a campaign according to the installation instructions), although I cannot think of any place else that your description would apply to either. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by Ruaha at 2007-07-05 18:23:05 Voted 2.50 on 07/06/07
The first location with houses is empty. Just houses, and nothing else. Is it a feature, is it a bug (maybe it is because I have patch 1.04, 'cause its Russian version of NWN2 and we do not have the localized version of 1.05 and 1.06), or is it a campaign for other module-builders, who are to fill the location with NPC, storyline and so on?
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone