Posted by PaulBlay at 2007-05-18 03:21:01 Voted 5.00 on 05/18/07
Voting without downloading isn't cool, Star_Dragon. Isn't that brilliant a module though.
Posted by Star_Dragon at 2004-03-08 06:57:45 Voted 3.00 on 03/08/04
Had potential but creator's lazy attitude kills it. People should finish what they start before starting a new project 2 days later. PS it's been over a year and still no fixes. Lucky I gave him a 3 simply for doing something in the first place that's original. Still won't DL it though :D
Posted by Star_Dragon at 2004-03-08 06:53:00 Voted 3.00 on 03/08/04
Oh wow 2 days later after you upload your old module you're too deep into your new one.. LIke it would kill you to FIX your first module... Well it's ben a fricken YEAR LATER and not a peep outof you here. Are you so uncaring about your creation you never come back and fix it? In that case I won't even bother to DL it and simply vote by the ONLY review left for it. and use your own post agianst you in response to it as you acknowledge it's errors and lazy attitude towards it.
Yet another one of those people who have the ability, but still shouldn't be allowed to submit things since they NEVER FINISH what they start...
Posted by thegeorge ( ..xxx.xxx ) at 2003-04-22 16:29:00
Sure, I'll look for it.
Posted by Taniman ( ..xxx.xxx ) at 2003-04-22 16:06:00
Thank you, for your observations. I will try to fix the module, but now I am working at a new one, so I couldn't say when... I would appreciate, if you try the module "Wizards Council" and post your comments... Thanks!
Posted by thegeorge ( ..xxx.xxx ) at 2003-04-22 15:41:00
I thought it was okay, but you shouldn't of listed it as final since it is still in need of more playtesting. My observations (SPOILERS): the old woman says 'hear' instead of 'here'; the old woman says that guards to the east need help, these guards are to the west and northwest not east; non-plot npcs say nothing when you speak to them, making it a town of mutes; the guards don't even so much as say thank you when you help them; the names of the npcs are the default ones from the toolset, i.e. "Commoner, Female" and "Neverwinterian Militia"; Lester's shop seems to be missing some walls; no use of the journal - the player isn't even informed of when the module is 'over'; Rogue's hideout is mispelled 'Rouge'; the door to the hideout isn't set to plot so I broke your sequence of events by breaking it down; using the default random load screens makes it a bit confusing, such as when entering a tent; why was I able to enter one elf tent but not the other?; Mathart says 'belieave' instead of 'believe' and 'rouge' instead of 'rogue'; Jorick says 'imence' instead of 'immense' and speaks of Mathart as though he's in a different building instead of standing next to him; there's a hostile nobleman at a room in the inn and when I killed him my alignment shifted unfairly towards evil; and finally, I was able to walk completely behind the city gate and enter it from the wrong side!
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