Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, August 27, 2013

Metaroom Review: Veridia

After a month and a half hiatus, I'm back at college but ready to get back to Creatures. I'm trying to set up a wolfling run, but I've found that my taste in both agents and metarooms has gone completely OCD and therefore I'm finding it extremely difficult to come up with something I'm satisfied with. So rather than mess with that, I decided to review one of the most popular metarooms around: Veridia, by Soliloquy and Liam (and quite a few others).


When Veridia is first injected, two things immediately jump out: the place is gorgeous, and the place is very empty.

I'll comment on the presentation first. Veridia, graphically, is very beautiful. Apart from some smudging around the walkways taken from C2, it's one of those places you can stare at for hours and not get bored. I wouldn't say it's as atmospheric as Aquamind or the Oasis, but if you're looking for beauty you'll certainly be satisfied here.

The graphics have the bonus of making the task of finding appropriate agents for the room a little easier. At the very least, there's plenty of background flora to put patch plants on.


Now onto the emptiness. Soliloquy had the intention of making Veridia a large, customizable expanse not unlike the Biodome. For the most part, it was a success. Veridia's one of the best rooms to use with the Garden Box, due to all the background flora for patch plants and wide expanse for other plants.

However, my main criticism with this room ties into to the fact that there's nothing in there to begin with (besides CA emitters, elevators, etc.).


These walkways are certainly pretty and help fill up what would otherwise be empty space, but for practical purposes they might as well not be there. The only level in the room that is actually fertile is the lowest level. Couple this with the fact that the Garden Box patch plants and a ton of third-party potted plants tend to just fall past the walkways, and creatures in here have absolutely no reason to go up into the canopy. Sure, you could cover the walkways with vendors and toys, but why should a creature go up a floor to use a vendor when it could stay on the ground level and find food without any extra effort? It doesn't help that the elevators are derived from the C2toDS elevators and therefore lack pull scripts (and therefore tend to confuse the heck out of creatures), and that there's no CA links to start with (though that's rectified with Amai's Magic Words Room Edits).

As a result of all this, I really don't find myself enjoying Veridia as much as other people. I do like the place, don't get me wrong, but having only one level that's really open to customization is a bit of a turn-off.

Summary: Veridia is a great metaroom. It's beautiful, creature-friendly (despite the elevators), and goes hand-in-hand with the Garden Box and Magic Words Room Edits. However, its attempt to be a customizable metaroom really falls flat when you consider the fact that it has one fertile level. Your creatures will enjoy being in here, but don't expect them to want to go up to the upper levels anytime soon.

Final score: 7/10

Sunday, January 6, 2013

Metaroom Review: Oasis

Along with the Freak of the Week, I've decided to attempt some sort of regular posting schedule again. Rather than the "post-a-day" that I originally started out with, I'm going to try to make a post at least once a week (hiatuses aside). To start off, I think it's about time I gave the Oasis, created by Moe and Liam, a bit more fair review than my original rant. 

When one first injects the Oasis, one thing stands out: the place is absolutely gorgeous. All of the objects in the room are nicely animated (though the shrimpton sometimes swim backwards), and the crystal-clear water is a nice change from all the blue-tinted aquatic metarooms. The place isn't just easy on the eyes, though - it's easy on the ears, too. The sounds of the waves and bubbles underwater are quite relaxing (though you won't get to hear the latter much if your screen is as large as mine is).

There's quite a few things about the room that add to its overall atmosphere, and one of them are these waves that wash against the shore occasionally. I think they alter the CAs of the room slightly, but otherwise they don't really do much other than look pretty. They're a very nice touch, however - I don't think there's another metaroom that handles splashing waves in this manner.





Oasis comes with a few toys, and while you wouldn't want to keep creatures in here (for reasons I'll get to shortly), they're nevertheless fun for the hand to play around with.
My favorite of the toys is this little submarine. When you click on it, it whirls around and then swims in a random direction. If you time your clicks right, you can keep the submarine swimming for quite a while....


...To the point where you can make it start flying. The thing lacks a room check in its push script, and as a result it behaves the same whether its underwater or not.

The behavior of the dead sharks is quite possibly my favorite of the little touches this place has, for only how well-coded it is. Instead of sinking to the bottom, the sharks float on the surface after they die.




But when it comes time for them to rot, they sink and fade out at the same time. It's quite awesome to watch.






The Oasis has a lot to offer the hand - it's pretty; it's peaceful and atmospheric; and there's a lot of fun little touches to observe. What does it have to offer creatures? Absolutely nothing. For how pretty the place is, it can hardly be considered creature-friendly. The room's history is mostly to blame for this. Moe never actually intended to release the metaroom, and it was never intended to be a creature home. It was a testbed, first and foremost - and it shows.

First off, none of the critters can be interacted with in any way, shape, or form. They have a timer script, and that is all. As a result, trying to feed a creature with these won't get you very far, and you'll just confuse the heck out of the creature.

There's also a whole lot of questionable classification choices. Everything that swims in this metaroom (apart from the toy submarine) is classified as a critter, when the sharks would be better off as beasts and the shrimpton better off as bugs. Perhaps the most questionable, however, would be the anemones. Going off things like the opal sponges from C3, you'd expect them to be classified as plant. Instead, Moe opted for biological accuracy and made them critters. Granted, this isn't the big deal I've been making it out to be everytime I've brought the anemones up (they're the same ones that are included in the Biodome Agent Pack), but I still find it a bit odd given their behavior.


While the above mentioned things are a problem, for me they can be easily fixed. The critters aren't edible? Make them an eat script and change their behavior. Sharks are critters? Change them to beasts. It'd be a simple enough task for me to fix all that, and so it's really not that big a deal. The next thing, however, almost sinks the metaroom for me:

This wall. Oh my god, this wall. This is the one thing that keeps the place from being completely creature-friendly after the native lifeforms have had a bunch of scripts added. With a wall that steep, baby creatures will happily run up it and get themselves stuck, unable to get down unless they're able to swim (and the current release of the swimming agent has problems all its own). The only real way to fix this and still make it look reasonable is by taking the image for the background and editing it, but for me and my lack of artistic ability that's all but impossible. As a result, the place is completely unsuitable for non-swimming aquatic creatures, and that really, really bothers me.

All that said, the Oasis actually isn't a complete waste of space as far as creature care is concerned. The underwater area may be unsuitable for creatures, but the land area is perfectly navigable (the only real problem is the tide pool, which might cause a few deaths if you're trying to keep non-amphibious creatures there).

You might fail miserably if you try keeping aquatic creatures in here, but with some outside agents the Oasis becomes a wonderful place for your land-dwelling creatures to enjoy the beach.

Summary: On the whole, the Oasis is a very nice metaroom. It's extremely beautiful, very atmospheric and peaceful, and has a lot of unique features and embellishments. On the other hand, despite what the CCSF ad for it might say, it is not a "perfect place for creatures of all ages to enjoy the water." The critters cannot be interacted with at all, and baby creatures can easily get themselves stuck. Land-dwelling creatures will enjoy the beach though, provided you bring in some outside agents and make sure they don't drown in the tidal pool.

Final score: 7/10

Now, time for a status update: I finally managed to create a working swimming agent that fixes one of the biggest issues with the originals: creatures can finally retreat from each other (and other objects) while swimming. Even better, this new agent can be injected and removed like any other agent since it doesn't mess with the creature navigation scripts like the old ones did. Swimming creatures still have problems interacting with agents while inside their vehicle, but I'm not certain how much can be done about that.
I'm hoping to get this new agent out soon, but that depends on how long it takes to polish it - I could get it out within the next week or so, over the summer, or for the CCSF 2013. Either way, progress has been made, and I'm very pleased with what I have so far.

Friday, May 25, 2012

Metaroom Review: Aquamind

While I'm waiting for the new computer to arrive, I figured I might as well do another metaroom review. The metaroom featured this time is one of my old favorites: Aquamind, by zareb.

Before I properly begin, here's a bit of backstory on the room. Aquamind was one of the first aquatic metarooms to be made, and I believe it was zareb's first metaroom as well. As such, it's not necessarily the most well-put together metaroom and really shows its age when compared to other, more recent aquatic metarooms (Aquatilis Caverna, for example). 

Anyway, when one installs the metaroom and is about to inject it, he/she will notice that it has multiple parts, like the Devil's Reef, C2toDS, and older releases of Aquatilis Caverna. I imagine that this is due to zareb's relative inexperience at the time - the metaroom isn't quite large enough to warrant splitting the agent files. It's also worth noting that one needs to open the CAOs Command Line and expand the map manually before injecting Aquamind - it'll throw an error otherwise since the room doesn't expand the map automatically when it's injected.

The first agent contains the metaroom itself, and this is the sight that greets the player upon entering the room for the first time. As you can see, its graphics aren't the best, but still relatively well done given the room's age. The room is a combination of C2 and original artwork - the shee statue in the middle is the biggest example of the C2 influence. Given that there's two severed norn heads sitting on the torches next to it, I imagine that zareb was going for an evil feel with it.

That's the metaroom without agents. The metaroom once it's been filled up looks a little different.

This bit is the freshwater section of Aquamind once all the parts have been injected. As you can see, the freshwater fish make Ostrova look like fine art in comparison - another sign of the room's age. The tubas are also worth noting - besides a different classifier, they're practically identical to the default DS tuba. I'll get to how the heck they're growing underwater in a little while (for the record, the area that doesn't have fish in it is air).
There's a bug with the lower part of the room here - sometimes, a creature who wanders too far to the right will vanish, probably due to the rooms there extending past the right side of the metaroom.



The saltwater area is less intricately designed than the freshwater half, but isn't any less livable. Apart from the aforementioned creature-disappearance bug, the room is very navigable for swimming and nonswimming creatures alike. However, there isn't any way for creatures to get to one section of the room to another without the hand's assistance - there aren't any elevators or doors that link the areas together.
I particularly like the mountains in the background here - they really add to the overall feel of the room, which just so happens to be Aquamind's strongest selling point. More on that in a little bit.


Just as there's a lack of elevators and doors, there is also a lack of CA. However, just like Ostrova, Aquamind has the excuse of being made long before adding CA was one of the requirements for a quality metaroom. The lack of CA also doesn't affect this room as much since there's no elevators or doors. 

So, how the heck are those mostly unaltered tubas growing underwater? It's thanks to the odd way in which the room is mapped. While most of the underwater areas are indeed fresh/salt water, the platforms in the saltwater area have a small room inside of them that is classified as "wooden walkway," and the small rooms you see towards the bottom of this picture are classified as soil. It's an odd way of mapping a metaroom, but fortunately it doesn't effect the ability to customize it all that much. It's still possible to take aquatic plants from other metarooms and plant them in here. However, the fish in the metaroom will usually die if they swim through the platforms. Again, the odd mapping choice is probably due to zareb's inexperience.

Yes, that odd rectangular thing that was in a previous shot is a vendor, and the food it gives out looks rather inedible. It can be eaten though. This leads to another one of Aquamind's strong points is that it doesn't need outside food sources to be made fully inhabitable - between the fish, the tubas, and this odd piece of food, creatures have everything they need for nutrition. That said, some toys could probably come in handy since Aquamind doesn't come with any.

Aquamind may be rather dated, but that doesn't necessarily mean it's not worth the hard drive space or the time spent to download it. Actually, I'd say it's quite worth the download. Why? One word: Atmosphere. Aquamind is one of those metarooms that makes the mind get curious and start wandering off, making its own stories about how the metaroom came to be. If there's one thing I like in my metarooms, it's lots of atmosphere, and Aquamind delivers spectacularly in that area.

This light close to the top of the metaroom is one of the biggest contributors to the room's atmosphere. Where is it coming from? What could possibly be waiting on the water's surface?
Okay, I'm probably going to sound a little corny from this point on - I apologize for that. 

The only part of the metaroom that is air is this bit, but it's no less atmospheric than the rest of the room. In addition to another light, the clouds from C2 are also very nice touches. Between them, the tree, and the bridges, it becomes clear that this area was inhabited at one point - but by who?

Now we come to what is the most odd thing in the whole metaroom - this odd contraption. Back in my younger days, I always used to call this area the "sphere of time," probably because of the clock in it. This thing is probably the biggest contributor to the atmosphere in the entire room - what the heck was it used for? Is it meant to provide Aquamind's lifeblood? Is it connected to the Shee statue, perhaps? 

Long story short: Aquamind has one of the best atmospheres I've ever experienced in a metaroom - and that is about the highest amount of praise I can give out. 

Summary: Aquamind is a great metaroom despite its age. What it lacks in navigability and graphics, it makes up for in atmosphere and habitability. Your creatures will probably get bored without some sort of toy to entertain them, but there's no shortage of food. In the meantime, the room's design and atmosphere is more than enough to keep you busy. 
If I had the chance to give any metaroom a revamp, it would be this one. If it had ways creatures could get around the area without the hand's assistance, better graphics, and a more original plant, it could quite possibly be my favorite metaroom. 

Final Score: 8/10

One final note: Aquamind is one of the few metarooms that I've made a breed for - the Aquamind Ghost Swimmer, a female of which can be seen in the picture above. I've been meaning to update them for a while, but for the time being you can find them at my Norn Adoption Center section (it's linked to on the C3/DS Downloads page here). 

Aquamind itself could once be found at Zareb's Creations, but as that site has gone down I've uploaded Aquamind to Mediafire here. I imagine that my views on the metaroom are a bit different from everyone else's (I believe Zareb himself considers Aquamind to be a bit of an old shame), but mileage always varies.

Wednesday, May 9, 2012

Metaroom Review: Ostrova

After reading the responses to the previous post, I've decided that the name is staying the same for now. However, I do plan on changing it in the future once I can come up with something that can't be interpreted...in an unexpected way. Anyway, moving on.

I've been considering doing metaroom reviews for a while now, but held off on it for some reason (I don't think my initial review of the Lost Cave managed to hit all the points I wanted to make - it was never published). However, this blog shall be a decent testing ground for this potential new series.

My first published review will be of one of the few third-party metarooms one has to pay for - Ostrova, by Chaos Development. So let's get down to business.

Upon injecting Ostrova, you're greeted with this. Having an introduction screen is always a nice touch, and it's also nice that there are several help screens to let players know what's what (although I do admit I missed the snowball teleporters completely when I initially injected the room despite the big honking sign).

Yet another help screen. Clicking on these gets rid of them, since most players are unlikely to want them sticking around long after their purposes have been served.
From this picture, you can already see one of my gripes about the area: it's quite barren initially, and since the entire metaroom is mostly Air + Indoor Corridor, there's not much you can do to customize it outside of stuff like the Gaius plants (which won't benefit most creatures anyway).

 Graphically...well, I wouldn't call this metaroom a work of art. The background itself is rather well done apart from the completely white floor of the upper level - in particular, the parts taken from C3 (the stars and some of the walls) blend in with the original graphics quite well. However, most of the original graphics haven't aged well. Look at this picture, and then look at the Biodome or Devil's Reef, then look back at this picture. Compared to some recent metarooms, the images here look like they were made by someone who was an utter newbie at modeling.

Some of the agents do look nice, though. The penguin and trees are the standouts in this picture.

That "wall" to the left can actually be walked through. Oversight, much?
Ostrova's layout is one of its strong points. It's quite easy for creatures to get around, and there's no places where they could get stuck.
This pond has nothing in it initially besides a rather large egg, but that's easily fixed. The egg is part of a puzzle, in case you're wondering - yet another one of Ostrova's strong points.

As I mentioned earlier, Ostrova is really barren initially. The developers, however, decided that more lifeforms could be added to the room via these tubes. This tube creates 3 caterpillars that will (or rather, could - I've never seen them complete their lifecycle) become butterflies. Unfortunately, there's only three of these tubes, and they really don't do much to add to the room.









This is what the pond looks like when both of the tubes above it have been activated - you've got fish, bugs, and a plant. The rightmost tube needs to be activated multiple times before the sponge can take root - and even once it gets planted it rarely lasts long.
There's another problem with this room, and that is a lot of its coding isn't original. Everything in this picture is based on a C3 critter (the fish are based on clownfish, the bugs are based on aquamites, and the sponge...is based on a sponge), and besides having different images they're completely identical to their official counterparts, right down to the sponge spores and bugs not being edible and everything requiring salt water to live in (although this pond is salt water, so that latter point isn't much of an issue).

Allow me to reiterate one of my complaints from before - Ostrova is incredibly barren, especially the upper level. These fruits are the only thing that don't require a vendor to be obtained on the upper level - actually, everything that grows naturally is classified as a fruit. It's not a particularly good metaroom for your creatures if you don't plan on interacting with them much.



The only other source of food on the upper level is the snowman, who will occasionally spit out a hunk of cheese when pushed. It usually vends toys, though - although that does mean your creatures won't be that bored.
Also, I forgot to mention that the DS version gets a mini empathic vendor injected into it at the start. Another testament to how little this room has in the way of food items.




  The lower level is probably the best place for most creatures in terms of food. The stocking vends both lemons and carrots in addition to the cheese from the snowman, and there's a soup vendor. The reddish fruits are classified as manky and are quite alcoholic. This is probably one of the better designed areas in Ostrova, in my opinion. Also, that radio plays some cool (no pun intended) tunes when clicked on.

While this little issue can be forgiven given how long Ostrova's been around, there's no CA emitters to be found in here, and the levels are not linked. This means that creatures in Ostrova won't use the elevators intentionally and will often find themselves huddled in the corners. Some of the agents do emit CA - albeit the wrong ones (the snowballs from the launchers emit starch smell for some reason).

While this more a nitpick than anything else, the developers weren't very creative with their naming scheme. In fact, a lot of the names range from odd to stupid. The sponge is in the odd category - can you even pronounce that? I know I can't.

Ostrova does come with its own grendel breed, the Yeren Grendels. Design-wise, they're actually pretty neat. However, like a lot of other things in this room, they reek of laziness. They have sprites for the childhood and adolescent stages, but the adult and old lifestages are just copy-pasted from the adolescent lifestage. It doesn't help that they have body data issues upon becoming adult (although I'm planning on fixing this). They also don't have a unique genome to back them up - they just use the Banshee genome with a different appearance. 

In short: Ostrova is a decent - but not great - metaroom. It has a good layout, some original concepts, and is mostly instinct friendly. Creatures can survive and thrive in here, but they'll need support from the hand in order to do so. However, it's bogged down by only decent to mediocre graphics, lack of CA, and lack of overall originality in coding. Some things about the room and its corresponding breed just look like laziness and/or a desire to just get the thing done.

Final Score: 5/10

One final note: Like I stated earlier, Ostrova isn't free. You have to buy it from Chaos Development's current website. It's not cheap, either - it costs $12.50 in U.S. money. For comparison, you can buy Creatures Exodus from GOG.com for less than half of that. As you can probably guess from the score I gave it, I don't think it's worth that much - if it's worth anything at all. I really think Chaos Development really needs to look at the current state of the CC, since that price tag suggests they aren't aware that we're still around.

And so concludes my first metaroom review. I'd like feedback on how well I did - do you guys think it's fair, or do you disagree?