Author: esr
Date: Fri Apr 10 04:39:40 2009
New Revision: 34660

URL: http://svn.gna.org/viewcvs/wesnoth?rev=34660&view=rev
Log:
Update post-mainlining TODO list for Delfador's Memoirs.

Modified:
    trunk/data/campaigns/Delfadors_Memoirs/TODO

Modified: trunk/data/campaigns/Delfadors_Memoirs/TODO
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Delfadors_Memoirs/TODO?rev=34660&r1=34659&r2=34660&view=diff
==============================================================================
--- trunk/data/campaigns/Delfadors_Memoirs/TODO (original)
+++ trunk/data/campaigns/Delfadors_Memoirs/TODO Fri Apr 10 04:39:40 2009
@@ -12,8 +12,40 @@
 In scenario 19, maybe do an animation with a wall appearing in the
 place of the portal?
 
-When we mainline
-----------------
+Other
+-----
+Finish the walkthrough and put it on the wiki.
 
-* Fix up references to DM on the history page of the wiki.
-* Make the walkthrough available there.
+ShadowMaster's review
+---------------------
+02:23 <Shadow_Master> scenario 4, "lleollyn" doesn't use deciduous forests
+02:24 <Shadow_Master> the first scenario in the swamps (with the rogues) is as 
visually uninteresting as usual
+02:25 <Shadow_Master> Ur-Thorodor's portrait is still blocky (enclosed by a 
black background, all in a 205x205 square)
+02:27 <Shadow_Master> LOL there's still a debug "moveto event" on the first 
"land of the dead" scenario?!
+02:28 <Shadow_Master> Terror at Parthyn's map is visually uninteresting due to 
the large grassland areas
+02:29 <Shadow_Master> "Return of Trouble" has perhaps too many villages. I 
wonder if it's even balanced.
+02:29 <Shadow_Master> Chantal does a funny MUF at the end of Return of Trouble
+02:30 <Shadow_Master> Shadows in the Dark is still visually uninteresting
+02:30 <Shadow_Master> I wonder if the Holy Water flask *on the water* (19,11 
on Shadows in the Dark) is deliberate
+02:31 <Shadow_Master> "Save the King" is not very asthethically pleasing.
+02:32 <Shadow_Master> but perhaps esr couldn't think of a way to make it look 
better in such a small area (harhar)
+02:32 <Shadow_Master> I hate large areas of flat grassland
+02:33 <Shadow_Master> two consecutive storyscreen scenarios afterwards. 
suspicious.
+02:33 <Shadow_Master> A New Ally: why only pine trees?
+02:33 <Shadow_Master> the usage of deep water there is more innovative tho
+02:34 <Shadow_Master> A New Ally: old crappy desert mountains in middle of 
regular mountains. And the map borders are incomplete. *sigh*
+02:34 <Shadow_Master> Same scenario: I start to think Delfador should be 
nicknamed "the Messiah" ;)
+02:37 <Shadow_Master> the scenario prior to "showdown in the northern swamp" 
is more asthetically pleasing.
+02:37 <Shadow_Master> "Showdown in the...": I hate scenarios in which units 
talk to other units under shroud.
+02:39 <Shadow_Master> it's not an asethetically pleasing one, and the southern 
border of the river ends rather abruptily. Awkward?
+02:40 <Shadow_Master> "Prince of Wesnoth": oh my ******g god, another scenario 
in which units speak under fog/shroud. But I guess this is a way to remind 
people that Wesnoth Is Not Realistic, huh?
+02:40 <Shadow_Master> there is a huge area of plain grassland there too
+02:40 <Shadow_Master> *huge areas.
+02:41 <Shadow_Master> of course, there are human villages to break the 
monotony a bit. a bit.
+02:41 <Shadow_Master> only a bit
+02:41 <Shadow_Master> Clash at the Manor: ludicrous abuse of Great Trees(tm)
+02:42 <Shadow_Master> Face of the Enemy: apparently i'm the only one who can 
design non-monotonous Enemy Lairs(tm)
+02:42 <Shadow_Master> (i.e. FotE is monotonous. Not unlike DiD's "Alone at 
Last" series, anyway)
+02:43 <Shadow_Master> esr, fabi this is the end of my first-glance review. 
Take it or love it.
+02:43 <Shadow_Master> and I'm being serious.
+02:45 <fabi> Shadow_Master: Thank you


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