The Monster Thread

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Grimfan
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Joined: Wed Jan 02, 2013 7:48 am

The Monster Thread

Post by Grimfan »

One of the popular topics on the LOG1 forums were monsters, and I thought I'd start the ball rolling early with a few observations about monsters we need in the game and a general call to arms to modders. Most of which follows is my own personal opinion, but hopefully it get's the process started.

OLD MONSTERS

Let's start the ball rolling with the monsters that didn't make it into LOG2 from the original game:

1. Snails. I think I am not alone when I say that they are the most sorely missed monster from the original game, and really need to be put back into the game pronto! Not only are they perfect for the new damp environments (swamps in particular) but they make perfect ecological sense in a LOG2 world populated by giant frogs and zarchtons (zarchton snail farmers anyone) :)

2. Scavengers. It was about half-way through the game when I realized how much I was missing their presence. Their green coloration makes them perfect for forest environments and I can see them as natural competitors of wargs.

3. Goromorgs. While their absence doesn't bother me that much I know a lot of people will want them back in the game desperately. They present another high-level threat and with the new advanced monster brains they can be made a whole lot deadlier.

4. Wardens. Another noticeable omission that needs to be rectified. Most of us love the clanking monstrosities and while magma golems are pretty cool we need another option.

5. Tentacles. Surprisingly, these might be the monsters that benefit the most from the transition to LOG2. Given the same ability as the viper vine to strike from multiple locations, tentacles would be perfect for most outdoor environments and any watery region.

6. Cave ogres. We have forest ogres but they don't really suit most indoor environments, particularly mines and caves. We just need to remember to bring in those ogre hammers that no one uses as well. ;)


Many people have already thought about the monsters above, but bringing it to the fore might speed up the process just a little.


NEW MONSTERS

It's doubtless that modders are going to be re-texturing and altering the behaviour and strength of monsters, but let's talk about what we may need:

1. Lizardmen, humans, minotaurs and insectoids. We now have ratlings and seeing them in the game makes me realize even more that we need the other humanoid races as well. Of course, this is a huge undertaking and only those experienced in both animating and modelling (and with real time on their hands) can do the task justice. Still... it's a thought.

2. Another low-level humanoid threat. We have zarchtons and ratlings, but we still don't have the goblin or kobold-type enemy that so much of us want. I know some highly talented LOG1 modders were working on solutions and hopefully they can make this dream come to pass.

3. Swimming crabs. Yes, I know the mere thought of this is horrifying given the current lacklustre selection of underwater weapons and whole drowning thing (potions of water breathing anyone?), but the game is literally waiting for this to happen.

4. More undead. One of the first things that needs to happen once we have the proper tools is getting Leki's marvelous new skeletons into LOG2. Work on this might be already happening behind the scenes, but if it isn't it needs to be done. The ability to turn off models and make monsters that can only be damaged by certain means also makes ghosts, wraiths and other apparitions now a much more workable option.

So what else do we need in the game?
Ixnatifual

Re: The Monster Thread

Post by Ixnatifual »

The Skeleton Legionnaires from the old game are also missing.
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Phitt
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Joined: Tue Aug 14, 2012 9:43 am

Re: The Monster Thread

Post by Phitt »

I guess Goromorgs look too similar to the Island Master. Wardens were a special kind of enemy that only really made sense in combination with the cube. Tentacles would need some special environment models to work, they wouldn't be able to come out of the ground like the viper roots after all.

But the more, the merrier. There are no rules when making mods. I wonder whether AH would allow a port of LoG 1 monsters. From my ES: Oblivion modding days I remember that this can be a big problem, Bethesda wouldn't allow porting of assets from one game to another.
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Prozail
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Re: The Monster Thread

Post by Prozail »

Actually some of the old monster models and textures are actually in the log2 dat-file.
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Doridion
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Joined: Tue Jun 10, 2014 9:23 pm

Re: The Monster Thread

Post by Doridion »

Except for brain and animations, seems that old monsters can be add to LoG2. I know that Leki and JohnWordsworth are working on it. Just for the goromog ( edited multiple times in "elemental" styles ), ghost skeletons and ( maybe if leki agree for it ), my pretty love : the beholder, i'll try to place them and give you results ;)
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: The Monster Thread

Post by akroma222 »

Hey folks,
I have many monsters to add to this thread, once we know how to successfully port them over from LoG1.
My contributions are mainly reskinned/retextured versions of the original game monsters (featured in my last mod)
I have custom monsters also but they belong to other people

(Leki - Ghoul, mummy, beholder and slugomorg.... and
Pandafox - flydragon, desert crab, ghost skeleton)

so we will need to look to them for persmissions.

I am working on a custom content thread now and am starting with weapons and spells but as soon as we know how to successfully
port LoG1 critters across I will dump them here for everyones use :D

Akroma
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Doridion
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Re: The Monster Thread

Post by Doridion »

Raaahhhh ... beholder .... my tender burning love :D
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Soaponarope
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Joined: Thu Oct 04, 2012 3:21 am

Re: The Monster Thread

Post by Soaponarope »

Is there anywhere to get the sounds for the grimrock 1 monsters that are not in grimrock 2? The grimrock 1 asset pack didn't include sound files.

Also the grimrock 2 asset pack makes reference to some things that don't seem to exist anywhere. Example; an ice lizard attack from behind
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TSotP
Posts: 74
Joined: Tue Oct 15, 2013 8:42 am

Re: The Monster Thread

Post by TSotP »

If you read through this thread, you can get a lot of the LoG1 monsters working.

viewtopic.php?f=22&t=8278

In my dungeon I have Skeleton Legionaries, Wardens, Cave Ogres, Snails, Ice Lizards and Scavengers.

Check the links in the Superthread too. Because the link inposted doesn't have all the monsters I just mwntioned above.

Edit: here are the Ice Lizards viewtopic.php?f=22&t=8104&start=10#p81964
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Soaponarope
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Re: The Monster Thread

Post by Soaponarope »

Yes I have gotten many working as well, including the lizards, just was curious about that animation.

It was that the ones I can't get working such as the goromorg the problem lies with missing sound files.
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