Lands of Lore: The Throne of Chaos

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
gluemchen
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Lands of Lore: The Throne of Chaos

Post by gluemchen »

This will be one of my first mods, after the first and most rememberable Dungeon Crawler i played. So if anyone is willing to help me on this endevour, just post here.
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Curunir
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Re: Lands of Lore: The Throne of Chaos

Post by Curunir »

I suspect creating forests / outdoor areas may be a bit of an issue as LoL has lots of those.
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HaunterV
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Re: Lands of Lore: The Throne of Chaos

Post by HaunterV »

Just stick to the underground bits
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gambit37
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Re: Lands of Lore: The Throne of Chaos

Post by gambit37 »

Mod LoG to be Lol? I don't think you're being ambitious enough ;-)
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HaunterV
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Re: Lands of Lore: The Throne of Chaos

Post by HaunterV »

gambit37 wrote:Mod LoG to be Lol? I don't think you're being ambitious enough ;-)

They're thinking of it backwards. they need to mod lol into LoG
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
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wlcina
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Re: Lands of Lore: The Throne of Chaos

Post by wlcina »

I think we should plea for a bit info from developers :D

at least if engine could manage outer world :D
Fediuld
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Joined: Thu Apr 12, 2012 12:13 am

Re: Lands of Lore: The Throne of Chaos

Post by Fediuld »

That is going to be a really good project.

Imho, there weren't many places that need new textures for 20+ levels.

a) Gladstone Keep & White Tower and a darker version for Castle Cimmeria
b) forests (all had the same skin) including Gorkha swamp
c) Roland's manor (can use be used for Yvel interiors)
d) Draracle's caves, Thug's cave, Urbish Mines & Catwalk caverns can use the same.
e) Yvel outdoors.
f) Dungeon (we have the skin from LOG).


(I know out of thread, but did anyone managed to have the journalist version of it with the extra 12-15 levels by crossing the bridge at Vultures Chasm?)
Last edited by Fediuld on Tue Apr 17, 2012 9:10 pm, edited 1 time in total.
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takis76
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Location: Athens - Greece

Re: Lands of Lore: The Throne of Chaos

Post by takis76 »

at least if engine could manage outer world.
In fact , all world is in one 3D or 4D array like skyscraper , so forest and outside world could be in any level , 3D model trees are needed for this.
Another idea is , when the player goes outside of the dungeon , before go outside the player will open one door and will see the image of the forest path outside , like as you entering in stairs and you see the sequence of climbing stairs and then insted you are on the forest level , you will see one overland map (2D Picture) and then there will be spots of dungeons you can visit , the idea works like teleports when you chose one spot you will get transfered.
Last edited by takis76 on Tue Apr 17, 2012 11:03 pm, edited 2 times in total.
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takis76
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Location: Athens - Greece

Re: Lands of Lore: The Throne of Chaos

Post by takis76 »

That is going to be a really good project.

Imho, there weren't many places that need new textures for 20+ levels.

a) Gladstone Keep & White Tower and a darker version for Castle Cimmeria
b) forests (all had the same skin) including Gorkha swamp
c) Roland's manor (can use be used for Yvel interiors)
d) Draracle's caves, Thug's cave, Urbish Mines & Catwalk caverns can use the same.
e) Yvel outdoors.
f) Dungeon (we have the skin from LOG).


(I know out of thread, but did anyone managed to have the journalist version of it with the extra 12-15 levels by crossing the bridge at Vultures Chasm)
All of these things you said , can be implement very easy in my engine. I have more than 20 different wallsets ready for my Eye of the Beholder IV
Fediuld
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Re: Lands of Lore: The Throne of Chaos

Post by Fediuld »

Lands of Lore - Throne of Chaos had nothing 3D. All was just wall textures as LOG. The only '3d' models were the half cut trees that hold treasures. but can be solved with a locked chest.

Lands of Lore 2 & 3 were completely different games, with 3d environment.


Oops now saw your post. I apologise.

Maybe start talking about a mod then?
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