LotNR Project Official Thread [Open]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

I thought I would make a poster as well.
Credit to Juho for the fantastic art.

Don't open if you haven't beaten the game!
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cookiemonster16
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Re: LotNR Project Official Thread [Open]

Post by cookiemonster16 »

Please stop posting picture, I going to explode. :D
All amazingness aside, how many tile sets are you planing to have and do you know if the pictures AH posted are of dungeons you guys plan on doing.
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

Haha!
As for tilesets, we're really making t hem as we need them.
So far we have the town, (nearly finished) the forest, (mid finished) the Great Library of Nothampton, (Just started) Southern castle exterior (just started)
We haven't started on underground maps yet, mostly due to the fact that this mod is supposed to start above ground, in civilized areas.

We would love to say that the teaser images from Almost Human we made for our mod, but they are not. To our best knowledge, they are hints at Almost Human's next release and are unaffiliated with this project.

That said, if Almost Human released those sets when we are level designing, you can be sure we're gonna use them!
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Jawless
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Re: LotNR Project Official Thread [Open]

Post by Jawless »

Hi! I would love to join the writing team, if at all possible.

I'm currently a Sophomore in University with an English major, minor in Literature. I'm also working on-off on a novel.

I would love to contribute to the lore of this excellent series, if I can.
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

We'd love to have you on board! Msyblade can help you more with getting into the project while I'm away.
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Grimfan
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Re: LotNR Project Official Thread [Open]

Post by Grimfan »

Hi, guys. Just want to say - keep up the great work. :D

I can't wait to play in the mods you create as part of the LotNR project and use the wonderful resources you are providing.

Now I feel all fanboyish. :geek:
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msyblade
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Re: LotNR Project Official Thread [Open]

Post by msyblade »

Thank you for the kind comments, everyone! :oops: Really, knowing that you guys are excited about it like we are, validates all of our hard work! Speaking of hardwork: There is MUCH to be done, and we can always use contributers. Even if you are not sure what you could offer to the project, we will have lots of simple design/writing projects that even an extra pair of hands will be useful. So, please do not hesitate to post your interest in joining the team,or PM me. jot down a short list of strengths and weaknesses, and we will find a place for you!

ps. Full disclosure, the pay sucks! :lol:
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msyblade
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Re: LotNR Project Official Thread [Open]

Post by msyblade »

Whelp, it's been a couple of days, guess it's time for another LotNR team breakthrough. . .

So, I was like,. . ."Too bad we can't have daylight. . .What, with the way light fx are generated, with limited AOE and how the sun is massive, and all encompassing." Aanndd Diarmuid was all like, "Ummm, why not?!" sooooo
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Pretty neat, huh?!
p.s. (I'm getting to BUILD with this!)
double p.s. ( No, really. We formed a union, and nuthin.)
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Arkos
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Re: LotNR Project Official Thread [Open]

Post by Arkos »

If you like that above, then you will like Diarmuid's animated clouds (moving clouds) above the castle! http://www.youtube.com/watch?v=LX30JaqG ... e=youtu.be
hyteria
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Re: LotNR Project Official Thread [Open]

Post by hyteria »

stuning work ! i like it very much )
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