[MOD]Imperial Tomb - 30 New Monsters - 50 Floors FINISHED !

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
survival
Posts: 38
Joined: Fri Apr 04, 2014 9:59 pm

[MOD]Imperial Tomb - 30 New Monsters - 50 Floors FINISHED !

Post by survival »

Heloo ... first of all - credits for goes to Almost human for this great game.
So , .. I have some free time just decide to put my imagination to work on a new dungeons.
My mod - credits goes to gremanny - is based on Dungeon Master assests + my own stuff.
I did spend over 14 weeks on this mod and 100% I have done so far.


_________________________________________________________________

NEXUS: http://www.nexusmods.com/grimrock/mods/376/?

NEW FIXED VERSION READY !!!

Issues:

Some monsters are oversized - hope it wont affect gameplay :twisted:

REV 2.5
-missing button floor 11 fixed
-stairs all floors fixed
-missing teleport floor 6 fixed
-bugged broken doors - fixed

Any other issues report here so I can fix it.
_________________________________________________________________

Here is is:


-Skills enchanted

All skills are enchanted
Dust
Fire
Smoke
Ice


New Monsters
-skeleton mage
-wasp`s
-hornets
-dragon
-wasp queen
-rock golem orc
-scorpions
-spiders
-bugs
-worms
-ghosts
-giant birds

and more...

All Monsters has a drop 2-5% for a unique items.

Plated Skeleton drops Plate Armors parts
Ghosts drops Necklaces or Staff`s
Fire Skeletons drops fire equipment - swords,bombs,fire necklace etc.
Red Dragon - Lots of food
Stone Golem - rocks
Lightning Wasp drops shock bombs,lightning blades,rods etc.

...and more

New Tomes drops 3% chance - from High strenght monsters (all new monsters) floor 15+

Tome of Vitality: Vitality +1
Tome of Fitness: Strenght +1
Tome of Wind: Evasion +1
Tome of Magic: Willpower +1
Tome of Stoneskin: Protection +1
Tome of Dexterity: Dexterity +1

Experienced Dungeon Players Notice:

-No Healing Crystals
-No Torches on deepest floors 15 floors down
-No food sometimes for 5-10 floors
-No place to rest on floors 30+

Tactical fights monster notice:

Monsters can:

-use very quick spells !
-cannot be seen in the light !
-can see on very far distance !
-are very deadly !
-are very quick !
-are very hard to kill !
-have magic resistances !


-Gameplay for over 100 hours
-50 full long deep levels
-unique floors desings - moving walls . etc


Only few small screen`s

Image Image Image Image Image Image Image Image
Last edited by survival on Wed May 28, 2014 8:28 pm, edited 18 times in total.
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Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: [MOD] Imperial Tomb

Post by Isaac »

Neat stuff!

There is an option in GMT to flip UVs, that might fix the scorpion. Flipped UVs is a side effect from older copies of GrimFBX.
survival
Posts: 38
Joined: Fri Apr 04, 2014 9:59 pm

Re: [MOD] Imperial Tomb

Post by survival »

True ... this is only some crap pictures from my mod.Not shows much but thats the point behind curtain.
Anyway , there is not much puzzle`s , or hard brain breaker secrets or anything like that , instead lots of monsters - 50 levels
Dungeon Master sounds , new monster desings over lev 10 much often over lev 20 deep.
Its crazy mod ...Some of them has movment exacly same as dungeon master monster has.
Yellow eyes from dungeon master - Fire skeletons x4 in my mod.
Stone Golem - dungeon master - Stone Orc Golem,enchanted and bigger in my mod,very strong and very slow.

crazy stuff ;)
survival
Posts: 38
Joined: Fri Apr 04, 2014 9:59 pm

Re: [MOD] Imperial Tomb

Post by survival »

Some more screens - 40 levels has been done.
Dungeon Master sounds + custom sound effects added.


Image

Image

Image

Image

Image

Image
GHOST - invisible in the light
Image
GHOSTS - Visible only in the dark
Image
Stone Giant Ogre
Image

Image
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Mysterious
Posts: 226
Joined: Wed Nov 06, 2013 8:31 am

Re: [MOD] [Dungeon Master] Imperial Tomb - New Monsters - 50

Post by Mysterious »

Hi. wow :) Will these monsters be available for the community to use? If so I would like to use them. :)
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RMariano
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Location: Florida, USA
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Re: [MOD] [Dungeon Master] Imperial Tomb - New Monsters - 50

Post by RMariano »

When???
Regards,

RMariano
survival
Posts: 38
Joined: Fri Apr 04, 2014 9:59 pm

Re: [MOD] [Dungeon Master] Imperial Tomb - New Monsters - 50

Post by survival »

Still work on it , dont know when I do finish that dungeons , due to my work I do some job when Im free , so ... for now 85% has been done so far.
Some more 2-3 weeks and it should be rdy. For now I try to adopt some new monsters . but have a mesh problems ...

anyway stay tuned.
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RMariano
Posts: 287
Joined: Mon Apr 02, 2012 1:16 pm
Location: Florida, USA
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Re: [MOD] [Dungeon Master] Imperial Tomb - New Monsters - 50

Post by RMariano »

survival wrote:Still work on it , dont know when I do finish that dungeons , due to my work I do some job when Im free , so ... for now 85% has been done so far.
Some more 2-3 weeks and it should be rdy. For now I try to adopt some new monsters . but have a mesh problems ...

anyway stay tuned.
TY for the update.... I'll be ready when you are. ;)
Regards,

RMariano
survival
Posts: 38
Joined: Fri Apr 04, 2014 9:59 pm

Re: [MOD] [Dungeon Master] Imperial Tomb - New Monsters - 50

Post by survival »

Full Plated Skeletons:

-Animations reworked
-iron plate sound
-foot plate walk sound
-hit iron sound


Image Image
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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: [MOD] [Dungeon Master] Imperial Tomb - New Monsters - 50

Post by Isaac »

Looks really cool! 8-)
Did you do the hit & attack ~Back animations as well? (Modified animations for when they are in groups of four; so they don't stab through each other.)
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