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Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 6:37 pm
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.

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 7:21 pm
by Curunir
I suspect creating forests / outdoor areas may be a bit of an issue as LoL has lots of those.

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 7:28 pm
by HaunterV
Just stick to the underground bits

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 7:29 pm
by gambit37
Mod LoG to be Lol? I don't think you're being ambitious enough ;-)

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 7:54 pm
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

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 8:51 pm
by wlcina
I think we should plea for a bit info from developers :D

at least if engine could manage outer world :D

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 9:09 pm
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?)

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 9:10 pm
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.

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 9:13 pm
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

Re: Lands of Lore: The Throne of Chaos

Posted: Tue Apr 17, 2012 9:20 pm
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?