The first several caverns were fairly standard with several having multiple entrances (trying to use up some of the cave openings.). But as design went on the caverns slowly became slightly larger and started to develop darker stories. I am sure some of this had to do with my choice of music while working on the toolset, Nick Cave is slowly becoming one of my favorite modding artist.
Below is a series of screen shots of various areas in these caverns of DOOOOOOM.
Green glowing fog......what could possible go wrong in an area like this?
This is a different set of ruins accessed through, yes one of the 12 caves. I took full advantage of the broken and destroyed furniture to build this area as well as all the skeletal corpses. I tried to give it the look of a plundered mountain stronghold. The dead occupants had made numerous barricade points of piled up broken furniture during their last stand.
Every set of ruins needs a ghost who is willing to talk to you and shed a little insight on the history while maybe even give you a quest or something like that. This is the second ghost to appear in my mod. The other ghost is much taller and skinnier but they both have distorted scales. My ghost also have a single color in varying shades for their tints.
This is a maze that you may encounter, it is made of many single tile rooms with 1 to 4 doors each. Whenever a door is open there is a 25 percent chance for zombies to "pop out" of the floor in the new room and your room, then the door behind you closes. The area disables your companion's on blocked scripts so they don't go around opening doors causing other doors to close and possible spawning in an obsene amount of zombies. My first test of the area went horribly wrong with 4 companions running around opening any door they could find trying to get to zombies.
And finally here are some screen shots of some older areas just to prove that this game isn't going to be all doom and gloom crawling through dank dungeons and stuff.
So here is a nice sunrise at a river crossing.
A small house where a fisherman lives with his wife and cow. The House is situated on top of a hill at a bend in the river. This also shows the retaining wall for their little garden.
The second module of the campaign is getting closer to completion. Two more areas need to be designed and maybe a half dozen plus conversations need to be completed. I believe most of the scripting has been completed with the exception of one cutscene that will end this module. So once this is completed that will mark approximately the halfway point for chapter 1. So that is where it is now.
3 comments:
Screenies are looking awesome! :)
Can't wait to see more!
Screenshots look good.
Hadn't noticed this mod/blog before. It's looking like it's shaping up to become a really neat mod. Good luck with the building!
Cheers,
Lariam
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