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Messages - sauruz

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1
Ha ha, my brother! It's like meeting you in the trenches in WW2, you get it NOW don't you? It may be worth it, but man it's a constant fight to get there.

I hate the doors to caves as well, there are usually 3 or 4 versions and they are one-way so they have to be rotated the correct way, and make sure its on the same XYZ axis, which you have to go between levels and try to remember while you are fooling around with the placement and then the link doesn't work so you delete the door and try another one....AAAUUUGGH!  :o

Heh, yeah...some people think war is all glory, but boys...it's all hell.  :))

Now i understand your pain about the darn cyclops boss door in LOC.

Its easier to extend and make a new cave then make a new lv.. duo of the entrance/stairs tango....egh ..Atlast its working, but it takes alot of time. Dont forget for some reason when i made the new door the main entrance of the cave auto closed lol.

I jumped of joy when i made the stairs working   :))


Well time to focus to another story.

What i did on last hours

-Made new textures of the cretean arachnos ( the purple ones), still need do the dbrs
-Made 2x types of black windows spiders
- New monster type....Rock and Soul Golens
- Found a good ambient music for the labyrinth.
-Remade the tyrant of Crete Tomb, well i mean, changed the monster proxies and added more objects to have more "royal tomb" look.

Also made a ghost that appear when you defeat the statues/ champ Automaton..
If you wonder how a ghost looks without the glow in the mesh



Looks pretty scary to me

2
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 24 April 2019, 16:55:07 »
Very Thanks Nargil :)

Did a small break from looking at dbr and decided to play with the editor, and try to make a 2nd lv floor for a cave

Oh my, I... REALLY.... HATE... the.... STUPID... DAM STAIRS... placements , lol, it took me literally hours....to make it work, egh..still isnt perfect but you can walk no problems, thats what matter.


You know the healer staff in Crete ? Well lets say i moved the staff..into a other lv :)

The cave have 2x lvs now.. and its a bigg one


3
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 23 April 2019, 18:49:47 »
Another gameplay video



You can hear some new Ingame Music :)

 :))

4
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 23 April 2019, 13:27:31 »
What ever the case that skelly horse rider looks sik! Nice work Sauruz

Very thanks man  ^-^


since that pic looks like the master automatoi area(?), that place is full of constructs.. and somehow i remembered an episode of flame of recca.. so how about you put statues there that doesn't move.. but when they see you, they turn their heads and shoot lasers at you

oh man this was part of my childhood  ^-^

Well i did something similar, filled the palace with automaton that look like statues, but when you walk close to then , they come to life and chase you.

I think i can give some of then a ranged attck..wait  dont the new secret area have raptors that shot lazers ? it might be  possible... i will check that on next days.


About the horse..i removed the spikes from the mesh and i will ty give a zombiesh texture, i wish i could replace some parts with skelletal bones. the game have for scenary itens, some horse/cow bones if i remenber

5
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 23 April 2019, 01:13:05 »
the rider is undead so shouldn't the horse be undead too?

Is there any undead horse around  ?  ???

What i can do is play with the texture and remove some things from this mesh.

Anyway, i used this horse as a test for custom mounted monsters.. and it works :)

6
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 23 April 2019, 00:39:51 »
Well, Back from small Easter holiday, Sadly i ddint move as much i wanted, saying the truth i needed to rest a while :/

But we are back!

As the evil Forces, Can you stand against then ?


7
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 18 April 2019, 10:07:58 »
update:

Been doing some textures for the monsters around Minoan Palace. And looking for the various dbr files, from animation, skill and so on.

I will be offline for next 4 days, a small Easter holiday weekend.

But no worries, i will still working on few things.


Im trying complete the 1st act in next 2 weeks, i been working on this non stop, i really hope everything goes well.

8
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 17 April 2019, 00:44:04 »
I think i finished Crete wilderness, i might add one our two new champs but i will leave that later.


Oh btw..I had sucess importing  custom music into the game! Right now, i added  new tracks in Crete, just to test around.


Edited: I have a question, about ambient music

 i imported one and replaced the drone theme and added 1x new melody theme...the problem is it just plays the drone theme all over again, or there is another place to add various musics into a area ?

9
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 16 April 2019, 00:08:45 »
"You are not welcome here...human.."


10
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 15 April 2019, 12:54:15 »
i will leave this here




11
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 14 April 2019, 00:02:26 »
Hurray! :D :D ;D ;D :D

Made my 1st cave into the game :), isnt big but its full of  dark creatures :)


Adjusted some monster skills and minor things.

Athens is actually under siege, in every side! Can you save the city ? A Frontier between humanity and Extincion..

Completed the monsters groups  in athens, there some changes i need to do on some caves but i will leave as last, because it takes some time and testing, i prefer doing the fastest work 1st.

Tomorrow or Monday i will start working on Knossos,  >:D

12
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 12 April 2019, 14:10:31 »
When i was looking into the monster batleground , before Athens, i was wondering.. what else its needed for that area.

You know what it needs ? Reality, a feeling of a true monster invasion, a constant batle against time. Hope and Misery.


So i added along Batlefield a few human soldiers squads, trying to fight off the invasion :)




13
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 12 April 2019, 01:02:29 »
Extended Athens Marsh and create a new arena for Hydra boss. No more pull the darn boss for mistake :)


14
New Projects / Re: Hamunaptra Mod - Development
« on: 12 April 2019, 00:57:43 »
Darn!

Dustcorpse was my 1st guess , but i thinked to myself " nah..cant be that obvious" :P

15
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 April 2019, 18:46:39 »
So far..

-Gorgons are complete, created a new champion ( summoner that summon...snakes !)

-Started Redone the monsters after gorgons cave to Athens

-Created 1 trash variation of boars
-Created a new type of centaurs only for this area, improved all centaurs champions, i didnt liked why you faced lv 10 centaurs there..carefull they are faster than their cousins

Added few extra proxies , here and there.

Oh also i closed that shortcut to kepsio valley, so  the player must cross the bridge  ^-^

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