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Messages - Prosoro

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New Projects / Re: Deities Mod - Early Development
« on: Today at 08:09:20 »
...First I'll backup everything

Yeah think i'll do the same  ;)

New Projects / Re: Hamunaptra Mod - Development
« on: 15 May 2018, 13:53:39 »
Updated city shot as promised  :P ..still more to add to it though

Forum News and Info / Re: Working on banners ;)
« on: 15 May 2018, 12:20:19 »
Damn you have beat me to it  ;) haha too much to do and never enough time..

Looking good though efko, nice job and I like the use of the Telkine concept art.  If you want to list some areas of the forums that could use banners/ art / title work then I'll see what I can come up with  8)

New Projects / Re: Hamunaptra Mod - Development
« on: 14 May 2018, 23:51:12 »

I dont know if you based it on some real map or made it by imagination, but it looks authentic... Nice work, Prosoro!

Spoiler for Hiden:

Hahah that Imhotep pic gave me a good laugh Nargil!

Thanks heaps for the positive feedback :J While I did reference screenshots and videos of Diablo's Act II, this was for inspiration and what you see is indeed my own creation :D I've actually since added more to the Ancient City last night to make it feel more 'complete'.  I'll upload another editor screenshot of it tonight.

@CrocMagnum You summed up my thoughts on difficulty progression exactly Croc, hopefully with a lot of playtesting and tweaking I'll be able to achieve this.  Appreciate your confidence for sir! And yeah, I worked hard on the tombs to try achieve the closest look while also keeping it unique :D

@Tauceti Nice idea! Perhaps have the set within a secret coffin somewhere...

Yep I'm pretty hyped for the next expansion, I'm planning on entering it in Ultimate difficulty for maximum challenge with my 'Paladin' build :O :D

Medea, will you be gaining exclusive testing access to Forgotten Gods when closed beta begins (if it hasn't already..)  You are a longtime playtester if I'm not mistaken? In any case, that'll be so kool

New Projects / Re: Hamunaptra Mod - Development
« on: 07 May 2018, 10:58:17 »
Posted an update about the new area over on the website too  8)

Definitely have the Forsaken Wastes in mind for a solid farming area, especially for gearing up before entering the 2nd chapter.  It'll be one of two places I'm working on that will be of a higher level than the rest of the initial content in the 1st chapter.  Of course, bosses will be throughout the other regions and worth running for certain MI's etc, but it's always good to have high level areas.  This leads to my next train of thought; Legendary items. 

By the time you unlock the western gate in Memphis leading out to the Wastes, you should be nearing late 20s to early level 30s, so am thinking that after having cleared this area as a kind of chapter one 'end game' you'll be gaining more levels and wanting to see some purple shinyness haha.  This also ties into my intention of being able to obtain all tiers of loot due to the mod not having the traditional difficulty progression.  So the difficulty in these areas will be high and rewards high too, particularly in places like the Tombs of the Lost.

Let me know your thoughts  ;D

New Projects / Re: Hamunaptra Mod - Development
« on: 05 May 2018, 15:28:31 »

Alright alright, back in action xD

Almost finished off the overworld and tombs for the 'D2' inspired area.  Pretty satisfied with how it's all turned out - my new favourite area! Man I'm always surprised by how flexible and user friendly the TQ world editor is, it's awesome   ..only wish this extended to the Quest Editor. 

Here's an editor shot of the Ancient City:

Ancient City Screenshots:
Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:

aaaand a familiar tomb entrance....

This is awesome man, a wealth of tools in one place! Thank you for uploading

New Projects / Re: Hamunaptra Mod - Development
« on: 07 March 2018, 08:17:29 »

Awesome feedback guys, thanks!

Seems like there's votes for both sides in terms of "balance is the sweet spot!" and "the darkness needs to be more dark!".  As you say though CrocMagnum, there's always different preferences and can't please everyone.  Of course we know this all too well, but yeah I think ill stick with the lighter-ish, more natural looking lighting for the moment.  Best of both worlds is that as you go deeper it gets darker...   ;)

And yeah! loving Act II in Diablo atm - the Arcane Sanctuary was truly unique.  Not sure if any of you are following the Reign of Terror mod by Ram over on the GD forums but his work is exceptional and am really looking forward to seeing his version of Lut Gholein.

@Bumbleguppy and Tauceti
Kool ideas with the light radius  8) Man I need to pick your brain BG about some of this stuff aye

New Projects / Re: Hamunaptra Mod - Development
« on: 06 March 2018, 11:50:24 »

So have added yet another dungeon to the list  ..even though I shouldn't be world building but focusing on other stuff!  ;D

This time though I've been using the Terrain region to make it instead of the Dungeon Grid tool.  This is how all of Grim Dawn's dungeons are made I believe.  Man, already there seems to be much more flexibility this way but waaay more work involved. 

Anyway, what caused me to try this out is after recently playing D2 and reaching the Canyon of the Magi (for the first time), I wanted to create a dungeon that looked like the tombs in D2 actII.  It's what I've started referring to as the 'Lut Gholein Style'.

This is a taste of where I'm at so far..
Spoiler for Hiden:

But I'm just not sure about the lighting at the moment, what's your thoughts? I'm trying to find a balance between having good darkness and shadow while maintaining the lighter palette of the D2 tombs..if that makes sense?? It's difficult.  Check out this comparison;
Spoiler for Hiden:

Obviously I've also tried to match the stonework etc as best I can too  8)

And finally, here's a shot of the first iteration of lighting I did lol very dark but man it was actually really kool and creepy going through the halls; before I knew it I'd run along straight into a group of undead as my player light-source was what I mainly had to rely on to see ahead.  Keeps you on your toes.
Spoiler for Hiden:

New Projects / Re: Hamunaptra Mod - Development
« on: 01 March 2018, 05:55:46 »
A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

Hey Tauceti  ;) Thanks for the encouragement!

@CrocMagnum @Bumbleguppy

Apologies for my lack of activity on here lately, just the usual work/real life stuff getting in the way of things >.> BUT! great suggestions  :D gotta get onto these and see what I can achieve

New Projects / Kotaku Article on Hamunaptra!
« on: 20 February 2018, 11:23:26 »

Hey guys, am super stoked to share this news - Check out the article feature on my mod by Kotaku!  ;D

Am currently hyped about this if I can say so myself ^^,

Funny about the mistype of 'Roman' though.. haha

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 February 2018, 12:37:59 »

Man, sorry to hear of your struggles and this news BG.. Hopefully after a bit of a break from the project you'll re-new your energy reserves, activate the Rally skill and smash this bug!

Let me know if there's anything I can do to help  8)

New Projects / Re: Hamunaptra Mod - Development
« on: 18 February 2018, 12:30:57 »
...Keep up the good work!

Will do Nargil  ;D Thanks!

Here's a few screenshots showcasing some tombs and dungeon areas you'll be exploring!
You might notice that some have darker lighting, this is because as you descend further into lower levels the dungeons get progressively darker and more gloomy  ;)

Tomb of Bones01

Spoiler for Hiden:
Spoiler for Hiden:
Tomb of Bones02
Spoiler for Hiden:
Spoiler for Hiden:
Pyramid Chamber
Spoiler for Hiden:

Also, a request from me to you guys on the forums; I'm working on creating different encounters for dungeons and wanted to ask > do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."


Art Manager / How to Change Text Colouring
« on: 08 February 2018, 11:01:22 »

Hey there, I found this in my archives of useful info I've gathered over the years from the old forums (

These are the tags you can use to change text ingame to your desired colour.  I've only used them so far on items and region names but I assume they can be used for most other text purposes such as monster names or dialog? etc.

Using the Art Manager and your own mod (or the base game if you know how), go to the Sources tab then click on Text and double click ModStrings.txt in the right-hand pane.

This will open up a notepad style document.  Type in the tag to the item (or your own chosen record) you are adding to your mod/game here.  For example, for an item I usually write tagCMSword01 which points to the tag I entered when I edited the Item Parameters (CM for 'Custom Mod').  This will make sense if you've ever edited an item record ...but that's a whole other thing that either myself or someone else I'm sure will write a guide to in the near future  ;)

So you've got your tag in the notepad-looking ModStrings.txt document. So then just add one of the below tags directly after it to change the colour.  Eg: tagCMSword01=^R(your name here - eg: Blade of Leonidas) Now the item name will be Red.

Also, note at the bottom likewise you can change font to italics, bold or normal.

After you have entered your complete tag close the doc, switch to the Assets tab, go to Text and right click on ModStrings.txt then Build. Now it'll be added in-game!  ;D

List of Font Changing Tags:

^A    change color to aqua
^B    change color to blue
^C    change color to cyan
^D   change color to dark gray
^F    change color to fuchsia
^G   change color to green
^I   change color to indigo
^K   change color to khaki
^M   change color to maroon
^O   change color to orange
^P   change color to purple
^R   change color to red
^S   change color to silver
^W   change color to white
^Y   change color to yellow
&I   change font to italics
&B   change font to bold
&S   change font to normal

Enjoy :J

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