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Messages - sauruz

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616
Ideas and Suggestions / Re: New mod project for Atlantis DLC
« on: 16 July 2019, 23:06:11 »
Looking Great! Also you made very cool model of wasp !

If you want you can create somekind of living wasp nest, by using moslluke turrent creature from Atlantis act. Ive been playing around with that mesh and created a somekind foul nest. Be carefull, some base meshes from Atlantis have huge size, like the corrupted priest and turrents, you might need tune a scale bit.

How it looks on my game ( on the editor)



edit: if you want the mesh/texture let me know

617
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 15 July 2019, 02:34:43 »
clap.gif

Stunning fxs :)

618
Awesome dude! Does it mean the demo is coming? I almost dont play anymore, but your mod - i'm eager to try it!

Yes! its is coming!

Sadly i dint have time to move much in this weekend, duo work,  But i did some things , and working on it right now !

What i did today so far.

-6x new bats
-4x new spiders
-Golens


And the big thing

As you notice in Viewer.exe in the Harpy section, you might found a interesting mesh of a harpy ( from old pre alpha stage) heres the pic


I open the harpy msh in msh viewer and why it doesnt work is because it have no bones or hitbox, wich means no animation.

After a couple youtube tutorials in 3ds max i imported the normal harpy bones into the new one.

ITs ALIVEE! worked greatly!

Now i wonder if theres more old alpha msh hidden somehere, i know theres boarmen, but he have his proper animations

edit: 1002 posts o.o

619
-Updated gorgons textures

-Fixed some dungeon broken doors

-Added 6 new types of itchians

-Added 3 new types of Karkinos

-Added 3 new types of Sirens

-Re implemented crete music

-Changed few names areas in Crete

-Updated eurynomus crete pools

-Added 2 new types of Orthrus

-Added 4 new types of Ratman

-Updated Crete wilderness visuals

-Various dbrs adjustements

Finish Act 1 map changes

Finish Act 1 music changes

uff

I expected to finish the main content tomorrow ( cant believe it either), after that i will do some minor things i leaved behind , like broken animation ( looking at you stupid boar rider), textures for summons for exemple

Then i will finally play! PLAY!! i havent played anything since i started this long journey, im kinda hyped, hope everything goes well!

 O0 ???

620
Off topic)

This feels so wrong, is like they want to force using throwning weapons no matter what>-<! Thank you for showing this. 

Why they didnt notice this ? i belive this came from Rag xpac in 2017

621
What i did

-Added 3 bosses around Athens

( one of then :) )

-Made 2x new dungeons to explore

-Various dbrs improvments


Already started revisting Crete while ago, need to re implement the music tracks, since they were deleted with lastest xpac, no big deal, but need to paint the whole areas again, thankfull the island is not so big.

Plans:

Adjust monsters pools

Adding more monster types ( golens/nemean lions/bats)


Litle Backstory in new Knossos

-The path leading to Crete wilderness is closed. Need find another way(s)(?)

There are rummors  speaking about a Huge monster invasion approching, more disciplined and organized than anything you faced so far.

622
Ideas and Suggestions / Re: New mod project for Atlantis DLC
« on: 08 July 2019, 22:15:07 »
Oh man, HOW do i miss having shieldmaiden fighting on my side, her war crys still echos on my head!

Looks super neat as always

This version will have less number of pets but in other hand they are more tuffer and stronger ?

623
Might be cool ideia, , but for now i will leave that for latter spot.


Im really enjoying seeing what the mod is turning at, with the various monster hordes charging at you, plus with epic music in the background..its  so beautiful. ^-^


What i did:

-Added new lv in the dungeon around Athens, I think you have seen it from another place  8)

- Redone jacinto ( zombie hero found in Mortuary camp), she (?) is more toughter and poison based, i made for her a  kamikaze zombies summons ( very fast zombies with low hp that cast poison pool on death) its very funny to see ah ah

-Redone Giant limos boss batle, gave him a boss chest. Hes no longer faster ,  also i change limos leech skill to drain mana as well :)

-Didnt changed much Alastor in terms of stats, changed his base summons .

-Added Monster incubators in Athens Catacombs , a devious gate, that spawns random monsters into the world.


Plans to do later today.

-Improvements on some monster files

-Add a new side lv for Catacombs

-Re update some old monster textures

-Add 1 type of crow / cyclops.

-Add Ratman boss

624
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 08 July 2019, 13:13:51 »
Time mastery looks sexy! The colour on mastery painel is litle to dark, might be hard to see the skill number points (in my opinion)

For once i tough The Feather talisman  was a upgraded monster charm, its cool to, more green options is always welcome than purples

625
now the question is: will this mod be popular enough to generate online multiplayer buzz?

edit: is the online multiplayer community still even alive? i mean are there still plenty of people there?


Now this i cannot say, for what i see and played from other mods, this will bring something different ( wich is :  toons monsters varietys and new areas in main game), I do hope people enjoy it, im doing this not for myself but for everyone else who wants to try something new in old good game wich we all love.

The downside im thinking is "no new itens , no new skills" wich almost everyone wants to see in a mod, BUT im not worrie about it:). In another hand , you can build once again your favourite builds combos, just in different World.

I can see some multiplayer about this mod, a duo will fit perfectly, 6x player will be a nightmare duo of increase of increase monster spawns  O:-)

I will leave the final answer when i realese the 1st act, wich is coming very soon, and listen to what you all think of it.

About the pots, for now 40 pots is enought, i might rise up when i move for the next acts.

Thank you all for this discussion , it means alot for me :)

626
I will leave that for last adjustment to do, some are hidden, but mostly are new lvs for existing dungeons, with some entrance here and there


So far

-Increase potion stacks from 25 to 40 ( less shopping time and more action)
-Increase scrolls stacks from 10 to 15 ( time to collects those scrools now)

-Small adjustments on some monsters/map quality

-Created new monster group, you might know then, Corrupted Rogue tribes! I also imported their sounds from D2, its super great!


627
Very Thanks ! :D

A question/opinion

Im thinking removing the "POI" in caves, in other words, the cave icons no longer shows in mini map ( except if takes part of main quests, like gorgon caves/parnassus/Labyrinth).

Why im thinking about this ? It will give the feeling of exploring, finding a mysterious cave by accident. Adventure!

Toughts ?

628
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 06 July 2019, 11:21:19 »
I had a crazy ideia, maybe its possible with your skills

A Manticore ( the classical version) , lion body with a scorpion tail ?

Using maybe lion  from atlantis or saberlion mesh and adding a scorpion or scorpos  segmented tail  ? It would be super cool if this was possible  :))

629
this raider is driving me insane, i changed the bones and animations to "_mount and raider" and still giving the T pose >-<

630
New monsters textures i did last night


Thanks to Nargil for his permission to use his nymphs/oceanid skins  ^-^

Check his work here: (https://titanquestfans.net/index.php?topic=32.0)


p.s : dont mind the image quality, it was taken from the editor :)

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