The Treasures of Khilvon
Posted: Sun Mar 08, 2015 1:56 am
Hello everyone. First, a brief word from me. I'm new to the Grimrock community. Loved Grimrock since the first game, made a few dungeons in the past but was too afraid to release them. Until now. In total, this is my 4th mod, but it may not look like it when you first play it. You'll see what I mean, but just know that it was a conscious design decision
. Also, because I'm new to this whole thing, I sort of screwed up the filesize. I wasn't intending to upload a "demo" of this dungeon, so I kinda lumped in all the custom assets and mods I intended to use right away. Many of the assets I added don't feature in this "demo", but they will be used in later releases. I like having everything in there from the get-go, its how I prefer to do things.
I've rambled long enough. Please let me know what you think; any feedback is most welcome. I've tested it quite extensively, but some things probably slipped under my radar. I'm only human
.
http://www.nexusmods.com/legendofgrimrock2/mods/32/?
Update: Hey all, thanks to everyone who has played this dungeon so far. The project is not dead, but I've been busy with other things. I'd say the map is close to 50% complete now, but not really in a state to release as of yet, so the link above will suffice for now. But I have added 13 new maps so far, with plans to add approximately 10-15 more. With my previous release above, I didn't really have a set direction, both story-wise and from a gameplay standpoint, but now I have it figured out I think. It will still be a story-driven map, with the 1st half being quite linear, but after that the world will open up, allowing wider exploration, and a more open-world feel.
I've gone back and revised some of the areas I previously made. I tried to make the areas more interesting. I also blocked off certain areas that don't have much in them for use at a later time. This makes the path a bit more linear, but also removes a lot of pointless places from the beginning, making the gameplay a bit more streamlined. These areas will open up later when there's reasons to go there.

I've rambled long enough. Please let me know what you think; any feedback is most welcome. I've tested it quite extensively, but some things probably slipped under my radar. I'm only human

http://www.nexusmods.com/legendofgrimrock2/mods/32/?
Update: Hey all, thanks to everyone who has played this dungeon so far. The project is not dead, but I've been busy with other things. I'd say the map is close to 50% complete now, but not really in a state to release as of yet, so the link above will suffice for now. But I have added 13 new maps so far, with plans to add approximately 10-15 more. With my previous release above, I didn't really have a set direction, both story-wise and from a gameplay standpoint, but now I have it figured out I think. It will still be a story-driven map, with the 1st half being quite linear, but after that the world will open up, allowing wider exploration, and a more open-world feel.
I've gone back and revised some of the areas I previously made. I tried to make the areas more interesting. I also blocked off certain areas that don't have much in them for use at a later time. This makes the path a bit more linear, but also removes a lot of pointless places from the beginning, making the gameplay a bit more streamlined. These areas will open up later when there's reasons to go there.