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The Treasures of Khilvon

Posted: Sun Mar 08, 2015 1:56 am
by CainOrdamoth
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 :P. 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.

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 3:39 am
by Azel
I really like this! I am taking a break now that I discovered the entrance to the secret hideout. These are wonderful custom assets and a great layout. Personally i would prefer if the maps were only slightly smaller, as at times it feels like I am walking long distances unnecessarily, but that's not really a complaint just a personal preference. Other than that, I am enjoying this Mod very much. After finding the hideout I am feeling addicted and wanting to explore and discover more!

Are these custom assets available to the public? I would love to use them in my Myst Mod :o

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 10:45 am
by eLPuSHeR
Thanks. I am going to try it. It sounds good.

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 3:14 pm
by CainOrdamoth
Thanks for the nice replies and feedback :). The custom assets are all public; you can find them on this forum or on the Nexus site. As long as you give credit to the people who made them, they're free to use.

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 3:41 pm
by eLPuSHeR
Hello.

I am currently stuck.
SpoilerShow
I don't have the faintest idea of what to do after Xander City Vault. Ideas? I think I am missing a key for the northwestern part of the forest.

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 6:22 pm
by CainOrdamoth
That's the end of the mod so far. Its only a demo for now, I'm working on the rest which will be released at some point. After leaving the Vault, there should be a teleport that leads to the "end".

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 6:41 pm
by RMariano
2:15 hrs...... good but very basic game play... - I enjoyed it. Am looking forward to the next installment.

Cheers!

Re: The Treasures of Khilvon

Posted: Sun Mar 08, 2015 7:43 pm
by eLPuSHeR
CainOrdamoth wrote:That's the end of the mod so far. Its only a demo for now, I'm working on the rest which will be released at some point. After leaving the Vault, there should be a teleport that leads to the "end".
Hey thanks. I am looking forward to playing the full installment.

Re: The Treasures of Khilvon

Posted: Sun May 03, 2015 1:33 am
by CainOrdamoth
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. If anyone has any advice or feedback for me at all, I'd be very appreciative. Feedback on the puzzles and scripted encounters would be especially useful, such as difficulty and the like. And also about how rewarding it is to play. Is there enough good loot, or too much loot? How are the food and ammo levels? That kind of thing. Thanks :)

Re: The Treasures of Khilvon

Posted: Mon Aug 07, 2017 8:33 pm
by Orace
Hi Cain, I played your demo and found it very interesting.

Is there a chance to see the whole work released? Your last message here on this subject is 2 years old...

Waiting for your reply :)