Curratum
Guest
[EDIT] Mod is now out, has been for a while. Only available in its updated, fixed version through the Steam workshop link:
Steam workshop - Exiles' Quest mod
So I love dungeons and gridded blobbers. It so happens that Grimrock 2 has an excellent editor and I decided to sit down and make a mod. I understand the Codex more or less enjoyed Grimrock and holds the game in high regard, so I thought I would share this here, in addition to the official GR forums.
I'm about 75% done, with 14 of the 15 maps mostly done, decorated and laid, with puzzles and scripting implemented. One more map to build from scratch, then I will need to attempt to achieve some semblance of balance in terms of item placement and combat across all maps, and we're good to go - hopefully before June is over. The mod contains a sprinkling of custom resources you will never notice because you forgot how exactly the original game looks.
The project is not concerned with some grand story, as I don't think blobbers are the best medium for that and I don't think I'm exactly a great writer. What I tried to focus on was fun exploration, a fair mix of secret hunting and puzzles, with a strong emphasis on more self-contained puzzles that make more sense than the few abominable, progress-blocking ones in the original game.
Here is a link to a gallery of quite a few shots taken across the levels:
https://imgur.com/a/Qp0PAfJ
If any of you feel some sort of weird and unexplainable urge to playtest this before it's released, thus spoiling any possible fun that could be had with the finished product, feel free to drop me a line.
I will be updating this topic with Nexus and Steam workshop links when it's done.
Steam workshop - Exiles' Quest mod
So I love dungeons and gridded blobbers. It so happens that Grimrock 2 has an excellent editor and I decided to sit down and make a mod. I understand the Codex more or less enjoyed Grimrock and holds the game in high regard, so I thought I would share this here, in addition to the official GR forums.
I'm about 75% done, with 14 of the 15 maps mostly done, decorated and laid, with puzzles and scripting implemented. One more map to build from scratch, then I will need to attempt to achieve some semblance of balance in terms of item placement and combat across all maps, and we're good to go - hopefully before June is over. The mod contains a sprinkling of custom resources you will never notice because you forgot how exactly the original game looks.
The project is not concerned with some grand story, as I don't think blobbers are the best medium for that and I don't think I'm exactly a great writer. What I tried to focus on was fun exploration, a fair mix of secret hunting and puzzles, with a strong emphasis on more self-contained puzzles that make more sense than the few abominable, progress-blocking ones in the original game.
Here is a link to a gallery of quite a few shots taken across the levels:
https://imgur.com/a/Qp0PAfJ
If any of you feel some sort of weird and unexplainable urge to playtest this before it's released, thus spoiling any possible fun that could be had with the finished product, feel free to drop me a line.
I will be updating this topic with Nexus and Steam workshop links when it's done.
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