[ORRR3] Let's Pick a Theme!

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!

Which Theme(s) do you like best? (See Descriptions Below)

Poll ended at Fri Mar 06, 2015 1:24 am

1. Uncover mysteries in an abandoned town in the eerie land of mists.
29
64%
2. Magically branded and imprisoned underground, it's time to break free!
2
4%
3. Defeat the darkness welling in the abandoned tower of magic portals.
8
18%
4. Nightmares have led you to the Xafi desert to defeat a growing evil.
6
13%
5. Something Else
0
No votes
 
Total votes: 45

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Frenchie
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Re: [ORRR3] Let's Pick a Theme!

Post by Frenchie »

With all options I have certain movies in my mind:

1) horror-like "Silent Hill" with mutated zombies
2) "Island of doctor Moreau" if added experimentation on the prisoners and each can communicate with a different animal.
3) "Cabin in the Woods" with a taste of "Evil Dead 1", but with a tower
4) a bit of "Dune" and "Tremors" mixed with "Z Nation"
5) "The Cube" in which dungeon rooms randomly moving in 3D and where the map is disabled

Yes, a bit zombie minded right now reading the comic "Zombie Tramp" (humor like Ugly Americans)
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Isaac
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Re: [ORRR3] Let's Pick a Theme!

Post by Isaac »

I did vote Option #3; but then... I suggested the option. :mrgreen:

*However option #3 works with option #2. :roll:
(Which I also voted for.)
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Dhomochevsky
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Re: [ORRR3] Let's Pick a Theme!

Post by Dhomochevsky »

I choose first option, i like Lovecraft stories. Is my intention to do a room on RRR3, my first time on RRR mod series!! :oops: (i do 2 mods for LOG1). Sorry for the off-topic but It's possible to do a room with (for example) 2 floors indoor and 1 outdoor?
English is not my language, sorry for my mistakes :D

Thx for your job John!!
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leewroy
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Re: [ORRR3] Let's Pick a Theme!

Post by leewroy »

I chose first option too. Sounds cool. Surpringly seems a lot of people are on the same boat :mrgreen:
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akroma222
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Re: [ORRR3] Let's Pick a Theme!

Post by akroma222 »

Such tricky business,
- catering for all tastes
+ allowing a good amount of freedom for modders
+ showing off all the marvellousness that is Grimrock 2
+ showing off the cool things that our community is going to create

Personally, I think option 1 and 3 can be squished together (voted 1 and 3) ... with a twist...
Frenchie's idea of "The Cube" style set up inside a tower is golden
5) "The Cube" in which dungeon rooms randomly moving in 3D and where the map is disabled
I think this is very doable and will allow for varied and interesting play - and hence more replayability

Anyways, thats my 2 cents... glad to be on board with the rest of you either way :D :D
And thank you again John for taking the lead on this one
Akroma
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Eleven Warrior
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Re: [ORRR3] Let's Pick a Theme!

Post by Eleven Warrior »

I am with Akroam on this one good idea 1 - 3 I do however agree with Minmay and John. If possible ill do the outdoor area but need to know what assests will be used.
Hermundure
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Re: [ORRR3] Let's Pick a Theme!

Post by Hermundure »

I did vote for the option Nr. 1 too :-)
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JohnWordsworth
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Re: [ORRR3] Let's Pick a Theme!

Post by JohnWordsworth »

Given the ratio of votes - I'm thinking it's a good idea to flesh out idea number 1 a little more. That way you can either input into the idea, or change your votes to another if you would rather (hopefully not)! This is completely open to suggestions, but as a really rough outline for the mod - I had envisioned...
  • The players start on a misty path to a town area which acts as a hub that the players will return to. There will be some empty/abandoned buildings here with some scope for some user rooms here (perhaps locked for near the end). There has to be a haunted mansion here somewhere too, right?
Branching off the hub, could be the following areas (not all of these would fit, they are just ideas)...
  • A mental asylum. Apart from the entrance area (above ground) this will essentially be a dungeon with a bunch of weird test rooms in.
  • A mausoleum in a graveyard. I mean. Of course this has to feature :p.
  • Haunted woods to the south. An area for truly outdoor "rooms" if people would like to make them. Could be the starting area before the players find the town.
  • A mine containing a highly dangerous magical material. The door could be rubble which needs to be cleared.
  • A sewer underneath the town. Both to give "more floors" to anyone who is building in the town but also allowing for more rooms to be easily added if more authors want to join late.
  • A black tower. This could hold the secret to the town and be the final area for the mod, requiring items from all other areas to unlock.
In terms of rooms, the mod would lend itself nicely to a weird "cult/experimental" feeling - so randomness in the rooms should fit in okay (although, completely random room designs would probably fit idea 3 the best). However, the only real restriction I would see is that each room would have to contain a given item (relevant to the area it is in) and fit (space wise) in its designated area.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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leewroy
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Re: [ORRR3] Let's Pick a Theme!

Post by leewroy »

JohnWordsworth wrote:Given the ratio of votes - I'm thinking it's a good idea to flesh out idea number 1 a little more. That way you can either input into the idea, or change your votes to another if you would rather (hopefully not)! This is completely open to suggestions, but as a really rough outline for the mod - I had envisioned...
  • The players start on a misty path to a town area which acts as a hub that the players will return to. There will be some empty/abandoned buildings here with some scope for some user rooms here (perhaps locked for near the end). There has to be a haunted mansion here somewhere too, right?
Branching off the hub, could be the following areas (not all of these would fit, they are just ideas)...
  • A mental asylum. Apart from the entrance area (above ground) this will essentially be a dungeon with a bunch of weird test rooms in.
  • A mausoleum in a graveyard. I mean. Of course this has to feature :p.
  • Haunted woods to the south. An area for truly outdoor "rooms" if people would like to make them. Could be the starting area before the players find the town.
  • A mine containing a highly dangerous magical material. The door could be rubble which needs to be cleared.
  • A sewer underneath the town. Both to give "more floors" to anyone who is building in the town but also allowing for more rooms to be easily added if more authors want to join late.
  • A black tower. This could hold the secret to the town and be the final area for the mod, requiring items from all other areas to unlock.
In terms of rooms, the mod would lend itself nicely to a weird "cult/experimental" feeling - so randomness in the rooms should fit in okay (although, completely random room designs would probably fit idea 3 the best). However, the only real restriction I would see is that each room would have to contain a given item (relevant to the area it is in) and fit (space wise) in its designated area.
IMO you developed very well the concept, dude. That's why I voted for number one :mrgreen:
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THOM
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Re: [ORRR3] Let's Pick a Theme!

Post by THOM »

For me this sounds good, too.

I have one question: Has anyone an overview how many modders want to participate? We have 39 votes at the moment and even if some of them are doubblevotes I presume we have more than 20 takers. I think thats not unimportend for to get an idea how big our ORRR3 will become and what the lay out of the central area must be able to achieve.

And one more detail question: Would (let's say) 20 modders mean we need more than 20 requiring items? What could they be then? Always the same object (like skulls or something)? Or 20 different items - then they should be similar in some way to be recognized as one of "the" items. Same color or style. 20 items is a lot. You have to carry them around - at least some of then, until you reach the hub again. Couldn't they have also a useful feature? So that all the stuff the party has to carry is also part of their equiment. The requiring items could be weappons, armour, staffs...

Maybe it is too early to discuss things like that, but that were thoughts that crossed my mind and I wanted to share them.
THOM formaly known as tschrage
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