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Oh, the anime style Cat Mansion characters are not aesthetically appealing to me. My taste is very western. I think it has partial to do with anime not being around while I was growing up. I understand many people enjoy that sort of aesthetic. I tested out the alpha mod that included Lisa and others' characters. I wasn't sure if Strider, Snow, and Ghastly's models were open source. I'll have to d/l the new Adepts mod and see what's going there. I'm not sure how [texture_switch_on_event] works. I'm a bit confused by it. I'm also not sure what you mean by extensions. I haven't messed with any mods aside from the beta with Light and Dark elves. I have to admit, since I've been back I've been playing vanilla DS2 BW to understand what GPG has done and refresh my memory of the game.

@Darkelf, the brilliance of it is that it's easy to do. However, I'd love to push you to do a little more if you decide to give it another go. I found a cool trick GPG uses for generating monsters. Before, someone mentioned that my 360 fire nova spell wasn't too useful, because they really didn't encounter monsters behind them. This is true most of the time with GPG's map. However, you can place a generic trigger to spawn as many monsters in any place in the region. They are easy to setup, but you wouldn't know it unless you came across it in a Map. It would also be easy to edit maps to place these types of triggers to add a more unique experience. I could write a tutorial on it (not hard to do). What else could make a map seem new or more interesting is custom monsters. I find them very fun to make.

The hardest part for me is creating towns. I fixed all the missing textures for A2's town to work with a different node set (again GPG was lazy). I'm currently having issues with fading the nodes. I guess I'm a bit rusty. I was trying to do it the way GPG did with no luck.

Edit: I might just fade the nodes the way I do it. I was thinking they're setup this other way for a reason (I suspect the flick launching the interior mood of the building).