Current Version: Beta Version 1.1
About Underworld Fortress:
I've been working on a singleplayer dungeon crawler map, which also is my first project, based strongly upon the Diablo III (Yes I know it's not exactly original anymore) gameplay footage when it comes to mechanics. However please don't think this is just a copy of the gameplay movie because there are a few maps out allready that do this a lot better then I ever could.
I would like to ask you to test this map without prejudice, however.
The most important thing I wanted in my map is lots of scripted encounters and also scripted bossfights. The thing I really want to avoid is to have a map where all you do at a bossfight is just stand there and bash on the boss and drink a potion every 15 seconds until he falls over. You will find that especially the first boss is impossible to kill if you just stand still and bash on his head.
Also I'm still working on a storyline to put this map in. It may feel a bit pointless now but just keep in mind there probably will be a story coming. If you want an open world RPG with an incredibly deep storyline, this is not for you.
Features:
-About 30 to 60 minutes playtime (for now)
-Two scripted bosses that require movement to defeat
-Scripted encounters such as summoners and a gauntlet!
-Minibosses (or Unique or Rare monsters)
-All customized weapons and armor with custom icons
-Music from Diablo III
-One custom hero with three custom abilities
-An Itemsystem
-The ability to teleport to your personal stash to store unused items
Planned for the future:
-Storyline
-Polish the itemsystem
-More heroes and a hero selection system
-Custom models
-More diversity among enemies
-Maybe a multiplayer version
-More triggerwork on abilities
Lastly, I know the itemsystem can sometimes bug. I would suggest that you DO NOT spam-click to pick up a weapon or piece of armor because this can irreversibly bug the item system. Please save often so you can load your game if this happens.
Thanks in advance to anyone who tests and feedbacks on my work!
-ArKaineRevived
EDIT: Fixed the hero I forgot to remove...
Changelog:
About Underworld Fortress:
I've been working on a singleplayer dungeon crawler map, which also is my first project, based strongly upon the Diablo III (Yes I know it's not exactly original anymore) gameplay footage when it comes to mechanics. However please don't think this is just a copy of the gameplay movie because there are a few maps out allready that do this a lot better then I ever could.
I would like to ask you to test this map without prejudice, however.
The most important thing I wanted in my map is lots of scripted encounters and also scripted bossfights. The thing I really want to avoid is to have a map where all you do at a bossfight is just stand there and bash on the boss and drink a potion every 15 seconds until he falls over. You will find that especially the first boss is impossible to kill if you just stand still and bash on his head.
Also I'm still working on a storyline to put this map in. It may feel a bit pointless now but just keep in mind there probably will be a story coming. If you want an open world RPG with an incredibly deep storyline, this is not for you.
Features:
-About 30 to 60 minutes playtime (for now)
-Two scripted bosses that require movement to defeat
-Scripted encounters such as summoners and a gauntlet!
-Minibosses (or Unique or Rare monsters)
-All customized weapons and armor with custom icons
-Music from Diablo III
-One custom hero with three custom abilities
-An Itemsystem
-The ability to teleport to your personal stash to store unused items
Planned for the future:
-Storyline
-Polish the itemsystem
-More heroes and a hero selection system
-Custom models
-More diversity among enemies
-Maybe a multiplayer version
-More triggerwork on abilities
Lastly, I know the itemsystem can sometimes bug. I would suggest that you DO NOT spam-click to pick up a weapon or piece of armor because this can irreversibly bug the item system. Please save often so you can load your game if this happens.
Thanks in advance to anyone who tests and feedbacks on my work!
-ArKaineRevived
EDIT: Fixed the hero I forgot to remove...
Changelog:
v1.1:
-Soulwells have been added where the hero revives after death. These soulwells are scattered throughout the fortress and are activated automatically when the hero nears it.
There is no penalty yet for dying.
-The hero now has a spellbook called "Stash functions", where he can now find the "Transport Item" ability, allowing him to instantly transport a targeted item to his stash.
This spellbook also contains the "Enter Stash" ability.
-All potions now stack up to 5 times. A new potion can only be added to an existing stack in the hero's inventory if there is at least one free space in his inventory.
Stacks can be split by double-right-clicking on them.
-Malkonis now has a minimum cooldown of 1.5 seconds on his stun ability, to counter the hero being hit twice by it in one charge.
-Health Essences will sometimes spawn where flamestrikes are cast by Demonic Firecallers during the Gauntlet event.
-The Burning Striker, the Spider Fang and the Demonblood Waraxe now do more damage.
-Maldrid the Rot and Painmaster Kruzis now drop more Health Essences.
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