UPDATE 6/05 The game has been released! Download it here: http://www.terrariaonline.com/threads/adv-dark-souls-mod-the-story-of-red-cloud.87617/ UPDATE 6/01 List of Dungeons Earth Temple Corruption Temple Obsidian's Volcano The Orid's Jungle Ruins The Forgotten City Fire Temple Hallowed Caverns The Wyvern Mage's Mountain Fortress The Frozen Ocean Elengad's Desert Ruins Shadow Temple Water Temple UPDATE 5/25 Still need to balance end-game gear and boss difficulty. Hopefully it won't take long. If you'd like to put the game's banner in your signature here is the code (click the two A's in top right corner to go into bbcode mode and then paste): Code: [URL='http://www.terrariaonline.com/threads/wip-the-story-of-red-cloud.81528/'][IMG]http://www.filmsforaction.org/Tim_Hjersted/TSORC-Banner.jpg[/IMG][/URL] UPDATE 5/21 Damn, it's the 21st already? : P I'm planning on releasing the map next week, after some more beta feedback has been provided. With any luck the beta testers will have gotten to the end (who would have thought a 10-20+ hour adventure would take a while to test?) NOTE: Want to beta test a near finished build and can provide feedback as you go? Hit me up! Also, the custom sound track is FINISHED! and it is AWESOME, if I do say so myself. Big thanks to Electroflux for encouraging me to push through and do it. Also for those that are curious, here are the mod credits: Mod Credits (Move your mouse to reveal the content) Mod Credits (open) Mod Credits (close) Mod: W1k / W1k's Mod Omnir / Omnir's Mod Draykon / Dark Souls + Curtain of Bullets Yoraiz0r / Dark Souls + Dual Wielding Obsidian54 / Obsidian's Mod VortexJ / Unobtanium Empio / Farore Kujulo / Kujulo's Mod DLC Dogsonofawolf / NPCs Reborn Team / Reborn Mod FatObeseBird / League of Legends NerdyBoy, Reactorcore / Alchemistry PolarBMD / Terraria_ Delra / Monster Hunter Mod KaneStaff / Zelda Mod FrosTr / FrosTr's Misc Pack Scooterboot9697 / Metroid Mod Pwnager / Empowered Endgame SuperWeegee1 / Dream (Also credit Dream Team) Mitchellex / Wululu Acheld / Phoenix Down Tim Hjersted / Dark Souls concept + Mindflayer King + Mod Remixing & Compiling Special thanks to: W1k - provided a TON of boss coding help Yoraizor - was extremely helpful, made the Soul Reaper code, helped with the dynamic Grav effect, translated Dark Souls idea for Draykon, generally helped with a ton of my newb questions. Draykon - coded the Dark Souls mechanic (in like 3 hours!), also provided a lot of help with bugs This map & mod would never have seen release without the help of these guys.. as I probably would have had myself committed first ;p (trying to fix bugs with virtually no coding experience when I started)... Also... this mod MAKES the game.. and I can't offer a bigger thanks to all the hard work all of these guys above put into their creations. UPDATE 5/8 I'm looking for a couple more beta testers with 10-15 hours to spare so if you're interested hit me up! UPDATE 5/7 Alright guys, Diggaroo finished the 3rd and last trailer currently in the works for the map yesterday, and it's pretty damn amazing. Have a look! (Though this one does contain some gameplay spoilers starting around 1:50 (forewarned!) I have to tip my hat to Tim aka "Diggaroo." The 1st person narration was spot on brilliant and complimented the music perfectly. Any way have a look and let'm know what you think! Full screen this in HD with the music up Just wanted to give another big thanks to all three of you guys (Zebri, Triangular Satellite, and Diggaroo) for making such awesome trailers for this map. They each have their own flavor and creative style and I am really happy with how they all turned out. Three cheers! UPDATE 5/6 To save anyone from checking this thread too often for the release news, I'm going to say a week from now would be an early estimate. In between 1-2 weeks depending on how fast beta testing goes. The beta group has had the beta 1.0 for about 4 days now and I think most of them are on the 2nd dungeon, other responsibilities permitting. It's a big adventure! I've tested up to the 4th dungeon myself and we're at beta 1.4. So progress is going great. UPDATE 5/5 Triangular Satellite finished his trailer for the game yesterday. It's got some really awesome shots (especially the very first shot and the last few at the end) and the music is great. It does contain a few spoilers so fair warning. TS was also featured on these forums for his awesome Immortals parody video. So whaddya think? Also, I recommend full screening this one and putting it in HD if your comp can run it. UPDATE 5/3 Check out the awesome teaser trailer Zebri made for the game. It's the first of three that are being made. The next two to come out will be by Triangular Satellite and Diggaroo. UPDATE 5/2: Estimated 1.0 Release? When it's done! lol Haha, Sorry guys. My apologies for the false optimism and getting folks hopes up. Getting this done has been far more crazy than I'd imagined. After postponing this about 12 times beginning in March.. yeah... Gotta stop putting up optimistic release dates as it's been a bit stressful trying to get it out in time and still finding things that need work. I'm still working out bugs I've found in the mod, and still need to tweak the difficulty of some of the bosses. After that, there will be some beta testing. Then when everything is clicking just right, at an unknown time, I'll post a new Released thread. Thanks for understanding. If it helps the wait go by, just remember the scale of this project is crazy. 17 bosses, 13 dungeon areas, 200+ integrated mod items from the community (that I've been customizing and tweaking), and a large map drawn from scratch. Phew!!! UPDATE 4/22: So you guys have been super patient, I thought this would be a good time to reveal the secret game mechanic I've been hinting at for the last few weeks. Drum roll... (Move your mouse to reveal the content) Drum roll... (open) Drum roll... (close) Yes my friends, Dark Souls! I suspect this game needs no introduction. It is personally one of my top 5 games of all time. Nothing could beat the adrenaline rush of beating a tough-as-nails boss with pure skill and perfect concentration, the satisfaction of leveling up and becoming like a god after slogging through hell, and the terror felt seeking out 20,000 souls you've left on the battlefield. This game made you pay the fuck attention, and really care about not dying like no other game I've played. And what was the mechanic that made this addictive fun possible? The Dark Souls game mechanic. Collect souls from fallen creatures, use them to level up and craft new gear. Die once and you drop all your souls where you died and have one chance to recover them. Die again and they're gone for good. This magic sauce, thusly, has been ported to Terraria, and it works beautifully. Also like in Dark Souls, where you can only spend your souls at strategically placed campfires throughout the game, Dark Souls in Terraria can only be crafted at Demon Altars, which cannot be moved by the player. And I have placed these Demon Altars throughout the map in a way that should offer a similar feeling of tension and reward. The number of souls all enemies drop is based on their value param, so dropped souls scale with the difficulty of enemies. Lastly, since many have found the pre-hard mode bosses too easy since the last update, I've bumped up the difficulty of all the bosses and given small bumps to many of the enemies. This also balances out with the gear you can craft, which will often be leveled-up versions of discovered vanilla-game items. So crafting and upgrading your gear will be necessary to advance through the adventure. I have to give my biggest thanks to Draykon and Yoraizor, who were nice enough to respond to my request and make it a reality. But the thing that blew my mind was that they had a working version for me within 3 hours of my email. Crazy, just crazy. Since then, I've been going through the process of converting my favorite mod content from around 10 different mods. All told there will be over 150-200 items, weapons, and armors included, with rebalanced crafting recipes using Dark Souls as a primary ingredient. Cheers! [End Wall of Text] In early January I started work on a massive full game Zelda/Dark Souls/Metroid inspired adventure map that will take players through 8-9 (update: 11) dungeons from the very beginning to the end of Hard mode, encompassing an estimated 15 to 20 hr experience that will offer enough to do and gear upgrade options to enjoy more than one playthrough. Since everyone loves lists, here is a run-down of the top features: A strong emphasis on visual immersion and a logical connection between areas similar to Dark Soul's world layout. A unique story that's descriptive but not too heavy on text and driven mainly by in-game elements (a la Zelda) 8-9 (update: 11) uniquely themed Dungeon areas spread between both normal and hard modes 13 bosses (7 vanilla plus 6 mod bosses) including an original final boss created for this map Release will include a 2-player coop as well as a single player version. Co-op will feature a few 2 player dependent challenges and difficulty, as well as organic, asymmetric item distribution. In other words, there won't always be 2 of everything, or awarded at the same time. Class progression and specialization will be based on player choices throughout the game, and co-op players will need to work together to decide how to distribute items and how to specialize their characters into a balanced team. Map created entirely from scratch using Tedit 3, down to individual tree placements and hill curves A mod enhanced version with 200+ mod additions including armors, weapons, items, mobs and bosses (plus a super secret awesome new game mechanic) with remixed stats and crafting recipes tailored to the map. The mod-enhanced version will be released first and will be the definitive version, as the map has been designed with those aspects specifically in mind. Previews Screens. (Move your mouse to reveal the content) Previews Screens. (open) Previews Screens. (close) You can check out more screens in the thread below. This will be my first map project, and with development having taken roughly over 300 hours to complete, likely my only release until some major mod releases refresh the game development possibilities, or until Starbound comes out. That said, I will be pouring all of my energies and creativity into making this an amazing and memorable experience - a true swan song and tribute for an unforgettable game. Mod Install Instructions for Beta Testers (Move your mouse to reveal the content) Mod Install Instructions for Beta Testers (open) Mod Install Instructions for Beta Testers (close) First, download Tconfig and the Terraria Game Launcher. Tconfig: http://adf.ly/49pJj TGL: http://adf.ly/4ivEz Next, run the TGL installer first, and after doing the automated setup, run the TConfig installer. After installing Tconfig, go to "My Games / Terraria / Worlds / tConfig" and place the Red Cloud .wld world file into the tconfig folder. Go to: 'My Documents\My Games\Terraria and create a new folder called "ModPacks" Place the Red Cloud Mod.obj file into the "ModPacks" folder (alternatively you can click the Red Cloud Mod installer and it will do this for you). Then, run Terraria from Steam as you usually would. It will pop up with the Terraria Game Launcher GUI, and from there you select TConfig or the Vanilla Terraria. Select the TConfig version and once Terraria is up and running you will see a menu similar to this. Click TConfig settings, and you'll see the Red Cloud Mod. If not hit Reload Mods. Final success! Now simply make sure Red Cloud Mod is turned ON, and click the Reload Mods button and wait a moment. Now play the game as normal and enjoy! Let me know if you have further questions.