The Undying Lands - Undead Mod - To be ported? Vote now!

Should the mod enter production again?

  • Yes

    Votes: 275 87.3%
  • No

    Votes: 15 4.8%
  • Maybe

    Votes: 18 5.7%
  • I'll Help

    Votes: 7 2.2%

  • Total voters
    315

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demize2010

Veteran


Welcome to the Undying Lands forum topic!

Featuring a detailed story; The Undying Lands is set in a world on the precipice of eternal night. Harokarn, an ancient vampire lord, is once again raising an army of darkness that threatens to enslave mankind for all time. An unwitting actor on the world stage you and your men will play a pivotal role in the conclusion of a story that has spanned eons, the story of humanity itself.

Slay vast hordes of zombies, skeletons, vampires and necromancers as you battle tooth and nail in search of the light that will guide humanity through the impending night or command the legions of undeath and bind the world to your will... the choice will ultimately be yours.




The current version of the Undying Lands is v0.17 - Public Alpha Demo.
Alpha Demo v.017 Available (M&B .903 only) https://www.mbrepository.com/file.php?cid=7&id=718
Battles in this mod are intended to be huge, you must use the battle sizer mod and set battle sizes to at least 200 to get the best from The Undying Lands
Find it here http://forums.taleworlds.com/index.php/topic,8058.0.html
In the demo you can:
Play through the first section of storyline
Play Quick battles against and with the undead :smile:
You can also:
Break out of story mode, by saving and reloading your game - this will drop you onto the world map. This is a bug but feel free to exploit it while you can!




Team
Demize2010 (Code) & Cheeseontoast (Art)

Kudos to...
Kraven, Golcondio, Markus II and Elenmmare for some well constructed opinions that directly effected development.
Everyone who has ever given their opinion on the mod or contributed in anyway - period.

Much Kudos to...
Stuart Beel for his fantastic concept art http://www.stuartbeel.co.uk/
Mirathei for his awesome Magic Mod (and letting us steal bits :grin:)



UDL is currently being developed for a .960 compatable release which, with an expected release date of mid August.
 
Argh... one of thousands M&B Undead Mods. But it's sounds better than "i want to make zombie and vampires mod, but i don't know anything about modding. can somebody help?". Good luck to you and your team!
 
Awww shucks, when i saw the title "Undying lands" i was hoping for a Silmarillion mod  :cry:

Oh well, at least you have a good base :wink:

urm, you don't want to tell me that this model will be ingame? :shock:
 
Kolba said:
Argh... one of thousands M&B Undead Mods. But it's sounds better than "i want to make zombie and vampires mod, but i don't know anything about modding. can somebody help?". Good luck to you and your team!

Yeah I've heard about other attempts.

Our current build is playable with zombie, skeleton and vampire units however! Might post some screenshots when I finish work tonight :wink:

Build 0.14 or 0.15 will be released as a playable prototype for those interested.  Will more then likely be missing the new models and quests but can give everyone a feel for the battles.
 
Balduran said:
Awww shucks, when i saw the title "Undying lands" i was hoping for a Silmarillion mod  :cry:

Oh well, at least you have a good base :wink:

urm, you don't want to tell me that this model will be ingame? :shock:

Yup, as soon as cheese can get the rigging to work in Maya (having difficulty with importing the skeletons) we can get the model into the game.  :grin:

I'm not an artist but apparently the performance hit won't be massive - will post more on this once we get it working!
 
In theory, the performance hit won't be massive. Reality may prove otherwise :grin: I've bitten the bullet and come to the conclusion that I'm going to have to use crappy old Gmax for rigging and exporting, so the models may be a while in coming. The model shown is quite far off the proportions of the existing human skeleton, so I'm probably going to just start from fresh with a new one. He was only ever intended as a naked base model anyway, so no great loss.

My aim is to see if getting a proper normal mapped character in game will look any good. I don't know if the game's lighting is up to showing off models like this, but I'm at least going to give it a try.

Does anyone know if there's a shader that supports normal maps and spec maps simultaneously already built into the game? If so, what's its name and what flags need ticked to make it work?
 
As promised, a few screenshots from the prototype...

skeletons3wh0.th.png

http://img143.imageshack.us/img143/9978/skeletons3wh0.png
skeletons2vl0.th.png

http://img296.imageshack.us/img296/3018/skeletons2vl0.png
skeletonsla0.th.png

http://img505.imageshack.us/img505/7091/skeletonsla0.png
skeletons4ks0.th.png

http://img89.imageshack.us/img89/4519/skeletons4ks0.png
renegadethrallyx6.th.png

http://img155.imageshack.us/img155/3418/renegadethrallyx6.png
renegadethrall3cz1.th.png

http://img174.imageshack.us/img174/8753/renegadethrall3cz1.png
renegadethrall4tz1.th.png

http://img245.imageshack.us/img245/7214/renegadethrall4tz1.png
renegadethrall5bo8.th.png

http://img296.imageshack.us/img296/3793/renegadethrall5bo8.png
renegadethrall2bu5.th.png

http://img187.imageshack.us/img187/3631/renegadethrall2bu5.png
shamblingdead2rf0.th.png

http://img253.imageshack.us/img253/1403/shamblingdead2rf0.png
thrall2is5.th.png

http://img143.imageshack.us/img143/8849/thrall2is5.png
vampirefacekz0.th.png

http://img72.imageshack.us/img72/7359/vampirefacekz0.png
 
I have just asked Mirathei if we can some of the code from his magic mod "Curtain of Fire" http://forums.taleworlds.com/index.php/topic,30512.0.html

Using this code we can add necromancers and holy clerics without any trouble at all... as well as spawn new zombies straight onto the battlefield!!!

Let's hope he says yes!!!


 
Damn!... this is looking to become nice... im gonna keep an eye on ya mod... if ya need someone to test stuff or something... im ready or if ya need some ideas then im also for it..
just drop me a PM hehe.
 
You should make it so that Vampires get a Debuff in day time battles but when at night they have some sort of new vision or something so that its easier to see at Night fights and stronger
 
andrew10k said:
You should make it so that Vampires get a Debuff in day time battles but when at night they have some sort of new vision or something so that its easier to see at Night fights and stronger

I completely agree with this suggestion, would be nice....
 
Mirathei has agreed to let us use his magic stuff... now all we have to do is work out how to balance it in.

As a side note... the map editor for the world map refuses to work on my laptop and my comp at work :sad:

Basically every time I click in the main window it crashes unless i am using the town tool...

Because of this campaign mode is going to be stunted until we can find out away to stop the crash or a new version is released that fixes it :sad:

Instead I'm going to start working on a "story on rails" approach, jumping from scene to dialog to battle etc etc etc

At the very least taking this path will get a publicly released version of the mod out there quicker and hopefully flag up any balancing issues before we put the "sandbox" mode back in. Hopefully the method should also allow for story and character development not usually seen in M&B.

I already have some ideas but If anyone has any suggestions on either quests, missions or plot line - i would love to hear them :smile:
 
andrew10k said:
You should make it so that Vampires get a Debuff in day time battles but when at night they have some sort of new vision or something so that its easier to see at Night fights and stronger

Hmmm nice idea, perhaps undead armies could move faster at night when lead by a vampire as well...

Would make you think carefuly about what time of day to engage the enemy.
 
Very beautiful screens, I must say!

It will be good to include those faces in Darkmod :smile:.
 
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