Zork Mod.....Again!!

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The Lensman

Zork Mod.....Again!!

Post by The Lensman »

Well my attempts at modding the game Freedom Force didn't work out for one reason or another. Partly because the editor required a program I didn't have, my computer is below the required game specs, problems with the editor, etc, I gave up on trying to create a Zork mod for that particular game.

However, I've just discovered a game that is quite easier on the system in terms of requirements. It also has an editor that is far easier in terms of use. Now the graphics aren't as fancy as, say, Morrowind, but the right now I'm placing more importance on the ease of use with the editor. Plus the game has a Mod Community in place to help with any problems.

I'm downloading a demo as I type, it has the editor with it, but because it's a demo, you can't save the stuff. But it will give me an idea of what it can do and what I might want to do. I encourage others to check this page out, download the demo and see what you think in terms of the editor.

The editor is windows based, point and click (for the most part) for people not familiar with programming. This alone makes it very attractive. It almost reminds me of a more complex version of the Heroes of Might and Magic 3 editor, a game I was doing a Zork Mod for a few years ago.

Here is the link to the game with a couple of screen shots. The game allows for serious modifications at every level, so if we were looking for a game to make a Zork Mod from, this could be it. If the editor is as user freindly as it seems, then more people could get involved with helping to create some really cool adventures in the land of Quendor.

Here is the link:
http://www.shrapnelgames.com/Crosscut/rsii/

And here's a blurb from the game's page as far at the logic behind the level creator:

"Blocks and Legos, Erector Sets and Lincoln Logs, that's where RuneSword II began. The best toys of our youth were always the ones that we could create with.

But then there was also our dissatisfaction with computer role-playing games. Where was the balance between combat and adventuring? What happened to dialog and puzzles (you know, ones that aren't wall switches)? Where's the strategy in combat?

Moreover, where were the tools so that everybody could pitch in and make more adventures? Why are so many construction sets close-ended, with stifling limitations? Or so taxing that only a professional programmer could figure them out? Where's the tools for the rest of us that allow rapid construction of magic items, skills, spells, maps, treasure, monsters and more?

In another vein, why couldn't a computer game have the same feeling as pen and paper RPG's like Dungeons and Dragons, Call of Cthulu, Pendragon, or Vampire? Why couldn't a setting go for the depth and peculiarity of a Harn, a Glorantha, or a Planescape, rather than the generic fantasyland hell of ten thousand Tolkein wannabees?"

Thoughts?
Basse
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Re: Zork Mod.....Again!!

Post by Basse »

U know, u should try with Warcraft III. The editor is pefect for the creation of new races.
Nemesis
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Re: Zork Mod.....Again!!

Post by Nemesis »

What happened to the Morrowwind Mod?
DataAngel
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Re: Zork Mod.....Again!!

Post by DataAngel »

WC3 is an RTS not an RPG...
Basse
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Re: Zork Mod.....Again!!

Post by Basse »

I know. But with the right modifications in the editor it can be a RPG. Believe me.
Reaver

Re: Zork Mod.....Again!!

Post by Reaver »

Someone could always make a campaign for Neverwinter Nights centered around Zork if possible.
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Re: Zork Mod.....Again!!

Post by Nemesis »

Should I ask again? What happened to Morrowind?
The Lensman

Re: Zork Mod.....Again!!

Post by The Lensman »

Regarding the Morrowind Mod.....I'm still running on a 400mghz machine and don't have the power to run Morrowwind, which I feel is the optimal choice for a mod as it makes use of the newest stuff. That was more of a suggestion for those here who *do* have that power, mainly because it shipped with an editor and has a community in place that could provide assistance with a wide variety of issues from building objects, scripting, texturing, etc. As opposed to doing a Myst style game, which has no editor, no community of note to provide technical assistance of any kind, etc.

I have the game Freedom Force and was going to Mod that when they released the editor, but due to the problems above, couldn't. At best I could create some skins and some character files.

So I stumbled across Runesword 2, it's graphics are pretty simple, but would be playable by more people. I'm not sure if the game is available at regular retail outfits, or if it has to be ordered straight from the people.

I was able to play with the editor some, but you can't save it as it's a demo. It's a pretty complex thing, not in terms of usage so much as in what you can do. It'd take some planning as far as scenario's go, as far as geography, creature stats, etc. But you can have all kinds of neat stuff and can have NPC's say and do all sorts of stuff. You could also have dialog when you enter a place or find an object.

So you if you wanted to have the White House in the game (you'd have to create it, but it'd be easier since it's 2D) you could have an object or even a sign near it that says "You are west of a small white house" or something like that.

And given the relatively low system power required, it seems like it'd be easier to move various files from one part of the creative team to another. I'd still love to do it with Morrowind, but for now, this is the best that I can hope for with my current machine specs. If only I had an extra few hundred dollars! :)
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Re: Zork Mod.....Again!!

Post by Nemesis »

I have Morrowind which is a very boring game, but the editor is nice.

And if you didn't know we *are* in the process of making Z:THE...we'll start the actual thing as soon as we get our art set up.
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Re: Zork Mod.....Again!!

Post by Painless »

I've got neverwinter nights, and have considered doing a Zork mod. However, i feel I should become more aquainted with Zork first.
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