Kloki38 Posted January 29, 2019 (edited) SOTP II takes place 3 centuries after the events of the first game. The story: It´s year 1944 - the axis powers are starting to lose the war. In an effort to slow down the progress of allies the germans start to take interest in occultism, magic and old legends. During one of these researchs Heinrich Himmler finds a book, which describes the life and adventures of William Wolf - the main hero from the previous game. The book also metions the location of Pathoras and the last resting place of Wolf. After a successful excavation of Wolf´s remains, which proved the reliability of the book, the german leaders decide to set up a special mission to find the land. A bomber is sent to investigate the alleged location of the land. During the mission the plane is caught in a storm near the Pathoras and crashes. The player controls Fridrich Eisen - a pilot, who survived the plane crash and finds himself in the lands of the Pathoras. As his predecessor he must join his forces with the last few Pathoras rebels and stop the evil once again. The mod takes inspiration from Hexen, Daggerfall, Overlord and Witchaven. New features: 72 maps divided into 15 chapters new monsters new weapons more open world maps new puzzles climbable objects - ladders and drain pipes weather system - rain and snow ACS minigames - war card game and lock picking Coop and DM support for up to 8 players Voiceovers for all cutscenes and dialogues Demo (1 map) can be downloaded from here: https://www.moddb.com/mods/shadow-over-the-pathoras-ii/downloads/shadow-over-the-pathoras-2-demo-new Use GZDoom and any Doom iwad (or Freedoom). Mouse look is recommended, jumping and crouching is necessary. MODDB page: https://www.moddb.com/mods/shadow-over-the-pathoras-ii Edited January 26, 2022 by Kloki38 : updated 6 Share this post Link to post
Tango Posted January 30, 2019 looks sweet :D the combo of the new visual assets + the music + the sounds make for a really neat atmosphere, I think, based on the video 0 Share this post Link to post
Kloki38 Posted March 29, 2019 Update #1 One of my friends decided to join the project (he also worked on the original version of SOTP for Stranded II) to do some (at least for me, I am not a programmer) more advanced ACS scripts. Together we created a simple card mini-game, in which the player can get some extra money between missions to buy ammo,food etc. At the beginning the player choses the bet size (from 1 to 10 gold). Both sides then start to take cards from the deck turn by turn. The player who picks the hightest card (aka number) gets a point. At the end of the game the player who has the hightest amount of points wins. DEV Screenshots: 4 Share this post Link to post
Beezle Posted March 29, 2019 Love the hud, brings back a lot of memories of Witchaven. Looking good so far, glad your friend joined and now development is in full swing:) 1 Share this post Link to post
Mere_Duke Posted April 8, 2019 Oh I remember how I got teleported to the island where dev team lives in the first chapter :D Looking forward to this! 1 Share this post Link to post
Kloki38 Posted August 1, 2019 (edited) Update #2 Finally finished a new large map - a town with docks located in a snowy island. Here is a few screenshots: 5 Share this post Link to post
Kloki38 Posted August 24, 2019 Update #3 A couple of screenshots from various maps. 27 maps are finished so far (which is approx. half of the planned length of the game). Like the prequel this one will also support multiplayer (DM in medium sized campaign maps and COOP in a special arena map). 0 Share this post Link to post
Kloki38 Posted December 26, 2019 A new short gameplay of one of the completed maps. 1 Share this post Link to post
Dexiaz Posted December 26, 2019 IMO, Luger doesn't fit the style of your mod. It looks too advanced technology here. 0 Share this post Link to post
Dexiaz Posted February 14, 2020 Love this ice cave. Reminds me level from the Thief (first one) with zombies inside. 1 Share this post Link to post
Kloki38 Posted August 12, 2020 Update #4 Not really a proper update, but I decided to update the old demo version (It did not work correctly in the latest version of GZDoom). Fixed a few unpleasant bugs and added a couple of things from the dev. build, like proper full screen hud, new pistol and a few new sprites. Link is in the first post. 1 Share this post Link to post
Kloki38 Posted October 24, 2020 Update #5 The game is finally slowly approaching completion. Here are some new informations/plans/screenshots: General info 3/4 of the mod is currently finished (or 3 islands of 4). The finished mod will have 72 maps (this includes intro maps, outro maps, cutscene maps, secret maps and multiplayer maps) divided into 14 chapters/hubs (the first one had 60 maps and 11 chapters) with two slightly different stories depending on which rebel group the player chooses to stay in. The difficulty settings have changed a bit - currently it has 3 - very easy, easy and standart. In very easy mode ambushes are much easier to deal with, health items are used automatically to avoid dying and keys are shown on the map. In easy mode ambushes are easier, keys are shown on the map and on standart ambushes are as intended and above mentioned bonuses are not available. Recieved damage, numbers of items in maps remains the same in all of them. Beta testing/release date The mod shoud be finished by the end of this year and the testing should begin in late December/early January but due to the lenght of the mod I do not know how long the testing will last (and how many people will participate in). But I think the mod should be out in the 1/4 of 2021. Voice acting ? Since this is a story focused mod with a lot of dialogues in text form I´m thinking about including voice acting to spice things up. I had already asked a few friends of mine who worked with me on the original SOTP for Stranded II and they said yes, so I am curious where this will end up. New pickup/inventory message system It is slightly more advanced than the original, which i found to be rather dull and very hard to change in my case. Besides telling the player what he/she picked up it also warns the player when the inventory slots are full. In case of full inventory the surplus item/weapon is dropped on the ground, where it can be picked up again later on. The messages are also bigger and use a different font. Lockpicking minigame A simple acs minigame which I originaly wrote as an experiment for myself. Since it works rather well I decided to add it into the mod. The goal is to press a key when the number in the box changes to 10. If the player makes a mistake, the whole table resets and the player has to start all over again. New screenshots from various maps: 1 Share this post Link to post
Kloki38 Posted March 15, 2021 Update #6 After almost 3 months long pause the work resumes. I had to take a break from mapping, since I was a bit burned out by it. Only 9 maps remain to finish. I m now working on the voice-overs that I announced in the last update. Due to the lengh of the mod we decided to split it into two parts. Currently we are working on the first half - since we are only 4, it will take some time - part 1 has 80 different dialogues for various characters. Most of them will also require editing. I´m also rewriting some of the scripts to sync them with the finished recordings. New screenshots from various maps: 0 Share this post Link to post
Korozive Posted April 4, 2021 Ok so I never even knew the first one existed so there's that. Guess I better start there lol 1 Share this post Link to post