The Dungeons and Dragons TC
The Massassi Temple » Levels/Mods » Jedi Knight Mod » The Dungeons and Dragons TC
Description
The Dungeons and Dragons Total Conversion may not be what some would call a true "Total Conversion", but I think I've worked long and hard enough on this mod now to put the two letters "TC" at the end. Others are welcome to disagree with this statement. Anyway, the D&DTC changes the existing weapons, skins, and Force powers to weapons, skins, and spells from Dungeons and Dragons (been living under a rock and don't know what D&D is? It's the medieval fantasy role-playing rule system that games like Baldur's Gate, Dark Alliance, and Neverwinter Nights run on). This mod does not, however, add anything to do with statistics, skills, or other aspects of the Dungeons and Dragons rule-set. It simply changes the game to look like it is taking place in an up-close-and-personal version of the world of Baldur's Gate or Baldur's Gate II, two of my favorite games of all time. Oh, and I am planning to release a multiplayer level (The Candlekeep RPG) for this mod in the future. For now it works best with existing medieval levels. Any level that takes place in a castle-like or all-natural environment will do, I guess. ;-) I hope you enjoy this mod, and feel free to e-mail any comments to me.
PS: Please read the manual.doc included in the ZIP for more info.
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Good Job !
Your MOD looks good, but there should be new levels and have a new campaign for it to be a TC. (There's your argument! ;))
Oh well. Bad dog. Bad!
-MrRavenX attacks Rex with newspaper: *HIT* [20+15=35]
-Rex's self esteem drops 5 points
BTW, 10. Good Job!
~As Danny said... most your models are too near the LEC one's you had awsome weapon models and you didn't bother with the players :-(
~Most the weapons were exactly the same only with differnt models. I hate to see when people just reskin old weapons... you could have made little changes to give the weapons a little differnt feel.
~There was no change in the force powers. You had cool descriptions for each but it would have been cool if you had mixed it up a bit more than you did.
Really this is a great start. I would seriously consider making a second edition with levels and a few more changes to the ui/weapons/models. This really has a shot at being a classic. Good work. 7
This mod only contains superfluious(sp) mod details. BMs, 3dos, icons... they aren't needed for the mod to function, they just give added effect.
You strip away the superfluious stuff from any good mod, you're usualy left with awesome weapons, custom force powers, and/or hotkeys.
This mod has very little of those.
I rate this mod a 3 for:
1) Big file. Small fun.
2) omq magic longbow = conc, skull bombs = tds, sword = saber, bow = crossbow. Only three new weapons, two of which work correctly.
3) WOW!!! The magic powers were liek different from the force powers because they had different names and icons, but they still did exactly the same stuff!!! OMQ!!!
Dude, seriously, you need more than four custom cogs.
.Mats
The player skins were horrid, and the weapon skins were repetative. A lot more time could have been spent developing better textures for the mod.
.BMs
The backgrounds were nothing more then Bualder's Gate screenshots. They were well done, but you really can't say much since they're not even your work.
.3do
The player models were hardly edited, and the weapon models were boxy and boring. MUCH more work could be applied here. JK can handle 2,000 to 3,000 pollys for weapon models, yours had about 20.
.cog
You didn't make any of these, so I'm not giving you credit for any cogs.
.wav
Not bad... but not anything to die for. Would have been nice to have a few music files, but knowing you, it'd just be ripped from BG.
.jkl
There were none. This tells me that the 'TC' was rushed.
.key
You had none.
.par
None.
weap_*.cog
The only thing you edited were the projectiles, and not even those were edited properly. No one, ever, at all, could throw a 10 pound axe over 20 feet. I was throwing them across the level. Try ripping appart Ninja Cage, it's got some nice arching weapons.
force_*.cog
You didn't do anything to these.
.uni
True to BUALDERS GATE. This shouldn't be a DnD mod, as there were no DnD weapons in it. I also would have liked to see a nice font, but no. JK's font.
Overall
This mod isn't a TC, nor is it a PC, it's just a reskin of JK. Reskins are worth nothing. There's no need for another reskin of JK. Edit the core of JK a bit more and then you can call it a mod, but for now, it's just a change of setting for the or so year old game.
Overall rating: I almost said 5, but after typing the above, I've got to settle at a dissapointing 2. Do an actual mod next time.
A Very Dissapointed JediKirby
That's probably why TUCK thought I was dead. Nice to see you aren't dead either, Tuck! ;-)
I'm sorry I called it a TC, if that's what you want. It was a bad idea.
If you had put more effort into this, and done your own work instead of piecing together material from other games, I think you could have made it into a nice mod.