ILR on, ELC on, Server Vault, One Party Only on, Level Range: 1-40, Player Range: 1-25. (Others as needed/wanted.)
Length
The game can take hours to play due to the huge caves and many traps. If you want to finish the cave, you must have at least 5 hours or more. Also, the server is not a PW. So getting to the end is that much harder.
Number DMs
I plan to add at least 3-5 DM's. (Friends of mine.)
Staff Requirements
Hmm, well for player dm's, they just moderate the game for rule breakers and report to me to ban them if need be.
Scope
Epic
Hack & Slash
Medium
Classes
All are welcome and encouraged. Although rogues cannot find the traps. They are special triggers. NOT traps.
Tricks & Traps
Medium
Level Range
1-40
Magic Level
Moderate to High
Schedule
Around 2:00 - 10:00 PM (Eastern. More/Less depending on mood and when it's done...)
Number Servers
1 at the moment. I could ask others to run more if need be.
DM Needed
Multiple DMs required
Alignments
Default.
Experience Rewards
Moderate to High
Races
Default.
PVP
No PvP
ApplicationReqs
Preferably a decent computer... All the caves are 32x32... I also recommend DSL or above...
Vault Type
Server
Death
On death, if you respawn, you lose all your gold, items, equipment. The only way to get it back is to kill the zombie player. (Other players can steal equipment.)
Connection
Cable
House rules
Only the basic rules...
1: No cursing/insulting/etc.
2: No cave running.
3: No crashing/hacking/etc.
Content guide
Teen
Player Requirements
A interest in playing story/adventure modules fairly/legally and not uber. If you like uber modules, this is not for you... Go play something else...
RolePlay
Light
Description
Cave of Monsters II is the new version of COM. The first version was a decent module but, it was too simple. (No death penalties, easy monsters, minor flaws/bugs.) This time around, I learned a few things... I plan to add a lot more in this version. As with Wall Builders, this is a work in progress. However, this will be much easier since I already know what I want to do. The module is mostly adventure/hack n slash. However, it requires team work. If you respawn in this module, you lose all your items and gold in your inventory. You have to wait until a player can raise you to get it back. Unless, another player steals it from you. (Which is allowed but, not encouraged.) There is also going to be insainly hard monsters in the cave along with undetectable traps. (but you will be able to save them with dex later on.) If you reach the end, you will get a bonus item/xp/gold.
Re-uploading the module again. I think I may of screwed something up when I updated COM2.
I thought this time I would include the old cave of monsters module. It isn't all that great but, it was the original version. I just wanted to upload it so you could understand where I plan to go with this. (The general idea anyway.)
Posted by spookymagician at 2009-12-27 18:41:12 Voted 10.00 on 12/18/09
The module was updated just a few hours ago. (Version 1.2.0) _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-12-18 14:44:59 Voted 10.00 on 12/18/09
I almost forget. Note that I will update the module after the crafting system is finished. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-12-18 14:44:06 Voted 10.00 on 12/18/09
I would like to finally announce that the module is now complete. (version 1.0.0 anyway.) However, I am not going to host it quiet yet. I plan to get a new computer in about a week so, I am going to back up all my work on that computer and host on that machine and give this old computer for my dad. Once the new computer is setup/updated/etc, I will host the module. In the meantime, I am working on a crafting system. This new system requires more use of character skills. They are rarely ever used in modules so, I decided to add it in here to make it a bigger part of team gameplay. I will keep you posted on this. (Although, you can just join the forums and check out the progress on it... ;) )
~SpoOkyMagician _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-12-14 23:03:52 Voted 10.00 on 12/18/09
The module is now 98% done. I want to do one final test run tomorrow and update anything else I missed. I need to add a link here and to the forums in the module as well. But, I will keep you posted.
~SpoOkyMagician _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-12-12 00:59:08 Voted 10.00 on 12/18/09
I am proud to announce that the module is very close to being complete. I plan to do a full test run tomorrow afternoon. I need to make sure I didn't screw anything up and whatnot before I say its 100% complete. (It's only 95% done atm.) I will keep you posted.
~SpoOkyMagician _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-12-10 21:50:35 Voted 10.00 on 12/18/09
90% done. I will try to finish this up tomorrow and give it a test run that night or tomorrow if I have the time.
~SpoOkyMagician _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-12-07 00:13:37 Voted 10.00 on 12/18/09
The module is now about 80% done. There needs to be some fixes here and there yet but, it is nearly done for sure. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-29 02:47:37 Voted 10.00 on 12/18/09
The module is about 70% done right now. I should finish this module in about a few weeks. :-) _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by jvrs at 2009-11-23 21:01:33 Voted 10.00 on 11/23/09
whats not to like! and it isnt finished yet! XD
Posted by spookymagician at 2009-11-21 19:05:58 Voted 10.00 on 12/18/09
Added screenshots of the main floors.
(Wow, I just noticed the mod is nearly 4MB already. o_O I hope it doesn't get too big... ) _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-21 18:50:43 Voted 10.00 on 12/18/09
I worked on a lot today. I completed the COM cave designs, cleaned up module a bit using debug room, added the secret caves/areas, and many other fixes/changes. There is still more to be done yet. Although, I will upload the module and back up my file real quick. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-17 20:28:03 Voted 10.00 on 12/18/09
Updated the module. (I have not done in awhile.) Sadly, I am redoing the caves over completely. (However, more prepared/designed/organized.) Let's hope this turns out better then the caves before. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-17 19:49:53 Voted 10.00 on 12/18/09
I thought it over carefully and I came up with a classic concept. I decided to take the classic concept of "Metroid" map designs. I am using a floor grid of 4x4 which gives me a 6x6 grid instead. (basically, I am scaling it up just a bit.) Let me show you my new design. I like it a lot more. Take a look in the screenshots. (Uploading now...) _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-17 16:50:43 Voted 10.00 on 12/18/09
I been slowly working on the module here and there. However, I am starting to not like the cave designs already... (Yes, I wanted very little walls in the caves.) However, I am noticing that there is very little spawns in the first cave. (I am currently leading the module in the wrong direction I believe.) I have to plan/design the floors out carefully... The new concept might be very similar but, the caves will be slightly bigger. (Area/Path wise.) My current design is too maze like for me... (A nice idea but, it might get boring fast.) With the very little spawns, it will be even more boring so... I will consider this carefully... I will keep you posted... _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-13 17:01:58 Voted 10.00 on 12/18/09
Currently, I am working on the cave designs/area lighting. I also added a torch for cave three. (You might need it.) I also spent a few hours testing an idea that failed altogether... I just decided to move on. Anyway, I will upload the module once I am done with the cave designs. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-13 00:13:27 Voted 10.00 on 12/18/09
I went back and re-edited all the monsters and their equipment. I also included their encounters for later on. If need be, I can always add more monsters/secret caves like before.
Anyway, I will keep you posted. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-10 17:29:09 Voted 10.00 on 12/18/09
I decided to work on the monsters and their equipment. I never liked making creatures but, I had to be done eventually... So, I did it today. I am nearly done. But, I gotta edit some of the equipment yet. Anyway, once I finish all the monsters, I will upload the module again to give you a idea of what you might be up against. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-09 16:10:32 Voted 10.00 on 12/18/09
I am working on the module a bit today and I worked on the areas some. I made the outside fort and a secret base. (For moderators and DM's.) I want to show you a sneak peak of the area for now. (And yes, it is a area 51 joke. :P) I will upload the screenshot real quick. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-06 01:23:11 Voted 10.00 on 12/18/09
I am nearly done with the first floor cave. All that I have really to do is a few things.
- Add transition to floor 2.
- Add transition to fort outside.
- Complete scared goblin quest.
- Add random commoners in fort.
- Change bettle to orc on encounter.
- Anything else I am missing.
But, other then those minor things, cave 1 is pretty much done. Although, I need to do a lot more yet. The module is not done yet... I got 4 more 32x32 caves to do, a lot more quests to add in, and much more... _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-04 20:32:10 Voted 10.00 on 12/18/09
Currently, I am working on a looting system. Random chests around the caves will generate random treasures that you can sell at the junk store for gold. Once finished with this task, I will continue on the caves. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-03 23:08:18 Voted 10.00 on 12/18/09
Updated a bunch of different things but most are not visible unless you check it yourself. But believe me, many hours of work was added... (Updated mod download.) _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-11-03 19:07:09 Voted 10.00 on 12/18/09
I am currently re-working on the anvil system and adding DM functions. The anvil system was good but, it needed some changes and minor fixes.
I also plan to add a weapon style/color changer I made recently as well. (Once I get done with these things above first.) I will update the module download as well so you can check it's progress. _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-10-29 00:36:26 Voted 10.00 on 12/18/09
If you cannot tell from this picture, the first cave is going to be a "freebie floor". Most of the first floor is going to be guarded by warriors/archers/etc. However, the north and east sections are going to be partially dangerous. (Some spawns and traps.) The southwest is the heart of the fort. This area is mostly for new players to gain some experience points and do some minor quests. The second, third, forth, and fifth floors, are going to be the challanging caves where you are pretty much on your own... (The deeper you go, the more dangerous it becomes... _________________________ You don't have to understand me, I'm just there! ~spookymagician
Posted by spookymagician at 2009-10-28 16:13:46 Voted 10.00 on 12/18/09
I finished up the anvil upgrade system at the enterance, fixed some of the quests for soloing, (Even though it is team, each player has to do the quest themselves.) and some other minor changes/fixes. However, I will update the mod later. I want to work on it some more before I update. _________________________ You don't have to understand me, I'm just there! ~spookymagician
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