...I actually split the work into The Red Keep and The Return to Red Keep, but I forgot I did that in a hurry. I'll obviously fix it if I ever get around to doing that.
Edit Aug / 2021: if stars align, I might *actually* update this year with hub 3. Shocking, I know.
Download v0.93 WIP hubs 1-2 (current latest)
29/03/2021 status: on hold. As in, sprites for new monsters on hold, and everything else because of it. Will probably update the fixed 1-2nd hubs instead at this rate.
The Red Keep is a campaign of planned four hubs long, with some story to go along with it. Currently only two hubs are complete and playable.
The first hub revolves around titular Red Keep. I have done some tweaks by now, but it is by no means complete job.
The second hub
Spoiler:I considered making more of a exhaustive story to it, but in the end I went with "show don't tell".
With fall of Korax, the realm of Cronos is still in chaos, even if the evil hordes are in retreat. You have heard of a place called the Red Keep where the vile minions of late Korax seemingly gathered, and set out to settle the matter...
Featuring:
- early hubs that isn't the Seven portals/Shadow Woods once again. For now the campaign dumps you into Heresiarch's Seminary when finished but I obviously intend to change that once it's complete
Edit 2026: LOL. Just take a look at iron sewers.
- eye-searing "new" red brick which is a recolor but I think it works
- verticality, enough of it to hurt
Edit 2026: Sky cathedral, Iron castle, Sewers. Yeah.
- several variant monsters and some new monsters too
- non-linear walkthrough Edit 2026: for a given value
- nice boss fights, so that you don't get too bored Edit 2026: fuck Master Necromancer.
- 2026 didn't get around to audio editing so you get unmodified Diablo 2 etc. for now
Known issues:
- Not very long so far. First hub takes ~1 hour, second hub takes ~1-1.5 hours (you'll see why with multiple playthroughs). On the other hand, both arel 600+ monsters thick so I guess I'm scoring 10/minute somehow?..
- Edit 2026: Fuck not longiness, 2020 me was an utter dumbass with no Hexen understanding nevermind Doom understanding.
- Edit 2026: All feedbac is welcome, if I am able to see it. This means one of the two threads that give me notifications.
- Reworked first level to be more open. If you've seen the initial version - is it different enough and is it in a good way?
- Some parts of level layouts are randomly generated. If I screwed up with softlocks or hardlocks (e.g. I kept discovering Sacrificial Tower has inaccessible zones) let me know.
- There is an abject lack of sprites used for a monster. Then again it's WIP and it's... good enough to convey its nature. On an entirely absolutely totally completely unrelated note, crouching isn't forbidden at all.
- Other monsters used in the maps who were tweaked with Zscript lack any lights, decals, brightmaps and other prettiness definied. Same reason here (besides "I don't know how I get it to look pretty yet" and "ettins need not damn prettiness")
- Boss of the second hub doesn't have a unique sprite. He does have a distinct behaviour so you'll not have much problem singling him out from crowd.
- I didn't make pretty screenshots for second hub. There are a couple of places which I suppose could work for that, but I was busy troubleshooting (why is that lava chunk floating?.. ah yes, because it shouldn't and no that isn't a lava bridge, but hey I memorised the idea of lava platforming - expect a puzzle involving that untidy concept later on).
- There might be too much junk scattered around. At the very least, you can expect to have a supply of flechettes and discs to fall back on. Second hub is full of mana - only cleric with anemic damage can run out of it, but then again I was quite stingly with healing items this time so it was easier to die as fighter or mage.
Download v0.93 WIP hubs 1-2 (current latest)