I've been watching Illusory Wall's DS1 alpha map videos, and what struck me was that even though they were rough as hell and changed considerably, the general layout of the world was mostly the same. I have to think this was much the same with DS3, despite all the outlandish claims about the alpha gameworld being made. Take Gods Grave here, we know it lead to Irithyll and atleast another map, meaning it did have a general location outlined for it and how it related to the gameworld. I'm certain Irithyll was generally meant to be in that area it occupies in the final game, being tucked away off the "map" next to Undead Settlement, which is on a way higher elevation compared to it. There has to be a natural pathway between the two zones, and wouldn't you know it, there's a huge blocked off entrance to Irithyll bridge that leads nowhere in particular. Similar instances in DS1 were revealed to have been cut pathways that became superfluous and were repurposed/eliminated by Illusory Wall's videos. Even going by map ID, which sure, is not particularly reliable, GG is 36 and Irithyll is 37, meaning there is a chance that is sequence of the maps. Now comes the more speculative aspect of the map. The known enemies are: Stray Demon, Dragon Angel and Crimson Bat. If Stray Demon was meant to be a unique enemy in GG, that may imply that his general placement in the final game still traces back to where he was originally meant to be. This is the implication that the broken bridge, once again a path that is a dead end, was the entrance point towards GG, and Stray Demon was moved to the blocked off entrance-now-cul-de-sac from his original position within the map. With Dragon Angel, there's a heavy Seath/Crystal theme involved. In the leftover LOD map of GG, there's a huge, central octagonal pillar like structure piercing through the bottom portion. It's a very specific shape, and the only thing I believe it could resemble is an actual giant crystal of some sorts. Which completely fits the Seath motif introduced with Dragon Angel and parallels the Crystal Cave from DS1. However there's a heavy demonic theme with Crimson Bat specifically being the end boss of the zone. Now, in the final game, Smouldering Lake is a mix of Ash Lake and Demon Ruins, right? What if the lower portion of GG was meant to be a mix of Demon Ruins and Crystal Cave. Now, the final bit of my speculation, is that the end of the zone likely lead to the second entrance to Smouldering Lake, that was cut. The egg sacks you mentioned that were in GG, do imply this, as in DS1, the Fair Lady had egg sacks surrounding her, at the begging of the Demon Ruins. This would also explain the fungus imagery being present in both Smouldering Lake and GG, the two zones were directly connected and lead into eachother.
How does archdragon peak fall into all of this and the hub area? I feel like everything was supposed to be way more connected together. The hub area is just behind lothric and I do feel like it was supposed to be well connected to the rest.
@@BenterKoux There's not really anything to indicate Firelink was someplace else. Generally, it seems like it was always supposed to be on the far side of the castle. ADP always seems to have been an area you "teleported" to through a cutscene transition. The transition point seems to have been in Lothric though. I think Abyss1ne found a placeholder trigger on top of the Grand Archives in his video on it.
Bro, what a wonderful vibe that big tree in the middle of an open field gave me. It would have been a very memorable area if it made into the final version.
Very, very cool my dude! I have been following the project since you announced it and I am very impressed with the progress you have made. I hope you are well and that you don't get overwhelmed by the scale of the job you have undertaken. If my modding skillset wasn't twenty years out of date i would readily offer you my assistance, but as they are, all I can do is wish you the best of luck with everything and let you know that I for one, will be waiting for you no matter how long you have to work at it. Sincerest regards and upmost respects for everything you have accomplished so far.
Less goo da gods grave! Edit : Gods grave is probably one of the most elusive cut content for dark souls, even the name "Gods Grave" give it that intriguing feeling almost akin to the hl2 beta and its cut content. i wish you the best of luck restoring a lost world abandoned by the creator and for one day being able do be played by the fanbase!
Really facinating stuff, thank you for the effort it took to recreate this. It's surreal to see this stuff. I'm always hungry for more God's Grave content.
Ok, this might just be mad ramblings on my part, BUT... I've been replaying Dark Souls 2 recently, and as I watched that intro cutscene, my mind kept coming back with this. In particular the imagery of the single big tree in the middle of the field. And I really can see that tree from that intro cutscene becoming this even larger tree, with the lake around it dried up or just gone because of the convergence of lands. If they were to put a few ruins around it and bones all over the ground, I could see the imagery being remarkably similar to the Dark Souls 2 intro cutscene, honestly.
I love seeing cut content from video games, it gives such an insight into the early development of the game, and sometimes its nice to just wonder "what if" these assets were finalized...
Yo, man, this is really explode my brain, please keep up the good work. The Oceiros is very good, but I would add more expressive fungal growths, or something like that. I'm really looking forward to the next video
Trabalho incrível como sempre! Desde que me interessei mais e mais por cut content dos jogos da From Software, seu canal tem sido um baú do tesouro com tantas respostas que eu procurava. Obrigado por todo o conteúdo e pelo trabalho duro, e tudo de bom para ti e teus projetos!
I think elden ring's Mount Gelmir was inspired by God's Grace. That's why what remains it so fucked up, it was probably massice vulcano you had to climb on by stairs laders and buildings, just to descend through some oceroses manor to demon prince. It was probably meant to be DS3 great hollow and ash lake counterpart.
I can't even imagine how much work this must have been! You did a wonderful job. The atmosphere of the place is wonderful. Dark, shrouded and very mysterious. I especially like how the corniferous trees turned out! Also the Oceiros model looks great! He looks even more disgusting than before (which in this case is obviously a good thing!) Btw did you also change the grub man model (or at least their textures)? They look a lot redder than I remember.
Well congrats on the work so far ! If you're right about how events might have been to prevent fall damage, and since the Giant Bat was from God's Grave, it stands to reason that the concepts evolved into the Dreg Heap, do you think ?
Yeahh, they should change the trees too, make them perhaps more grey, it's a shame they abandoned the idea too soon, or simply Nakano never uploaded it to the main build
With the eggs, worms and the demons I wonder if there was an Izalith connection. Like the egg bearers in Quelaags domane. Also the tree spear hollows spears really resemble the big trees in the forest? Is that the model you used or is there possibly some other implications there. Like carrying a representation of the special trees from God's grave.
I never thing about it lol, and makes sense, maybe, this is a old old old old model, i just have luck to put my hands on it and add more branchs and leafs
It's absolutely surreal to see God's Grave go from a map of collisions everybody saw and wondered about, to a nearly full fledged reimagined recreation. Wild, wild stuff. Music beginning at 11:39? It's from ICO, right? Great taste, but which track? Actually if it's not too troublesome, maybe just a list of all music used. EDIT: And what's different about your Oceiros model vs vanilla?
I thought the big bridge connected undead settlement (Which could ve been the hub in planning phase) and the bridge in archdragon peak. Does this mean gods grave is connected to the bridge? Seems to be also that the hub in ds3, since geographically its behind lothic, supposed to be connected to gods grave in some way.
Oh wait, farron came later and i think they made farron and the DLC out of Gods grave ideas. Also the fungus area looks like its connected to the rotted greatwood area. Always felt weird it being a dead end.
Gods Grave during the development was connected to m37 ( Anor) and m90, soo, not even closer to looks with anything from retail, could be anything, there is no ds3 version probably with Gods Grave complete and "working" during the dev time, maps is tooooooo old.
@@abyss1ne17 how does gods grave make sense if it's connected to anor londo? 😂😂 DS3 is such a mess. The map you showed below lothic there is no indication of anor
Also another question. We have many big bridges. The pilgrimage bridge, the one in archdragon peak, the one in DLC and the one in borreal valley (Borreal valley bridge looks closed off, maybe there was another idea behind it). Do you think any of these were supposed to be connected?
@@BenterKoux ahh, yeah, well, probably this is a back route, you cant use the retail like a reference, Anor maybe is a desert, or just Anor from Ds1, everything in early is a bit more closer, development stuff
What they wanted to do is already in the game, they wanted to make irythil (leading to anor londo) and farron keep, it essentially is the repurposed ideas of God's grave as well as the ringed city later on
-God's Grave? After all this time?
-Always
wish you the best of luck recreating the alpha
Thanks!
I've been watching Illusory Wall's DS1 alpha map videos, and what struck me was that even though they were rough as hell and changed considerably, the general layout of the world was mostly the same. I have to think this was much the same with DS3, despite all the outlandish claims about the alpha gameworld being made.
Take Gods Grave here, we know it lead to Irithyll and atleast another map, meaning it did have a general location outlined for it and how it related to the gameworld. I'm certain Irithyll was generally meant to be in that area it occupies in the final game, being tucked away off the "map" next to Undead Settlement, which is on a way higher elevation compared to it.
There has to be a natural pathway between the two zones, and wouldn't you know it, there's a huge blocked off entrance to Irithyll bridge that leads nowhere in particular. Similar instances in DS1 were revealed to have been cut pathways that became superfluous and were repurposed/eliminated by Illusory Wall's videos. Even going by map ID, which sure, is not particularly reliable, GG is 36 and Irithyll is 37, meaning there is a chance that is sequence of the maps.
Now comes the more speculative aspect of the map. The known enemies are: Stray Demon, Dragon Angel and Crimson Bat. If Stray Demon was meant to be a unique enemy in GG, that may imply that his general placement in the final game still traces back to where he was originally meant to be. This is the implication that the broken bridge, once again a path that is a dead end, was the entrance point towards GG, and Stray Demon was moved to the blocked off entrance-now-cul-de-sac from his original position within the map.
With Dragon Angel, there's a heavy Seath/Crystal theme involved. In the leftover LOD map of GG, there's a huge, central octagonal pillar like structure piercing through the bottom portion. It's a very specific shape, and the only thing I believe it could resemble is an actual giant crystal of some sorts. Which completely fits the Seath motif introduced with Dragon Angel and parallels the Crystal Cave from DS1. However there's a heavy demonic theme with Crimson Bat specifically being the end boss of the zone. Now, in the final game, Smouldering Lake is a mix of Ash Lake and Demon Ruins, right? What if the lower portion of GG was meant to be a mix of Demon Ruins and Crystal Cave.
Now, the final bit of my speculation, is that the end of the zone likely lead to the second entrance to Smouldering Lake, that was cut. The egg sacks you mentioned that were in GG, do imply this, as in DS1, the Fair Lady had egg sacks surrounding her, at the begging of the Demon Ruins. This would also explain the fungus imagery being present in both Smouldering Lake and GG, the two zones were directly connected and lead into eachother.
How does archdragon peak fall into all of this and the hub area? I feel like everything was supposed to be way more connected together. The hub area is just behind lothric and I do feel like it was supposed to be well connected to the rest.
@@BenterKoux There's not really anything to indicate Firelink was someplace else. Generally, it seems like it was always supposed to be on the far side of the castle.
ADP always seems to have been an area you "teleported" to through a cutscene transition. The transition point seems to have been in Lothric though. I think Abyss1ne found a placeholder trigger on top of the Grand Archives in his video on it.
Ironic that the gods grave is filled with demons, dragons, accursed, and hollows. The gods really like to make enemies out of everything they see
HAHAHH true
Bro, what a wonderful vibe that big tree in the middle of an open field gave me. It would have been a very memorable area if it made into the final version.
yeah, i like this view, this is a single and unique asset
It feels like an entrance to ash heap. The Big Drop. The spliting paths. Only the forest doesn't seem to match.
Dark souls 3 is a remix of DS1 the forest would be reference to great hollow and ash heap to ash lake
I wonder if the stray demon was supposed to smash the trees
Very, very cool my dude! I have been following the project since you announced it and I am very impressed with the progress you have made.
I hope you are well and that you don't get overwhelmed by the scale of the job you have undertaken. If my modding skillset wasn't twenty years out of date i would readily offer you my assistance, but as they are, all I can do is wish you the best of luck with everything and let you know that I for one, will be waiting for you no matter how long you have to work at it.
Sincerest regards and upmost respects for everything you have accomplished so far.
Thanks to everyone, be ready, we back
twitter.com/antyherowow
ko-fi.com/abyss1neds3
www.patreon.com/Abyss1ne
Gods Grave My Beloved
Less goo da gods grave!
Edit : Gods grave is probably one of the most elusive cut content for dark souls, even the name "Gods Grave" give it that intriguing feeling almost akin to the hl2 beta and its cut content.
i wish you the best of luck restoring a lost world abandoned by the creator and for one day being able do be played by the fanbase!
Miyazaki writhing in his God's Grave rn
Absolutely incredible! I truly never thought we'd get any sense of this enigmatic and intriguing area. Amazing work all.
Very nice, Abyss! God's Grave is the proverbial ever-giving gift.
This is cool af to see put together, glad there's someone out there still discovering cool cut content stuff. Keep up the great work!
This is really cool!
DS3 is my favorite Souls game and seeing cut content / alpha content restored makes me very happy.
Same Feeling
Only you could recreate an entire map without any assets, great work!!
Now we can rest about this map, there is no more to know.
You would not believe how hyped i was when i saw this in my subscription feed
love the progress here, its really shaping up. also i like the oceiros, the slimy texture reminds me of the celestial emissary guys in bloodborne.
Really facinating stuff, thank you for the effort it took to recreate this. It's surreal to see this stuff. I'm always hungry for more God's Grave content.
Yeah, same feeling but finally is over, more assets exist, but fromsoftware never add it into the map
Ok, this might just be mad ramblings on my part, BUT... I've been replaying Dark Souls 2 recently, and as I watched that intro cutscene, my mind kept coming back with this. In particular the imagery of the single big tree in the middle of the field. And I really can see that tree from that intro cutscene becoming this even larger tree, with the lake around it dried up or just gone because of the convergence of lands. If they were to put a few ruins around it and bones all over the ground, I could see the imagery being remarkably similar to the Dark Souls 2 intro cutscene, honestly.
See y'all in a couple months for part three.
this is my most anticipated mod, great work you've done and good luck
This is so fascinating to see, thank you so much for all your hard work!
got a nice dopamine hit when I saw the notification
in a few days a lot more
Same.
For realsies, number one mod for the game I am looking forward to.
@@abyss1ne17
I love seeing cut content from video games, it gives such an insight into the early development of the game, and sometimes its nice to just wonder "what if" these assets were finalized...
This music is getting me excited for remake part 3!
Excellent work, what a reconstructive archeology you have done sir, kudos!
Yo, man, this is really explode my brain, please keep up the good work. The Oceiros is very good, but I would add more expressive fungal growths, or something like that. I'm really looking forward to the next video
Man, i hope you know how awesome this is.
AWESOME! Looking forward to the next!
Trabalho incrível como sempre! Desde que me interessei mais e mais por cut content dos jogos da From Software, seu canal tem sido um baú do tesouro com tantas respostas que eu procurava. Obrigado por todo o conteúdo e pelo trabalho duro, e tudo de bom para ti e teus projetos!
Valeu meu chefe!
I just love your cut content videos. Thank you so much for making these!
I think elden ring's Mount Gelmir was inspired by God's Grace. That's why what remains it so fucked up, it was probably massice vulcano you had to climb on by stairs laders and buildings, just to descend through some oceroses manor to demon prince.
It was probably meant to be DS3 great hollow and ash lake counterpart.
Bro is doing god's work, Absolute W
NEW ABYSS1NE VID? LETS GOOOOOO!!
Lets fucking go!
I really wanna see you remake the undead parish from the dreg heap prototype, new oceiros model looks good btw
@@Deadlyapes where can I find more about this?
Dude, You are cool! Please don’t stop this work!
Thanks !
Oooooooo, God's Grave!
Arise, ye embered!
I can't even imagine how much work this must have been! You did a wonderful job. The atmosphere of the place is wonderful. Dark, shrouded and very mysterious. I especially like how the corniferous trees turned out! Also the Oceiros model looks great! He looks even more disgusting than before (which in this case is obviously a good thing!) Btw did you also change the grub man model (or at least their textures)? They look a lot redder than I remember.
Yeah, i change it to looks more like a Eclipse slug, they have weird slug eyes popping out of head
Perfect for dinner
always
Absolutely legendary. One can say you're doing *gods* work, eh.
Well congrats on the work so far ! If you're right about how events might have been to prevent fall damage, and since the Giant Bat was from God's Grave, it stands to reason that the concepts evolved into the Dreg Heap, do you think ?
Praise the Sun!
:D you're still there. keep it up, my bro! take your time slowly but sure
we so back
omg man this looks amazing i apretiate your work
Good stuff dude! I wonder if the stray demon was supposed to be a tree version like in Elden Ring so it could blend in with the surrounding trees.
Yeahh, they should change the trees too, make them perhaps more grey, it's a shame they abandoned the idea too soon, or simply Nakano never uploaded it to the main build
It's possible the demon would come in like a wrecking ball destroying the trees to make his entrance and fight you as a boss when you approached.
With the eggs, worms and the demons I wonder if there was an Izalith connection.
Like the egg bearers in Quelaags domane.
Also the tree spear hollows spears really resemble the big trees in the forest? Is that the model you used or is there possibly some other implications there. Like carrying a representation of the special trees from God's grave.
I never thing about it lol, and makes sense, maybe, this is a old old old old model, i just have luck to put my hands on it and add more branchs and leafs
Great stuff, you should be proud! ❤❤
What music did you use in this video? I also can't wait for the next video.
Pokemon Ost > Megalovania > Mythril Mines (final Fantasy VII Rebirth) > Listen to the Cries of the Planet (FFVII Rebirth) > Ico Ost
@@abyss1ne17 Thanks
No way. I’m happy to see this. Thanks!
you should be proud this is so cool
What's that armor set that you are wearing? It looks like the one on the concept art
yeah, we "remade" it too =]
@@abyss1ne17 looks great! ^^
oceiros looks good brah
What music is playing? It's so beautiful
Pokemon Ost > Megalovania > Mythril Mines (final Fantasy VII Rebirth) > Listen to the Cries of the Planet (FFVII Rebirth) > Ico Ost
It's absolutely surreal to see God's Grave go from a map of collisions everybody saw and wondered about, to a nearly full fledged reimagined recreation. Wild, wild stuff.
Music beginning at 11:39? It's from ICO, right? Great taste, but which track? Actually if it's not too troublesome, maybe just a list of all music used.
EDIT: And what's different about your Oceiros model vs vanilla?
Bro is even smarter than Aldia
is this really the gods grave that was found but that had no textures? only sounds and some other small things like bonfire locations
FS barely left anything, i just restore it via a bunch of asset restoration and study
wow i have always wanted to see this thank you
Kind of unrelated, but what mod are you using for that DeS/DS2 sword idle? It looks really good.
custom made
I thought the big bridge connected undead settlement (Which could ve been the hub in planning phase) and the bridge in archdragon peak. Does this mean gods grave is connected to the bridge? Seems to be also that the hub in ds3, since geographically its behind lothic, supposed to be connected to gods grave in some way.
Oh wait, farron came later and i think they made farron and the DLC out of Gods grave ideas. Also the fungus area looks like its connected to the rotted greatwood area. Always felt weird it being a dead end.
Gods Grave during the development was connected to m37 ( Anor) and m90, soo, not even closer to looks with anything from retail, could be anything, there is no ds3 version probably with Gods Grave complete and "working" during the dev time, maps is tooooooo old.
@@abyss1ne17 how does gods grave make sense if it's connected to anor londo? 😂😂 DS3 is such a mess. The map you showed below lothic there is no indication of anor
Also another question. We have many big bridges. The pilgrimage bridge, the one in archdragon peak, the one in DLC and the one in borreal valley (Borreal valley bridge looks closed off, maybe there was another idea behind it). Do you think any of these were supposed to be connected?
@@BenterKoux ahh, yeah, well, probably this is a back route, you cant use the retail like a reference, Anor maybe is a desert, or just Anor from Ds1, everything in early is a bit more closer, development stuff
Would it be alpha rework, or this mod will contain your own content which u created by your mind?
i just made it to use on this video, my gods grave is Ringed City heavily modded
dark souls 3 always felt weird to me. would love th eidea of a wider forest area insted of th enuemrous corridors we got. hell of a work so far
Is there a way to bring it to fruition in makikg look like how Fromsoft wanted it?
they made it in deeproot depths, Forest > Caves, insects, Elden Ring is a bunch of ds3 reused ideas
What they wanted to do is already in the game, they wanted to make irythil (leading to anor londo) and farron keep, it essentially is the repurposed ideas of God's grave as well as the ringed city later on
Background Musics?
Woah.
What is this place..?
Cut map from Ds3
when do you think god grave comes after in area progression?
are you gonna make a mod out of this unused maps?