The fact that it's so dark in some places really reminds me of the cut mechanic of DS2 where torches were apparently heavily required to see, really awesome stuff.
@@psychopath682 Yes yes, another thing I don't want to abuse is to force the player to go through some place with a lot of enemies and completely dark, I want to use everything in a very intelligent way.
@@abyss1ne17 That's a nice to hear! Having a few parts of areas that ask to fight with a torch in hand is not an issue, but having too much of them is kinda annoying imo. Except if you're having other ways to light up the area! I think DS2 did an amazing job at it in some parts, there's a few places were you can interact a lot with the environment in really interesting ways like putting fire to the ground, or having many stuff to light around to get some permanent light, etc. It is a bit used in DS3 though... Not in a useful way (like Dancer's room or Ariandel's one where fire attack put flames to the ground). Though having areas that force the torch is cool in many ways! It helps for atmosphere, creates some tension and is really cool for places that are suppose to be distressing. By the way, are you going to use these kind of mechanics (like putting fire to objects / the ground to get some light) within your mod? Is it even possible to do so, on the technical side, in DS3?
@@-v0n- I don't think dark souls 3 has it like lit a torch, but, everything you said filled me with ideas, and really using the environment is something I apply in my world design, but now that I read it, well, surprises will come.
The sky serpents flying around have intrigued me ever since I originally saw them in Lance McDonald's video on DS3's cut worldstates. Seeing them in the night sky, however, only intrigues me further into how this mod will play out.
Ohhh, my dear, holy extracorporeal, supremely intoxicated innocent eyes have been flashed by the bobs of Gwyn's daughter, and I think I should sleep now. Take care, you inspiration.
Oh so that's why originally this place has a lot of fire and the dancer lit the boss arena up whenever she attacks. This was originally meant to be dark, that's so cool.
How faithful to the 'original plot' is this going to be? I remember seeing a reddit post about how the alpha originally played out few years ago. Honestly it made much more sense than the retail version, both lore-wise and progression-wise. So happy to see someone's actually doing it, but can you really recreate everything, like path to Catacomb from Greatwood arena, or Kaathe featuring in Prince Lothric fight(which just sounds impossible)? Trying to bring back full alpha version experience seems like a formidable endeavor.
well, I recently got the Network test version of Dark Souls 3, it's from 6 months before the game was released, and let's just say that a lot of the Reddit post is wrong, as well as a lot of what the Q&A leak published is pure common sense (since everything he comments was already leaked by The Know), And some of it is just plain wrong since they didn't even have Kiln's map 6 months before the game was released, calm down I understand that this is a little weird what you are reading, but I have everything datamined and archived, and yes, this will be used to a lot of what would be a possible early plot.
Looks fantastic, very nice atmosphere. Visual blur is a bit too aggressive in a couple of places like 10:47 but nothing some settings tweaks can't fix. Nicely done.
Leaving this comment here before you blow up. You will be a legend in the history books once this mod comes out. I hope miyazaki sees this and helps you make Dark Souls 3 : Remastered lmao
I always hated the feature that makes the player and baddies glow in the dark. I'm glad you found a way to remove it! I was wondering if you have plans to release a mod limited to removing just that, as well as the night time versions of the maps, ahead of the full release? I would absolutely love to experience the release version of the game with these lighting improvements. Everything pops much better. Keep up the phenomenal work!
You may find it interesting that although the Soul of Cinder/Anri character holds a bastard sword in the cover art, he wields a Lothric Knight Sword in another artwork and in the opening cinematic (based on the shell-shaped pommel.) I'm also curious if it would be possible to offset the flying snake's patterns slightly, as the synchronized movement is a little off-putting.
About the snake movement yes, I was just too tired on the day XD About SoC's sword, it had another desing, very unique, he didn't use any of those coiled swords, it was called ceremonial sun sword.
@@abyss1ne17 Super interesting! Is there any relation between his armor and the Lothric armor? Because the insignia is not the same, but that gold pattern on red cloth is very distinctive.
@@abyss1ne17 Sorry, I was referring to the Lothric Knight Armor-- that's not in a previous game, is it? It is interesting that the previous sets aren't in there.
@@CrunchyVideos Well, the character design is separate from the enemy design, regardless of whether it is armor dropped from an enemy and usable by the player, another interesting thing is that the lothric knights are also called "new knights of kings castle" internally, which may indicate that maybe they are replacing some other enemy used before.
Dear god , that's horrifying . Will you keep the ambient music ? It is really fitting in this situation .(Although maybe it shouldn't be as loud .) Also will we ever see the Age of Dark in this mod ?
@@ra.n9482 About the music, yes. well, the maximum performance that I lost in high wall 1080p is that the framerate in some points drops from 60 to 55 and back to 60, as I recorded in 2560x1440p I locked the internal framerate to 30 to make everything smoother, but I can run the game at 45 frames in high wall with my gtx 1060 mobile and my i7 7700hq mobile, the loss of performance is minimal, I'm doing everything possible so that nobody suffers with this. High Wall is the most problematic map since I rotated the light so it gets aligned with what it was originally, in Consumed Kings Garden, when going down the elevator the game seems to stop for half a second and comes back, the lowest framerate was 50 fps, in all other maps everything runs much better with 60fps fixed, you can rest assured, I updated shaders, and I've been optimizing the best way possible.
amazing work bro, keep it up! one question - will I be able to disable depth of field effect? Not hating on it I just do not like it in general and I disable it in every game
Wow, this looks amazing. Can't wait to play it when it's done! Just one question, though. With all of the resources you have available right now, including alpha builds, concept art, unused content, rumors, leaks, screenshots, and so on, about what percentage of content do you think could actually be restored? I'm just asking so I can get my expectations right, I can guess that you probably can't restore everything.
95% can be redone hahhaha I've been getting a lot of material, but I can't reveal it, but it will help to rebuild a lot of ingame stuff, this other 5% won't be possible because I don't have a build like the images leaked by the Know, and there is always something that escapes our knowledge, but in the end it's possible to remake something close to what I said
@@ВикторФидлер-ж9п I really wanted to have this build to restore and add what is functional for the mod and deliver it to the community souls, but so far nobody has sent it to me.
@@ВикторФидлер-ж9п yeah, and i really need it, i dont really need the full build, this could help me to edit some stuff and has a good sfx viewer, but this build has many asset and i need it, this could help me alot.
@@Gryphon_2006 yes, as you progress through the story, events are happening that modify the world, I'm taking this opportunity to give players a reason to go back to old maps and explore, see what's changed
Amazing work so far! Is this the new version of the older lothric night video you posted a couple of months earlier? The moon gives it so much more atmosphere. I have a quick question regarding boss ost's. Will you be adding in the cut boss ost's like king of the eclipse and crimson bat? Thanks and keep up the great work!
Yes, I've been updating a lot of things, I want to finish the stage 1 of the mod and start stage 2 where I will move enemies from one map to another, edit other things and finish the lightning of the maps, about the music, yes, I will use everything that is in the game, and everything that is not in it. Thanks Liam o/
Will you replace Oceiros with Gundyr( askin, because he was named The Old King of Lothric and you can see him in Oceiros Boss arena at some of old screenshots)?
The artifacts here are not visible ingame, this is youtube compression that always destroys my contrast
3:27 These strange animal sounds were found in the game files, or did you just add them for a gloomy atmosphere?
The fact that it's so dark in some places really reminds me of the cut mechanic of DS2 where torches were apparently heavily required to see, really awesome stuff.
that's something this game needs
@@abyss1ne17 As long as you don't add a timer to the torch
@@psychopath682 Yes yes, another thing I don't want to abuse is to force the player to go through some place with a lot of enemies and completely dark, I want to use everything in a very intelligent way.
@@abyss1ne17 That's a nice to hear! Having a few parts of areas that ask to fight with a torch in hand is not an issue, but having too much of them is kinda annoying imo.
Except if you're having other ways to light up the area! I think DS2 did an amazing job at it in some parts, there's a few places were you can interact a lot with the environment in really interesting ways like putting fire to the ground, or having many stuff to light around to get some permanent light, etc.
It is a bit used in DS3 though... Not in a useful way (like Dancer's room or Ariandel's one where fire attack put flames to the ground).
Though having areas that force the torch is cool in many ways! It helps for atmosphere, creates some tension and is really cool for places that are suppose to be distressing.
By the way, are you going to use these kind of mechanics (like putting fire to objects / the ground to get some light) within your mod? Is it even possible to do so, on the technical side, in DS3?
@@-v0n- I don't think dark souls 3 has it like lit a torch, but, everything you said filled me with ideas, and really using the environment is something I apply in my world design, but now that I read it, well, surprises will come.
The sky serpents flying around have intrigued me ever since I originally saw them in Lance McDonald's video on DS3's cut worldstates. Seeing them in the night sky, however, only intrigues me further into how this mod will play out.
XD
for a long time I dreamed of recreating this map
Ohhh, my dear, holy extracorporeal, supremely intoxicated innocent eyes have been flashed by the bobs of Gwyn's daughter, and I think I should sleep now. Take care, you inspiration.
I was waiting for someone to notice this, it was only for a second hahahahha
Oh so that's why originally this place has a lot of fire and the dancer lit the boss arena up whenever she attacks. This was originally meant to be dark, that's so cool.
How faithful to the 'original plot' is this going to be? I remember seeing a reddit post about how the alpha originally played out few years ago. Honestly it made much more sense than the retail version, both lore-wise and progression-wise. So happy to see someone's actually doing it, but can you really recreate everything, like path to Catacomb from Greatwood arena, or Kaathe featuring in Prince Lothric fight(which just sounds impossible)? Trying to bring back full alpha version experience seems like a formidable endeavor.
well, I recently got the Network test version of Dark Souls 3, it's from 6 months before the game was released, and let's just say that a lot of the Reddit post is wrong, as well as a lot of what the Q&A leak published is pure common sense (since everything he comments was already leaked by The Know), And some of it is just plain wrong since they didn't even have Kiln's map 6 months before the game was released, calm down I understand that this is a little weird what you are reading, but I have everything datamined and archived, and yes, this will be used to a lot of what would be a possible early plot.
Looks fantastic, very nice atmosphere. Visual blur is a bit too aggressive in a couple of places like 10:47 but nothing some settings tweaks can't fix. Nicely done.
Thanks, yes, it is because the Dof is auto-adjusting, little by little I am finalizing the small details XD
Leaving this comment here before you blow up. You will be a legend in the history books once this mod comes out. I hope miyazaki sees this and helps you make Dark Souls 3 : Remastered lmao
Thanks Kub >...
Praise the Moon
Those dragons never sleep!
they are going to work overtime XD
That background noise 😌
So what's the idea behind this mod? Are you trying to eradicate the light for lore reasons?
No sun Solarie would be sad
XD
Can't wait to play this.
I always hated the feature that makes the player and baddies glow in the dark. I'm glad you found a way to remove it!
I was wondering if you have plans to release a mod limited to removing just that, as well as the night time versions of the maps, ahead of the full release?
I would absolutely love to experience the release version of the game with these lighting improvements. Everything pops much better. Keep up the phenomenal work!
Maybe, I also don't like this light around the player, nor the appearance that everything is wet too
Thanks, release in next year in November or October everything should be ready, I won't even risk launching close to Elden Ring hype hhahaha
You may find it interesting that although the Soul of Cinder/Anri character holds a bastard sword in the cover art, he wields a Lothric Knight Sword in another artwork and in the opening cinematic (based on the shell-shaped pommel.) I'm also curious if it would be possible to offset the flying snake's patterns slightly, as the synchronized movement is a little off-putting.
About the snake movement yes, I was just too tired on the day XD
About SoC's sword, it had another desing, very unique, he didn't use any of those coiled swords, it was called ceremonial sun sword.
@@abyss1ne17 Super interesting! Is there any relation between his armor and the Lothric armor? Because the insignia is not the same, but that gold pattern on red cloth is very distinctive.
@@CrunchyVideos no, in fact no ds2 and ds1 armour was in the game until near the last months in end of development. I find this very curious
@@abyss1ne17 Sorry, I was referring to the Lothric Knight Armor-- that's not in a previous game, is it? It is interesting that the previous sets aren't in there.
@@CrunchyVideos Well, the character design is separate from the enemy design, regardless of whether it is armor dropped from an enemy and usable by the player, another interesting thing is that the lothric knights are also called "new knights of kings castle" internally, which may indicate that maybe they are replacing some other enemy used before.
God's work my friend
e..e thanks
HOLY CRAP YES THIS LOOKS INCREDIBLE
Thanks o/
Dear god , that's horrifying . Will you keep the ambient music ? It is really fitting in this situation .(Although maybe it shouldn't be as loud .)
Also will we ever see the Age of Dark in this mod ?
you play through a Dark Age in my mod
@@abyss1ne17 And what about the music ? Will it be kept ?
Also how performance heavy is this mod ? Will you make a lite version of it ?
@@ra.n9482 About the music, yes.
well, the maximum performance that I lost in high wall 1080p is that the framerate in some points drops from 60 to 55 and back to 60, as I recorded in 2560x1440p I locked the internal framerate to 30 to make everything smoother, but I can run the game at 45 frames in high wall with my gtx 1060 mobile and my i7 7700hq mobile, the loss of performance is minimal, I'm doing everything possible so that nobody suffers with this. High Wall is the most problematic map since I rotated the light so it gets aligned with what it was originally, in Consumed Kings Garden, when going down the elevator the game seems to stop for half a second and comes back, the lowest framerate was 50 fps, in all other maps everything runs much better with 60fps fixed, you can rest assured, I updated shaders, and I've been optimizing the best way possible.
amazing work bro, keep it up! one question - will I be able to disable depth of field effect? Not hating on it I just do not like it in general and I disable it in every game
Yeah, a fix this damm auto dof
Wow, this looks amazing. Can't wait to play it when it's done!
Just one question, though. With all of the resources you have available right now, including alpha builds, concept art, unused content, rumors, leaks, screenshots, and so on, about what percentage of content do you think could actually be restored? I'm just asking so I can get my expectations right, I can guess that you probably can't restore everything.
95% can be redone hahhaha I've been getting a lot of material, but I can't reveal it, but it will help to rebuild a lot of ingame stuff, this other 5% won't be possible because I don't have a build like the images leaked by the Know, and there is always something that escapes our knowledge, but in the end it's possible to remake something close to what I said
S P O O K Y
Looks great!
Thanks >...
@@abyss1ne17 Did you get alpha build?
@@ВикторФидлер-ж9п I really wanted to have this build to restore and add what is functional for the mod and deliver it to the community souls, but so far nobody has sent it to me.
@@abyss1ne17 Yep, that's sad. I think that only a few have it
@@ВикторФидлер-ж9п yeah, and i really need it, i dont really need the full build, this could help me to edit some stuff and has a good sfx viewer, but this build has many asset and i need it, this could help me alot.
Let's see what's hiding there... 'casts Light spell'
Btw how is Back to the Alpha - Grand Archives going?
in a 2 weeks
What is the name of the ambient music? And is it uploaded in youtube?
No, it is not on youtube, it is part of a huge pack of sound effects that I have, and with them I have been making sounds for my mod.
The player determines when it is night and when it is day, or is it set in some other way?
these changes will occur as the game progresses.
@@abyss1ne17 So kinda like BB?
@@Gryphon_2006 yes, as you progress through the story, events are happening that modify the world, I'm taking this opportunity to give players a reason to go back to old maps and explore, see what's changed
@@abyss1ne17 so cool amazing work
@@abyss1ne17 Ayyyyyy! That's pretty gud👌
Amazing work so far! Is this the new version of the older lothric night video you posted a couple of months earlier? The moon gives it so much more atmosphere. I have a quick question regarding boss ost's. Will you be adding in the cut boss ost's like king of the eclipse and crimson bat? Thanks and keep up the great work!
Yes, I've been updating a lot of things, I want to finish the stage 1 of the mod and start stage 2 where I will move enemies from one map to another, edit other things and finish the lightning of the maps, about the music, yes, I will use everything that is in the game, and everything that is not in it. Thanks Liam o/
is Pontiff going to be the final boss?
Why would he not be?
Yes
Will you replace Oceiros with Gundyr( askin, because he was named The Old King of Lothric and you can see him in Oceiros Boss arena at some of old screenshots)?
@@supercock370 here =], it's been a while since I replaced -----himtwitter.com/antyherowow/status/1433166016499097605/photo/1
@@abyss1ne17 wow