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elcome to SerpentIsle.com, this site will archive everything Ultima VII: Part Two, Serpent Isle. It will also
archive and collect all known Ultima Online custom maps, scripts and artwork that can work towards a free Ultima Online shard in the style of Serpent Isle. The archive will be public domain for use by all Ultima fans freely.
SEP 30th: I'm tweaking mountains and need to layer them better, also dungeon walls don't exist so I need to draw some new dungeon walls to be compiled, also the size I got from the net of the size of map0.mul doens't seem accurate, so I'll have to
find the real number, but the map is looking pretty good, I don't know exactly how I'm gonna keep people from walking on mountain tops which seems to exist
right now but I'll work on it.
SEP 26th 2009: Serpent Isle Online has just begun! My free web host ceaced to exist for many hours and it's turned to a day, so I attempted to locate a replacement free web host, I have currently tried 15+ different ones and none are any good, if you know of a good free web host send me an email, thanks. NOTE: Not all links will work such as the forum, working on setting up a new forum, prohosting does not support php so I will have to find and set up an external forum, shouldn't take too long. In the mean time if you want to be added to the Serpent Isle Online mailing list for future updates send an email to razimus@gmail.com, thanks!
SEP 27TH: I'd like magic weps and armor to actually glow like they do in the original game, I don't know how I would patch the paper doll art to actually animate but if it's possible I'd do it, to actually animate the wearable weapon on the non-paper doll character would be the hard part, the frames involved is a lot but I'd be willing to do it for 1 set of plate, 1 shield and a few weapons, that is if the animate option exists script-wise, since I can't script I don't know how tough it would be to make that workable, but if it is, after the art for the sets are complete it would be easy to dye them in-game to be, fire/ice weapons etc. It's tiny details like this that still makes Serpent Isle superior to UO. This site is a last chance for all who wish to see Serpent Isle come to life in the massive multiplayer sense, I personally always wanted the first Ultima Online expansion to be Serpent Isle, and originally Serpent Isle was on the drawing board for Ultima Online, but that was forgotten when OSI-Texas died in 2001. Everyone is welcome here, Ultima fans, non-Ultima fans, roleplayers, non-roleplayers, but eventually it would be nice to see those that don't roleplay at least know the history of Serpent Isle. There are only 2 rules here, 1. No one is the leader, 2. All maps, art, scripts are open source/public domain, free for all. I've seen too many teams disband and all their work go down the drain, this won't happen in this case because no one will take control of the work and it will always be in the hands of the public. You and I may get busy and lose interest but there will always be another to pick up where we left off. SEPTEMBER 23RD 2009: I'm working on things here and there, still working on the map, but it's also fun to work on gump art or misc art, here's a mock up of Brendann the Monitor Commander of Wolves. I do plan on releasing my map for free, but I may wait 2 years before this happens, this is due to the fact that websites are currently set up selling custom maps, there would be little to stop them from taking my map and selling it. I do want the shard up and running in the most basic sense as soon as possible, but considering the staffing consists of mostly myself it will take some time before the map is 100% complete, I'm working on it, but I'm not a map expert so I have to figure out these programs one step at a time.
SEPTEMBER 17TH 2009: The FAQ section has been added, details are subject to change and can be changed by a vote among any active members of the team. This URL was set up in September 2009, this site has been up less than 2 weeks, just keep this in mind it is under construction, but I am pretty fast at building pages, I just like to be detailed, I have just completed the Serpent Isle: Locals page, included is the name of every single npc that has a profile, and a few that don't, this will later be even more detailed as I will seek to obtain the entire dialogue of each individual npc. The Silver Seed expansion will be optional and I think work on that should only take place once the original Serpent Isle has been completed. I don't know how long this project will last, but the dot come expires in 3 years, I plan on re-newing it for 10 years after that. I'm not saying it will take 13 years but with your help in the map, scripting/programming, art, testing, it will take much less time to complete. So far we have 1 mapper, myself, 1 mapper/decorator, and possibly 1 scripter. I must focus the next week on the website alone, without a decent website the project will appear like a fluff shard, there are too many of those, they appear one day and disappear just as mysteriously as they appeared and are usually hosted on some dudes slow computer. My goal is to make this a shard of great fun, where players can come to get away from the official shards and the mindless OSI-clones. Why clone a boring old shard? This project seeks to bring Serpent Isle to life, using the UO client make a whole new game with many quests and npcs that have personality, some say it will be diablo II, last I checked diablo II was still popular, being sold in stores and played, it will not be diablo II, diablo II is a corpg, only 8 players can exist per world, Serpent Isle Online will be an mmorpg, 100+, 200+, 1000+, this makes all the difference in the world. The Serpent Isle storyline will be altered only to fit the multiplayer enviornment, many bosses will exist, but to get to those bosses you won't be able to mindlessly recall to them and kill them, you will need to pass the SI quests to get to them, and last I checked 'recall' was a spell that didn't exist in SI. There will be a level system alongside the skill system, to see a glimpse of what it will be like, I recommend you download Serpent Isle legally for free at abandonia.com then go to exult.com and download Exult, install Serpent Isle then install Exult and you will be able to play Serpent Isle in windows. As you play it pretend you are a peasant, locally from Serpent Isle or a visitor from another world, it doesn't matter, but play it picturing the entire world in the UO client, play the game to the end, knowing everything about the original Serpent Isle will not spoil Serpent Isle Online at all, in fact it should enhance the experience, the quests may be similar but they will not feel or look the same, in the online world it will be amazing. The Storyline You may have noticed this in the locals section the 3 chaos banes are not Dupre, Shamino and Iolo, Serpent Isle Online must be altered to fit the multiplayer aspect, the online world will take place before the guardian and the avatar and his companions arrived to Serpent Isle. The online world will take place about the time Gwenno meets the Gwani people, and about the time Batlin's ship arrives with his minions and the fellowship camp has just been set up. Batlin and his 3 bodyguards of course will not be at the fellowship camp, they will be busy exploring the north. The banes of chaos having been set free will have taken 3 bodys including an automaton and a gargoyle. The restrictions will be as similar as they can be, to get to Moonshade you will need to charter a ship with Captain Hawk, to find the Goblin King you will need to fight your way through their secret passage to find their city, to be respected in Monitor you will need to pass the Knights Test, to go north of the Swamp of Gorlab you will need to defeat the mage that controls the Realm of Dreams, you'll still need swamp boots to walk in the swamps without getting poisoned, you will need to become a mage to be respected in Moonshade, etc, etc, etc. Some quests will not exist, such as the quests that previously killed good main npcs, and of course the bosses will have to re-spawn, the banes of chaos can never be defeated because the avatar will never arrive, but they can be temporarily killed until they find new bodies to inhabit. The team is open to plot twists, new bosses, new dungeons, new ideas, but you'll need to be a contributing member of the team if you want to voice your ideas. --- Razimus a.k.a. John Hughston ![]() .....VISITS SINCE OCT.02.2009
HTML/TEXT WEB DESIGN, CUSTOM ART BY RAZIMUS PRODUCTIONS © 2009 |
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