Suggestions for new Environment and Underground Art Sets

To be honest, some of those factory/industrial orientated suggestions seem imo too much down the steampunkish path, which im not all that keen for.

I do love the idea someone presented of an abandoned mental hospital in the forgotten forests of Cairn. +1 Awesome!

Overgrown ruins and crumling ancient stonework from a temple or castle in a forest is something id love to see, explore, and loot :smiley:

Thanks

I´m at work so i haven´t the possibilty to put images due to connection restrictions(still i can come in this forum XD).I was thinking about 2 possible enviroments that could merge well in the game.
I first thought about an asylum,a sanatorium in style with the existing one back in the 1850.Could be good for both exterior and interion,there are pics on the net and if the idea like,i can grab some and post it.(of course now i see someone thought about it before me,sorry:))
In the second place i was thinking about a dam and a dried lake,with evident signs of underwater life now gone.Just like a big arena with a scenario looking like a mixdown between an arid desert and a marsh.Here and there some undergroud entrance leading to a massive underground cave.I’ve seen some really cool pics posted before ,showing underwater caves.
Just a simple idea,that´s all:D

How about a devastated Atlantic City-styled boardwalk. With a dark body of water to one side and different shops and attractions on the other. You could also venture underneath the boardwalk to discover other enemies/areas. This would also give a sense of “finality” to the map much like the beaches in Titan Quest.

How about Australia? The aboriginal dreamtime is full of stories you could look at and the landscape can vary from red desert to rainforest to snow or beaches.

While reading through the 13 previous pages of posts I realized most of my ideas had already been spelled out. Thats a good thing. Means I am not the only twisted individual out there. But I still had one I thought of. I grew up near enough to one of the many “Spaghetti Interchanges” that it instantly sprung to my mind.

(Marquette Interchaneg in Milwaukee, Wi… a real nightmare)

or

Imagine heading to your nearest wasted metro area for a relaxing drink of polluted water, and this behemoth lies in front of you. Plenty of ways to strategically place ranged creatures, pit falls, or dead ends. Its a maze, death trap and shooting gallery all mixed into one. Any of the environments could be adapted and I am sure that the devs could get even more creative (than real life engineers) with misleading loops, swoops and curves to keep you busy for a while.

Without going into any in-depth details, I’ll simply pitch the basic idea, and if chosen, it could be developed further.

I had an idea of an Underwater area. Completely underwater, lost city, pirate ships, or sunken WW2 vessels, any era would suffice. I don’t think it would require much more than any other map, only its theme would be underwater, and you would basically be wearing some sort of breathing apparatus. Perhaps an old diving suit/helm.

Think bubbles, muffled sounds, and an assortment of underwater monsters. Perhaps even some campy references to Titan Quest (Tiamat/Triton, etc).

You get the idea.

The real gist of the idea however, if it were allowed in the budget, would be to have a sub-layer under neath this water level. A city of gold. An underground group of tunnels, rails, destroyed city scape whose texture and character gives the impression of a once thriving metropolis, only now under the under water capitol (ruins of the old city dominated by the upper/superior water capitol).

This sub-level of course would be the dungeon of the water level.

*Think Atlantis meets Return to the Planet of the Apes. Only, not as tacky as that cheesy Hollywood pitch example.

I think the possibilities are quite endless, but versatile enough to actually cut and mold it into any desirable scale. For instance, you can have ruins of an underwater capitol and nothing else, or even a basic dungeon that’s roof has sprung a leak and the entrance is filled to the brim with water, thus venturing down the watery steps into the moss filled city. Or even something like:


Above

There could be zones where the Aethereal or Chthonian planes spill out onto Cairn. Not like where the ground is plagued, but where a section of their world has been pulled onto Cairn, plants, wildlife, rocks, demon rocks, flying rocks and are mixed with the things that are already there in sometimes unexpected ways.

These would be considerably higher level areas because the whelps are sent first in ARPG’s (not real life). So areas where their plane is could be inhabited by fearsome nightmare creatures, or other things of that genre.

Also more powerful humanoid enemies so that there is nice loot, that the player can wear. Also elementals created by the energy of the merging planes.
To be specific one cannot enter the other plane from this area it is not a portal. It exists now only in Cairn, the other side now contains a chunk of Cairn. It is an exchange (like an ionic bond) not a sharing.

First of all, I would like to say that while you guys are on a smaller budget than big companies, the game (from what I have seen) looks anything but budget. I am very impressed and will be pre-ordering the game very soon.

I know it is somewhat cliche, but a creepy forest is almost necessary. So many games fail to achieve the atmosphere that could be done with them. I tried to find some of the best real life examples possible.



And then during the daytime, they could retain a somewhat creepy and interesting look by almost seeming fiery.

And another theme which seems to be popular here is the factories. I think a combinatin of lava and smelting iron around would be great. something like this.

Would like to see a Mangrove swamp type environment with ancient overgrown temples with underground areas.

When I think of Grim Dawn, I picture a bit on the Steampunk side of things… So in that light, I think an old, run-down abandoned Victorian era city would be kind of cool.
Here are 2 pics I found - so picture them mixed with some wear and tear.


Also, Wonder City in Arkham City would partially fit the look well…

Video of Wonder City in this youtube clip

Definitely abandoned near the height of its achievements kind of eerie feel to it would fit right in I think.

I don’t know if it’s been mentioned yet, but I would like to see ruins of an old castle (big) with it’s own series of dungeons, torture chambers, sewers, ramparts, throne-room, etc.

I would also like to see a desert area with plenty of sand, but that’s probably asking too much.

Another possibility is a Demon spawning like setting with skulls & corpses & alters & candles all over the place.

Or an underground city that is ancient and abandoned.

Hmm, how about an old castle or (go big or go home…) an entire city that has either had a flood where the water receded or buried by sandstorms and recently uncovered? (either way, have multiple levels underneath)
Give it that ancient, lost, exploration and adventurous feeling? Maybe a lost people that had something to do with the story on a larger scale?

Hey Crate, I saw this thread ages ago, but I usually don’t bother posting much as I don’t see my suggestions getting anywhere out from the massive crowd XD. But anyway, here goes:

I would love to see a volcanic environment, the ground dead and grey with scattered bones and earth, small cracks with illuminous red glows of lava radiating from them, a red tinge to the atmosphere to portray heat and layers of smoke from a nearby volcano. Some small rivers of flowing magma and maybe a burnt tree or two =).

[SPOILER]Here are some photo examples for inspiration hehe:

[/spoiler]

Here is an idea for an outdoor and indoor area, including some monster ideas:

Deep in the midnight grove, despair shadows the land in silent fetter where once pixies frolicked and fauns capered amidst the first world’s eternal summer. The Aetherial’s twisting, consuming advance throughout Cairn is not sated on reality alone, but also on Carin’s myths and legends, dreams and hopes, and fears and loathings. Corrupting the faery realms is sweet nectar for the Aetherial’s parched souls, who take perverse rapture in despoiling the purer things, in cloaking beauty with nightmare visage.

Outside Areas:
As the character walks into a large copse of trees alight with iridescent butterflies, the daylight dims and the shadows lengthen, while the flora begins to take on a pallid glow. The area is completely silent; there is no sound or music in this area. Walking around the copse keeps the character in their current area. The further the character walks in, the more the pallid glow increases until they pass by dark standing stones and are surrounded by enormous plants glowing eerily and swaying to the whims of an unfelt breeze. Once they enter the area they are greeted by tainted will-o’-wisps and warpfire fauns, who now only delight in slaughter. Further in, twisted trees tower over fields of dead grass and wild flowers, shrouding clearings where the now macabre dance of the faeries languishes. The realm is situated around a great mound, where the faery court makes their home.

For example, take a gorgeous outside area like Outer Mongolia in TQ, or the first area of Trine 2, super-saturate it to make it more than alive (but not tacky), and then corrupt and warp it with grimpunk flavor. Enough beauty needs to remain to make the loss impactful. This area could also serve as a counterpoint to the bleak twilight of the rest of the world.

Inside Areas:
Hidden in the darkest recesses of the twisted wood under a hill of dying heather and broken stone, the once musical halls of the faery queen are now a grim, overgrown abode of beautiful ruin. The majestic halls now wander in impossible ways creating endless spirals descending to nowhere; floors that become walls and then ceilings, only to become floors once again with the character never loosing their footing, twist through star fields; galleries that bend in on themselves so that the character sees themselves walking to where they currently are standing; and so on.

Every hall used to lead to the queen’s throne like spokes in a great wheel, but now each is more likely to lead to flesh-eating bramble mazes infested with redcaps, or malignant gardens swarming with death’s-head pixies, than the music rooms, fountains, or courtyards that once brought joy to the formerly untainted denizens. Different entrances lead to cut-off parts of the queen’s halls, each with a warped champion faery holding court in rebellion against their queen. In the deepest hall, the queen still seeks to rule over her discordant realm with malice and wrath.

Creature Ideas:
Warpfire Fauns – Skeletal fauns burning with the lurid flames of the Aetherial warp. Peltasts, trappers (who throw gossamer nets), and shaman would all fit, and would be complimented by warped special abilities. (Yes, this is a shameless way to get TQ’s Satyrs mixed with Liche Kings into the game)

Death’s-head Pixies – Iridescent, skull-winged faeries with a penchant for poison and turning your pets against you.

Warpblight Blossoms – Gargantuan flowers infused with warpfire and surrounded by a cloud of caustic pollen, they shoot burning seeds at any non-Aetherial that comes too close.

Nightwood Dryads – Beautiful maidens who attack from their oaks with root and branch attacks until their tree is nearly dead, when they fly out in whirlwind fury to destroy any foolish enough not to flee.

Will O’ Wisps – Tainted by putrid warpfire, these floating lights now glow in sickly shades seeking to consume the unfortunate lost with their burning touch.

Shadow Brother Spriggans – Ugly mottled-gray faeries that attack from the shadows with jagged knives. Wingless, they grow in size and power as they take damage.

Burning Banshees – The only sound you ever hear in the grove may well be your last. Possible sub-bosses, they appear as ethereal maidens whose screams disrupt skills and drains life, while healing themselves. A banshee becomes brighter and more solid as she feeds off of the horror her scream brings.

Redcaps – These buggers might not need much warping; they appear as scrawny old men draped in rags, missing more than a few teeth, and with patches of wiry hair sprouting from under their bloody caps. They attack with oversized scythes that deal oversized damage, which also grant them surprising reach and cause copious amounts of bleeding. When in close, they attack with spiked boots to a character’s mid-region.

Boss Ideas:
Mab the Faery Queen – Brooding in a throne room deep in the vaulted Faery halls, Mab flutters jerkily through the air on eight broken butterfly wings around the fabled first tree, the one thing in her realm that withstood the Aetherian attack untainted. The once vibrant mosaic of trees and flowers that surround her hall have begun to dissolve, melted by warpfire so they ooze down like rotten wax into rainbow pools, slowing all who tread in these once idyllic halls (think Robin Williams walking in the painting in ‘What Dreams May Come’ for a visual of how the hall looks). Mab attacks with thorns and thistle in great arcs, calling Aetherial fiends from the dying color spilling throughout her once perfect domain.

Master of the Hunt – A proud hunter clad in ethereal green towers over his pack of spectral hounds, who howl soundlessly at an unseen moon. With a thrust of his spear, he sends his hounds at their new quarry – you. The legendary huntsman has not escaped the Aetherial assault and now hunts for his new masters, reveling in the burning power coursing through him. Master of the spear both at range and in melee, he can call back any of his fallen hounds with the peal of his silent horn.

I definitely think the Battleground is the best idea. I imagine it as something like Battle of the Somme trenches/mud sandbags meets Chernobyl/Industrial waste.

Bloody Battleground +1

Yo sugiero un ambiente en el que cruces un bosque mágico, me encantan; que tenga plantas que brillan y colores bien vivos y fuertes. No se como encajaría eso en la historia, pero creo seria llamativo. Y si le pusiera nuevos mobs serian driadas, plantas magicas. En resumen: Algo al estilo elfico.

Google translation: I suggest an environment that crosses a magical forest, I love, that has plants that shine and colors very much alive and strong. Not like it would fit in the story, but I would be striking. And if you put new mobs would dryads, magical plants. In short: Something elven style.