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PART I AVAILABLE - DOWNLOAD NOW!!
BOUND BY EVIL is my newest, and to this date, most expansive adventure map. Bound by Evil will try to bring back the retro-feeling of good ol' dungeon crawling, exploration and looting. Inspired by ARPG's like Diablo and Path of Exile, Bound by Evil is all about slaying evil monsters and acquiring powerful loot to build YOUR character!
Map is built in a retro-style with 8-bit music, heavy emphasis on exploration and all kinds of mazy and extremely dangerous dungeons all waiting to reward you with insane gear for your efforts!
PLAY IN UP TO 3 PLAYERS, CHOOSE YOUR ROLE:
SLAY INCREDIBLE MONSTERS, CONQUER DANGEROUS DUNGEONS AND ACQUIRE POWERFUL GEAR - THAT'S THE SPIRIT OF BOUND BY EVIL!
Features and some fun statistics:
-Play in up to 3 players (you can play solo or duo too if you want)
-100+ unique custom mobs
-Hundreds and hundreds of crazy items to find and equip
-Dozens of unique armor sets
-Incredible customization depth - spells, skills on weapons, activatable items and item enchancing accessories
-Items with all kinds of unique properties, such as auras, buffs, stats and more mechanics
-Powerful bosses and enemies with custom attacks
-Custom 3D models for weapons and monsters
-Custom music and sound effects
-Deep gameplay mechanics and events to partake in
-Plenty of side and optional content
-Main storyline with a compelling narrative
-Custom shop and crafting system, scavenge for gold and materials, sell your old gear!
Want to follow this project in more detail, ask questions and talk about it? Come join my server!
Click here to join
COMPLETION: 100% [in testing phase now]
Act I - DONE
Act II - DONE
Act III - DONE
Act IV - DONE
Act V - DONE
Epilogue - DONE
SEE YOU IN VILATERIA....
There is way too many people who's assets have been used to make this project, there will be detailed credits included with the finished map, but the most notable people who contributed are:
Maffhew for creating the base-pack for this map - Excalibur
VelociGamerBR who made plenty of great gear models
Nongko for even more weapon and staves models
Silvathor for the great damage-indicators datapack
Divano for versatile mob health bars datapack
original_tekpir8 for additional armor sets and some mobs
and more...
BOUND BY EVIL is my newest, and to this date, most expansive adventure map. Bound by Evil will try to bring back the retro-feeling of good ol' dungeon crawling, exploration and looting. Inspired by ARPG's like Diablo and Path of Exile, Bound by Evil is all about slaying evil monsters and acquiring powerful loot to build YOUR character!
Map is built in a retro-style with 8-bit music, heavy emphasis on exploration and all kinds of mazy and extremely dangerous dungeons all waiting to reward you with insane gear for your efforts!
PLAY IN UP TO 3 PLAYERS, CHOOSE YOUR ROLE:
SLAY INCREDIBLE MONSTERS, CONQUER DANGEROUS DUNGEONS AND ACQUIRE POWERFUL GEAR - THAT'S THE SPIRIT OF BOUND BY EVIL!
Features and some fun statistics:
-Play in up to 3 players (you can play solo or duo too if you want)
-100+ unique custom mobs
-Hundreds and hundreds of crazy items to find and equip
-Dozens of unique armor sets
-Incredible customization depth - spells, skills on weapons, activatable items and item enchancing accessories
-Items with all kinds of unique properties, such as auras, buffs, stats and more mechanics
-Powerful bosses and enemies with custom attacks
-Custom 3D models for weapons and monsters
-Custom music and sound effects
-Deep gameplay mechanics and events to partake in
-Plenty of side and optional content
-Main storyline with a compelling narrative
-Custom shop and crafting system, scavenge for gold and materials, sell your old gear!
Want to follow this project in more detail, ask questions and talk about it? Come join my server!
Click here to join
COMPLETION: 100% [in testing phase now]
Act I - DONE
Act II - DONE
Act III - DONE
Act IV - DONE
Act V - DONE
Epilogue - DONE
SEE YOU IN VILATERIA....
There is way too many people who's assets have been used to make this project, there will be detailed credits included with the finished map, but the most notable people who contributed are:
Maffhew for creating the base-pack for this map - Excalibur
VelociGamerBR who made plenty of great gear models
Nongko for even more weapon and staves models
Silvathor for the great damage-indicators datapack
Divano for versatile mob health bars datapack
original_tekpir8 for additional armor sets and some mobs
and more...
Progress | 95% complete |
Tags |
21 Update Logs
Internal changes after Testing Wave 1 : by panR4IN 01/23/2025 4:54:34 pmtoday
Some (maybe) controversial changes done:
-Mercy removed (Health can now only be gained from Item stats)
-Frenzy Movement Speed buff removed (now only grants Damage for Ranger Skills)
-Onslaught buffed (Now grants +2 Melee Damage +1 Templar Skills Damage > from +1 Melee Damage +1 Templar Skills Damage)
-Ground Gold drops from Monsters buffed (Now grants +30G > from +10G)
-Tears of the Goddess generally buffed (for example rare Gold reward now grants +1000G > from +100G...)
-Stalkers generally buffed, their auras now grants 3s effects instead of 1s (1s was buggy and didn't always apply the effects)
-Made plenty more items sellable (Splash potions, Lingering Potions, Golden Apples, some Tools and more...)
-All Mistress Trials removed > as that character was completely cut from the game
-Fire Aura Ring and items entirely removed > effect was too buggy and glitched monsters
-Ex-Mortis Aura entirely removed > same problem
-Vault rewards greatly expanded, also added more Emperor Masks in general
-Added more Class Essences early, so you can potentially craft Masterwork Class Item earlier
-Revamped difficulties > Now features Normal (hunger, normal HP regen, normal Monster difficulty), EVIL (greatly buffed Monster difficulty) and RETRO (you cannot starve, but you can also only regenerate HP through potions, normal Monster difficulty)
All these changes occured after my first wave of testing, I've tried to identify what's weak and what's way too strong. Thus these changes happened. Movement Speed and Health was way too easy to stack, thus was removed from Passives. Melee still felt a bit weak, was buffed. All damage-based auras were also removed as they were too buggy. More changes coming soon!
-Mercy removed (Health can now only be gained from Item stats)
-Frenzy Movement Speed buff removed (now only grants Damage for Ranger Skills)
-Onslaught buffed (Now grants +2 Melee Damage +1 Templar Skills Damage > from +1 Melee Damage +1 Templar Skills Damage)
-Ground Gold drops from Monsters buffed (Now grants +30G > from +10G)
-Tears of the Goddess generally buffed (for example rare Gold reward now grants +1000G > from +100G...)
-Stalkers generally buffed, their auras now grants 3s effects instead of 1s (1s was buggy and didn't always apply the effects)
-Made plenty more items sellable (Splash potions, Lingering Potions, Golden Apples, some Tools and more...)
-All Mistress Trials removed > as that character was completely cut from the game
-Fire Aura Ring and items entirely removed > effect was too buggy and glitched monsters
-Ex-Mortis Aura entirely removed > same problem
-Vault rewards greatly expanded, also added more Emperor Masks in general
-Added more Class Essences early, so you can potentially craft Masterwork Class Item earlier
-Revamped difficulties > Now features Normal (hunger, normal HP regen, normal Monster difficulty), EVIL (greatly buffed Monster difficulty) and RETRO (you cannot starve, but you can also only regenerate HP through potions, normal Monster difficulty)
All these changes occured after my first wave of testing, I've tried to identify what's weak and what's way too strong. Thus these changes happened. Movement Speed and Health was way too easy to stack, thus was removed from Passives. Melee still felt a bit weak, was buffed. All damage-based auras were also removed as they were too buggy. More changes coming soon!
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Just wanted to let you know that the discord invite link is invalid at the moment.
That's all, keep up the amazing work!
I loved the atmosphere and the unique gameplay.
A bit of feedback, from my one-player experience:
Magic was way too powerful. I shredded through the bosses and the large ambushes using just Stormcaller, and the higher tier staves were even better.
Even though it was powerful, the magic system felt unresponsive somehow. Maybe it's just because of the limitations of the system, but an animation or more sfx would be better.
Cooldowns also were a little weird to me, maybe because I couldn't see how much time was left on them. Maybe a durability bar under the item or something would be good.
I never really paid attention to the crafting or levelling system, and just found the endless amount of crafting materials to just fill my inventory up to no extent, and never really felt the effects of boosting my levels.
Coal? What does it do? It doesn't say Crafting Material, but I held onto them anyway in case they were one.
Lastly, there were some items I just couldn't sell. It's not like they were class-restricted, they were just some ordinary things like maces.
9/10 rating, though. Been following this through development, and loved your older maps like Out of the Pit and Trench Gun.
BbE is indeed my biggest and most complex project yet (and I don't think I'm ever gonna top it), so I expect there to be some things that I will probably never iron out. I will try to nerf the magic even further or introduce some other mechanics to make it less powerful (though magic was already nerfed twice lol).
I'm not sure what you mean by "unresponsive", you've probably just tried to spam/hold click, but 99% of the wands/staves have small cooldowns inbetween casts to prevent this. I feel like for the animation and/or sfx it's fine as is, I didn't encounter any problems. You're right on the cooldown indicators, however there's already a ton of abilities that have longer cooldowns and introducing some cooldown indicator now would require a lot of reworking, unless I come up with something automatic that I can just slap onto every spell. I've also been thinking about the same idea of the durability bar as cooldowns, I might look into that somewhere down the line.
Crafting is a system that is a bit more relevant towards endgame, where items from the shops will cost a lot more, and just crafting them might be more appealing, there'll also be a bunch of very legendary items that can *only* be crafted. But you are free to just ignore the entire system, that's all player's choice, Crafting will never be necessary to progress.
Levelling is a small additive system, it's small upgrades because eventually you'll level up plenty of times and the effects will stack up. It's not as obvious if you level mov. speed for example, but the hp/armor levelups do make a longterm difference.
Coal is there to cook raw fish, that's it lol. Use it or ignore it.
And yes some items cannot be sold, either because it's something atypical or there's simply not the slot for it yet. If there was something you felt like should be able to be sold, but you weren't able to, please mark the exact item type or screenshot the exact item, and I'll see to it.
You seem to be a longtime fan so I hope Part II of BbE will enhance this experience for you further!