Overgrowth

Overgrowth

320 ratings
Xargock's Arena Pack
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
241.083 MB
30 Apr, 2018 @ 11:40am
6 Jan, 2019 @ 3:39pm
18 Change Notes ( view )

Subscribe to download
Xargock's Arena Pack

Description
Quick-start, dirty, arena combat battles - some with specific combat scenarios, and some with randomized combat modes, with all kinds of opponents and armaments! Hone your armed and unarmed combat skills, crush your enemies, please the crowd, and become a champion!

Currently (11/23/18), there are 17 levels in the pack:

Two tutorial levels:
  • "Gyrth's Bootcamp" - A tutorial level made by Gyrth to teach you movement and combat basics
  • "Xargock's Blocking Trainer" - A new dodging/blocking/weapon combat trainer tutorial - take the "randomness" out of combat by learning how it works, and how you can stand face-to-face against even a wolf.

Several levels with combat scenarios involving specific weapon types, and typically rabbit only opponents - great for practicing with those specific weapons:
  • "Fisticuff Cove" - dedicated to unarmed combat.
  • "Knifey Kavern" - for knife fighting both alone and on a team.
  • "Magma-speare Point" - a fiery place to practicing spear fighting - sweep the legs of your enemies to send them off the ledge!
  • "Swordy Stronghold" - a level with sword fighting in the snow.
  • "Well-Staffed Marina Arena" - for, you guessed it: staff (and some glaive) combat. (Original level design by Constance/Timbles)

Further - the main course - many arenas that focus on access to various/randomized weapons and combatants, and some fun scenarios! Once you've grown your combat skills, play these for a challenge and fun!
  • "Deserty Demise" - A weapon-focused desert arena with varied and interesting combat scenarios.
  • "Non-Rabbit-Battle-Ring" - A battle-ring that provides a number of combat scenarios with all of the existing weapons against specifically non-rabbit enemies - dogs, cats, and rats.
  • "Really Really Random Battle Ring" - Another iteration of the battle-ring which gives you access to completely randomized enemies (including all base species except for wolves) and all weapons, (including functional glaives!), to encounter all sorts of combat situations.
  • "Cretedown Beatdown Cavern" - A custom cave arena that poses a number of environmental hazards, scenarios, and devastating wolf combatants!
  • "Big Battle Bulge" - A field where teams of rabbits come to represent their clans and duke it out, for honor, respect, and wealth.
  • "Watery Doom Arena" - A beautiful, but very graphic intensive beach level where you fight on the docks. Take out your enemies the old-fashioned way, or knock them into the ocean instead. Try not to get knocked in yourself! And beware the dock rats :)

And lastly, several experimental maps:
  • "Red Flags" - where you can try to save the town by taking out raiders, smugglers, a necromancer, and all the townsfolk that have been corrupted by them - each section is set up through an arena script, so they're replayable - but not playable in order. This level is broken, but was made available to try, so, try it if you want to.
  • "Haunted Farm" - a place of nightmares and monsters; will they be overcome, or will you succumb to the darkness?
  • "Pit of Eternal Doom" - exactly what it sounds like :)
  • "Cinder Courtyard Defense" - Your city is under seige, and attackers are inside the walls; rally your men, slay your foes - how many can you take down before you're cut down yourself? (Original level design by Constance/Timbles)


Stay tuned, much more to come - more maps/levels, more battles, more scenarios, more weapons, bigger battles, and a lobby level are all on the way! (See the Discussion section for a more specific listing.)

Be sure to favorite if you like, and leave a rating either way! Suggestions can be left in the comments below, or sent to me on the Wolfire Discord.

Thanks for playing, and have fun!

PS, big thanks to:
  • Wolfire (for making the game, and many of the assets and original arena scripts),
  • Gyrth (for sarcasm, advice, wisdom, and bits of code),
  • Merlyn (for putting up with me, fixing bugs, giving advice, and submitting code - also generally for his hard work and dedication to the Wolfire community :)),
  • Keril (for making the original arena editor UI script, which mine is a customized clone of, as well as general scripting advice and help),
  • BusterC (for testing, support, advice, and brain-thinks),
  • Constance/Timbles (for assets (including some entire level setups!), advice, and tutorial videos),
  • RagdollZombie (for creating the skeleton rabbit assets),
  • Le Petit Docteur (for creating bat and raven character assets),
  • TwoWolves (for creating zombie rabbit assets),
  • Xephelium for creating endless wave spawning scripts that allow essentially a new dimension/mode to the classical arena idea,
  • and many others for the help/ideas/assets/support along the course of this mod's continued development :)
Popular Discussions View All (2)
2
8 May, 2021 @ 6:12pm
Arena Pack Wishlist
Xargock
1
15 Jun, 2019 @ 5:02am
What's next??
Xargock
62 Comments
bug bite craig 20 Mar @ 5:03pm 
most fun ive had on the computer in a while!
Fresh guac 19 Aug, 2024 @ 12:09am 
is it possible to spawn in as a rat by default instead of a rabbit?
Lochness 17 Jan, 2024 @ 4:22pm 
would it be difficult to create more cqc maps?
GaybitBiscuit 3 Dec, 2023 @ 10:00pm 
Can confirm the mod still works as of 12/2023 :heart:
Except for the red flags map, which doesn't launch at all
timster01 8 Jun, 2022 @ 3:35am 
@Xargock, this has been mentioned before but there are some crashes for red flags. I am specifically getting a missing asset for char_zombierabbit1.
maso 1 Jan, 2022 @ 5:16am 
Non-Rabbit-Battle-Ring always jumpscares me cause ill spawn and immediately someone throws a spear through my skull. Makes me jump every time.
Zxclipse 14 Jul, 2021 @ 8:54pm 
Has to be top 5 favorite Overgrowth mods.
Sarabi 8 Dec, 2020 @ 12:27am 
This is great, a tutorial like this should have been in the game to begin with.
Saint Sheepy 10 Nov, 2020 @ 6:41pm 
@Xargock

Thanks again, I'll try that graphical settings thing.

I think it was the same thing as last time, even though I took off the "Big Temple" mod it still crashed.
Xargock  [author] 10 Nov, 2020 @ 6:14am 
Yeah, there isn't too much to be done about the frame rate on Watery Docks; the water assets all around and the number of creatures running around just kinda do that. You may have better results if you tone down the graphical settings on that one. I can look into the Red Flags crashing, though that's likely also a mod collision with something else - does it give you a particular error message?