Improvements and Additions since release
In 2002, a year after initial release, Human Head Studios released "Rune: Halls of Valhalla" Multiplayer Expansion Pack with several totally new skins, new MP gameplay ("Arena" and "Headball", new maps, meshes and more.
During this time, Westlake was contracted to make a Mac
version of RUNE and RuneHOV. At the same time Loki Productions made a
LINUX version. Later the PS2 Console version, "Rune:Viking Warlord",
was developed with some additions not found in the PC/Mac versions and
some levels were made by Tod McFarlane of SPAWN fame. Rune in Portuguese | March, 2008
There is an ongoing project to translate RUNE and its RuneEd for
Portuguese players. Rune was all ready translated into German, French
and Italian versions before initial release but there were no Spanish
or Portuguese versions. Most players across the world play the game in
the translations mentioned or, more often, in its English version. The
project is being done by an avid Rune player, +Walleck+, a GameVicio
Brazil translator, who felt Rune's popularity and "cult status"
deserved this treatment for this growing video gaming community.
Since 2003, there has been a explosion of video gaming amongst Spanish
and Portuguese players. However, there are very few games translated
for this new player base. GameVicio Brasil
has been in the forefront of providing Portuguese speaking players Game
News as well as translating PC and Console video games for companies to
meet the demand.
You can read about his progress through his Projeto de Tradução do Rune website. Also through his GameVicio Brazil forum subject Rune thread
Rune in Portuguese Update August 10, 2008 GameVicio Brazil has released the Rune Portuguese Translation Mod for downloading!
Note:
Official Patches 1.06 and 1.07 are required to install properly and
prevent any technical problems if your RUNE 1.00 is English version. OR
you can use the v1.07All.zip European patch.
Any questions about problems installing will be answered through their GameVicio "Rune" Suporte Técnico Observação
Local para discutir problemas técnicos com a tradução do jogo Rune
Para instalar a tradução:
1) Instale o jogo normalmente.
2) Aplique os patches 1.01, 1.06 e 1.07.
3) Para finalizar, execute o arquivo de instalação da
GameVicio Brazil's "RUNE in Portuguese" Download Page: GameVicio Brazil: "RUNE Portuguese Mod"
More mirrors will be posted as they appear!
Next Translation Project is HOV
Rune Co-op v1.2 | 12/26/01
A 45 level Co-op made by Dark with a team of Runegame community coders
and mappers with the help of Human Head Studios was released shortly
after. The developers did not have a chance to add this Mod to RUNE.
However when HH learned of Dark's efforts, they graciously gave help
and expertise to get this done. Based on the original SP game, many
levels were altered for cooperative play with some new ones included.
Also in the later 1.2 version, new monsters were included and
additional improvements made. A Mac and Linux version have been made since then. This was released by Dark as a free download to the Rune player community.
EVilDick's 20 Map Coop [Rune 1.07]
This original Coop Campaign includes 20 maps (3 secretmaps included)
now and it splits into diffrent ways 2 times (this way you can play it
twice without getting bored). He also optimized the older maps (from
the pre-release)."
May 31, 2010 On@g@'s Rune Co-op (Rune HoV 1.08)
You awake in a small pub in a mountain pass called "Beruga"
The pub host will kick you out because you drink enough.
Without evil thoughts you help the one or other residents
until the Trainer of Beruga sends you on your adventure...
The adventure to "Save Valhalla from Onaga"....
Thus begins the Saga of this 18 level with 34 maps original Coop Campaign that On@g@ calls "Valhalla belongs to On@g@". Four levels are split into additional maps to help push the adventure along and the 34 map total includes six "secret maps". The Mod includes two "Readme.txt" in German and English to help with installation and any information. This 115 megabyte Mod download also comes with new music, sounds, four special AI characters and a host of other goodies to add to your Rune Co-op gaming pleasure with your friends.
On@g@ suggests this Mod should be played by two (2) or more players as many level and/or map tasks require this minimum to get through them. Although some levels can be played in "single player" mode, there are some maps you cannot finish without a partner. There is only one setting...Hard and even for two beginner players, it will be a challenge. In otherwords, this mod is very much a "Co-operative" game experience.
On@g@ wishes to send special thanks to (BDC)ScorpheuS, Blitznuckel, mute_box and especially to Galil "aka Bongo" for their skills, talents and advice where is was needed.
On@g@ Rune Hov Co-op Updated Link February 27, 2011
March 22, 2007 VR48 Rune Co-op Test Package
Although not a complete mod and still in testing, this still important enough to add to this list of the popular Rune Co-op Mods Although it is not necessary to have Dark's Rune Co-Op mod installed, VR48 thinks it works better with it so recommends
using them in game or in RuneEd Co-Op Maps. It should be standalone,
and not requiring classes of Coop.u, but he is not exactly sure,
because while sub-classing and removing sub-classes constantly, he
needs the Community to to try the package out other than than himself.
The Package contains a host of new weapons including Spears,
OrcHammer and more. Others are modifications of existing ones. with New animations to use these in combos. This also includes shields and runes. New monsters with their own special additions.
Here is what the Package holds and explanations:
[Installation]
1) Extract rar file. Drop .u files into Rune\\system folder.
2) Open Rune.ini and add these lines beside the ServerPackages:
ServerPackages=VR48
ServerPackages=VR48M
ServerPackages=spear
ServerPackages=cyclops
Definitions of individual packages
[VR48]
A set of weapons and shields. These weapons have been subclassed from
default rune weapons. They contain mixed combo-attack animations,
moving animations, damage, size (or drawscale) and other changes
implemented for added Rune game experience. Some weapons & shields
within this package are finished - others are in experimental stages
and are prone to changes or removal. As the VR48 weapons are high in
damage [doubled from their default classes], combos and size, it's
runepower properties are weak and high in requirement. The default
runepowers are still there, but the runepower requirement is high and
the effects last only for 1 second, meant for dire-use only.
Viking Long Sword: Modified version of vikingshortsword. It has a 4 way
combo backwards and forwards moving that has very quick recover time
upon the 4th combo execution (removed DReturn animation). It's
drawscale is .5 or more bigger as is it's damage. Good range of attack.
Viking Two-Handed Sword: Modified version of vikingbroadsword. This
sword cannot be equipped with a shield, and is too heavy to be thrown
well. It however has a large drawscale with well placed weapons
animations and combos - all sweep-type attacks. Excellent range of
attack.
Heavy Roman Sword: Modified version of romansword. This sword cannot be
equipped with a shield and is too heavy to be thrown well. It however
has a large drawscale, has default runepower properties and runepower
demand for "Fire Sword", and is comprised of beheading combos - with
quick-end recovery. Good range of attack.
Large Mace: Modified version of rustymace. This mace is heavy, but can
be thrown to some degree. It has a .5 or higher added drawscale. It is
comprised of combos with very quick-recovery time, which can be used to
combo into a new combo-set. Example: Forward 4-attack combo, expanding
into a strafe-attack, almost imediately. Considered a sort of free-form
melee fighting-weapon in the hands of the right Rune player. It's size
makes it stowable on the backside: MELEE_STOW_AXE. Ok range of attack.
Triple Edged Mace: Modified version of trialpitmace. This mace is
medium weight, and can be thrown to medium extent. It follows same
free-form concept of Large Mace, with different attack animations. It's
.5 or higher in drawscale. It's size makes it stowable on the backside:
MELEE_STOW_AXE. Decent range of attack.
Giant Bone Club: Modified version of boneclub. This club is 2 in
drawscale, making it massive from it's original. It's two-handed and
cannot be used with shield. It's high in damage, and with it's lighter
bone density, can still be thrown decently despite it's massive size.
It's drawscale makes it have a high range.
Orc Hammer [Experimental]: Modified version of dwarfworkhammer.
Strafing attacks are sweeping attacks. Forward attack-animations are
those of sigurdaxe, and backward attack-animations are those of forward
attack-animations of dwarfworkhammer. Drawscale is 2, and is quite big.
Damage is doubled, and 2 shots kills average foe if not one. Very good
attack range. Excellent sweep range, due to strafing attack animations.
It's size makes it stowable on the backside: MELEE_STOW_AXE. Decent
range of attack. It's heavy and can barely be thrown, but to no avail.
[Experimental Property]: It will be MELEE_NON_STOW in the future and sub-classed from nonstow, for balancing gameplay.
Swift Viking Axe: Modified from vikingaxe. It's a two-handed no-shield
axe with 2 or more drawscale. It has mixed attack animations with good
recovery time on some. It is heavy, but can be thrown to some extent.
It's attack range is good. It's sweep range is better.
War Axe: Modified subclass of sigurdaxe. It's slightly larger in
drawscale and damage. It's special values are quick attack animations
and recovery time. Can barely be thrown. Very good attack range.
Excellent sweep range. Fast for a two-handed axe.
Titan Double-Sided Axe [Experimental]: Modified from sigurdaxe. It's
drawscale is 2 or higher making it a monster to hold. It's damage is
higher than double of sigurdaxe. Attack animations consist of sweeps
and well balanced combos. Recovery time is poor, but makes up for it in
attack range and sweep range immensely. It's jump attack is also
sweepable, making it a devistating weapon. It's heavy and can barely be
thrown, but to no avail.
[Experimental Property]: It will be MELEE_NON_STOW in the future and sub-classed from nonstow, for balancing gameplay.
Walking [Experimental]: A sort of bare-hand weapon, stowable in
MELEE_STOW_HAMMER. Cannot be seen. Is mainly used if the player is a
zombie model and wishes to walk like a zombie when idle. Good to use
with alias: admin set playerzombie groundspeed 70. Is there just for
gags.
The shields in VR48 are larger in drawscale and has thousands in points to durability.
All VR48 objects have a respawntime of 30000.
GoldCoin [Experimental]: A subclass of rune, when picked up, displays a
pickup message. No further options or code implemented yet. In the
future it will be used for other projects relating to Rune RPG and
currency.
[Spear]
I didn't create this package, but I used it to subclass other weapons out of it.
Spartan Spear: Modified version of spear.celticspear. It has sweep
attacks and different moving stances. It is a very throwable weapon
with good damage. It has good defensive attacks (when retreating or
getting outnumbered) that have excellent recovery time and can be
combo'd into other combos. Very good attack range. Good sweep range.
Spartan Shield [Experimental]: Modified version of vikingshield2, but is part of spear package. High in drawscale and durabity.
[VR48M]
Monsters.
Giant Zombie [Boss]: A gigantic zombie that wields a modified Viking
Axe with damage as vast as the size of the axe - which is a lot. Meant
for 2 or more players, to take it down one must bring it down while the
other attempts to cut it's head off. Decent range of attack. Good sweep
range.
VR48 Cyclops [Boss]: A borrowed subclass of Cyclops this cyclops wields
an axe similar to that of the Giant Zombie, but with more
maneuverability and combos - same damage however. This cyclops has more
health. Huge range of attack. Very good sweep range.
Sark_A & Sark_S Series: A slightly larger sark, with re-programmed
and tweaked AI. The Sark_A uses axe-type and the Sark_S uses sword-type
weapons of the VR48 package. When its enemy is coming at it, it attacks
in advance forcing the player to either back away or get hit with the
tip of the sark's weapon, making the sark almost unreachable and
difficult in skill level. The sark uses defensive-positioning tactics
that force the opponent into a retreating-state or shield-defending
state, everytime. 3 or more players are recommended to take this foe
down. The VR48M Sarks use weapons that have sweeping attack-animations,
covering an almost 360 degree attack range. Meant for experienced Rune
players. Highly dangerous in numbers. They also hold a MagicShield
(shield created when VikingShortSword runepower is used) that
disappears upon the Sark's destruction. They can hold two-handed
weapons and a shield for added protection. Health and armor rating is
high. Good reflexes and response time. Good attack and sweep range.
Sark_ABoss [Boss]: Holds a Titanic Double-Sided Axe [VR48 modified
sigurdaxe] with great reach and damage, while wielding a MagicShield.
Same AI battle-tactics as the Sark_* series, but with added armor and
health rating. Tactical info to defeat this foe is too complex. It is
easily seen by experienced Rune players - but not achieved. It has
never been defeated without at least one player death, but it can be
done. Good reflexes and response time. Good attack and sweep range.
Sark_SBoss [Boss]: Currently uses a Triple Edged Mace [VR48 modified
trialpitmace] and has same properties and toughness rating of
Sark_ABoss. It uses quick uplift attacks of the mace, followed by
roundhouse attacks, which makes this sark seldom rest between attacks.
It's attacks are sometimes seen to fall into huge untouchable combos
that barrage the opponent till his shield and health is gone or forces
the player to back-off and take on a new strategy. Good reflexes and
response time. Good attack and sweep range.
This package will be updated, with documentation on this thread, until
it is finalized into a version that is rigid enough to be uploaded to
Rune hosting sites (like Rune-Resource.de). Until then, free
filesharing hosts will be used for those who wish to play around with
it.
Usage: (In Game) [VR48]
VR48.VikingLongSword
VR48.HeavyRomanSword
VR48.VikingTwoHandedSword
VR48.GiantBoneClub
VR48.OrcHammer
VR48.WarAxe
VR48.TitanDoubleSidedAxe
VR48.LargeMace
VR48.TripleEdgedMace
VR48.SwiftVikingAxe
VR48.KnightShield
VR48.VikingWarShield
VR48.GoldCoin
VR48.Walking
Usage: (In Game) [VR48M]
VR48M.GiantZombie
VR48M.Sark_A1
VR48M.Sark_ABoss
VR48M.Sark_A2
VR48M.Sark_S1
VR48M.Sark_SBoss
VR48M.Sark_S2
VR48M.VR48_Cyclops
Usage: (In Game) [Spear]
spear.spartanspear
spear.spartanshield
VR48 would appreciate any questions, tips, or ideas from the Community. Please post them in his Rune Co-op Forum subject thread OR you can email VR48 at: vukasin_r@hotmail.com
Update 3/26/2007 Since this was
released, this package has proved quite popular with quite abit of
feedback. Due to the quick feedback from Rune players, VR48 has
released a New Updated VR48 Rune Co-op Package
[Installation]
1) Extract rar file. Drop .u files into Rune\\system folder.
2) Open Rune.ini and add these lines beside the ServerPackages:
ServerPackages=VR48
ServerPackages=VR48M
ServerPackages=cyclops
Note: The package files below are optional packages
ServerPackages=spear
ServerPackages=strangeaxe
Changes
Some Rune players have managed to defeat the VR48 Monsters quite easily with the new VR48 Weapons
due to the sheer damage these weapons have. To offset this, VR48 has
rebalanced and downplayed a few of them to make it more challenging for
the user.
Here are the various changes made:
Weapons
Titan Double-Edged Axe (Experimental): This axe is now stowable
Orc Hammer (Experimental): This hammer is now NOT stowable
VR48 Monsters: ALL Health from monsters in this package has been greatly amplified.
Giant Zombie: Fixed a bug where upon decapitatiing the Giant Zombie, the head does not come off and duplicates another one as a "limbweapon"
Sark_SBoss: This boss now uses VR48 VikingTwoHandedSword.
[strangeaxe] NEW Addition
Strange Axe: VR48 did not create this weapon but modified the original
weapon of the author, though. He corrected some of the skeletal damage
collisions and any drawscaling mistakes. Also scaled down the axe til
the skelmodel clipped with the damage colliders. The axe has the attack
animations of the VikingShortSword but does slightly more damage than
the GoblinAxe. It's "Specialty" is it's Ghost Throw or GoblinAxePowerUp.
The runepower demand is one (1) point and the staying power time is one
second to be best used for it's plentiful "Rune PowerUp". Attack range is poor, attack speed is medium but the Throw range is Great!
Useage: (In Game) Summon strangeaxe.(classname)
strangeaxe.strangeaxe
Lastly, Documentation can now also be found within the download file
This new Rune Co-op is proving to be quite a popular download. Haltyr has given VR48 (or any mapper) permission to use his own "EvilDick's Coop" Coop maps to add VR48's stuff to make for a playable mod!
(Of course, Haltyr gives this, "....as long as I can test (and maybe improve) the result before release"
VR48 really appreciates all the helpful imput Rune players have been sending him so far. Please keep it coming! You can include any comments, input or ideas in his Rune Coop Forum Thread or you can email VR48 at vukasin_r@hotmail.com
RuneBots v2b by eagleAR 4.6MB
A Clamour for Bots ensued as these were so popular with UT players. As
RUNE uses an Enhanced UnReal Engine, eagleAR began working on just such
a mod. Released in 2003, this has proved to be immensely popular. With
14 new RB noded maps, it included some RBArena and RBHeadball maps for
HOV use. The latest 2.0 version improvements: - The bots can use weapons, shields, health, runes.
- Bots use Runes more often
- The bots are much faster as compare to older ones.
- Bots do spining attacks
- HOV models supported
- The bots now can change enemies
- Multiple GUI styles
- Multiplayer Online Play supported
- Arena Game fully supported
RuneBots will also play in non RB noded DM/Team/CTT maps (will not pickup Torches, though)
Capture The Torch Made by Mhz Rocker improved by Lar
Originally
made by Mhz Rocker base on the UT mod of "Capture the Flag" and was
later improved upon by Lar with a host of additional things. This is
still one of the most popular MP mods, especially in Europe where
RuneClan/Hordes play in a hundred of special custom CTT maps.
WhyLabs "Tweaked Rune Racing"
Want to take your Rune battles to the sky? You can with this
addictive new mod from WHYLabs. Choose from five aerial maps and four
spawnable critters (Beetle, Lizard, Dangler Fish and Bird). You can fly
around at speeds varying from 50% of normal, to 220% up to 440% speed
using the "super boost." Other features include Controllable Speed,
Super Boost, a new Racing HUD and ACS (Anti Chat Spam) HUD.
This unique, original mod was based on a SP cinematic where Ragnar
gets away flying on the back of a beetle and many Runegamers have
wanted to do the same. Developed by a family of avid players,
...Twofer, his brother Enfuego and Mrs. Chavez...Runegamers finally had
this chance to go freewheeling dogfighting/jousting in several special
TR maps that have been made beyond the five available in the download
May 15, 2007 ArgonModv0.9 11.52mb
This mod requires Rune: Halls of Valhalla version 1.08!
After two years of work and LAN testing, Argon has released a fairly stable version of a new "Invasion gameplay"
mod to the community for running in LAN or online and additional
feedback. The mod consists of 4 mutators, which are all in beta or
final stages. Called "ArgonInvasion" (for the main mutator) it is a form of invasion gameplay, with waves of monsters attacking the players.
From Argon's announcement: The package contains a readme and manuals for each mutator, but here is a rundown of what the mutators do:
ArgonInvasion: This is the mutator that started it
all. It's a form of invasion gameplay, with waves of monsters attacking
the players. So far, it's been tested in DM and AR maps but requires
the maps to have special actors to allow monsters to spawn without
crashing the game. Several ArgonInvasion (AI) versions of stock maps
have been included, as a way of demonstrating how easy it is to modify
any map to support ArgonInvasion. By default, ArgonInvasion is designed
to work with a server time limit of 10 minutes and no frag limit. The
idea is to defeat the boss and kill all of the monsters before the time
limit runs out. The other mutators in the package are configured to
support this game format by default. Killing all the monsters ends the
game, regardless of how much time is left. There are ini settings and
presets to disable this functionality, so you can use ArgonInvasion to
supplement standard Deathmatch gameplay with any timelimit or fraglimit
you wish. Read the manual for more info.
ArgonWeapons: Adds randomized diablo-style weapons to the
game. I guess there have been alot of mods like this. But ArgonWeapons
is designed to work with ArgonInvasion and will give boss monsters
special unique weapons. Also Argonweapons special effects (like poison)
won't damage certain monsters (like sarks and zombies). Alternatively,
Force weapons do extra damage to Rock Monsters and Golems. So
basically, you get a better variety of gameplay by using these two
mutators together.
BTW, the "Arkmaster Bag" is an inside joke. You probably won't get it, unless you know us. ;-)
ArgonFog: This is a simple little mutator that overrides the
distancefog in a map and allows the fog to change over time. Like the
other mutators, this one is extremely configurable in the ini's.
ArgonTrophies: This mutator labels heads, so you can see
whose head it is, and who took it, if the trophy was taken cleanly. The
more sloppy the kill, the less information will be on the head, and the
head may look dented, smashed, or just be a random chunk. To take clean
trophies, you have to have a good solid whack with a sword or axe.
Explosions, hammer-gibs, and other kinds of kills will produce a
damaged head. You can also make heads not despawn by picking them up.
Once you have picked it up, you can drop it and it will stay around
forever, so players can start a head collection.
Ok, there's the basics. Have fun and let me know what you think."
Unzip these folders into your main rune folder, and it will put files where they need to be.
If you want to get right into the game, start a Runematch server with Argoninvasion
in your mutators list (and any other mutators you want), and then pick
a map with an AI in its prefix (for instance, DM-AI-Ruins. Set your
time limit to 10 and frag limit to 0, and click start. This will allow
you to play Argoninvasion against waves of monsters without having to
go online. In order to play online, you will need to find a server
running the mod, or start one. You should put the ArgonInvasion (AI)
maps in your map list as well, since Argoninvasion won't work on maps
that aren't specifically modified to support it.
Modifying maps to support Argoninvasion is easy and simply involves
placing bossspawn and monsterspawn actors in them. These can be found
in the Argoninvasion package.
For detailed information about each mutator, including backstory and
the Argonmod Mythos, check out the manual files also included in this
zip.
The package contains a readme and manuals for each mutator, but here is a rundown of what the mutators do:
Argon asks for any and all feedback about his new Mod as he has
gone as far as he could in LAN tests but released it to the community
for YOUR input too. Be sure to post your comments in Runegame's "Editing & User Creations" ArgonModv0.9 subject link In the meantime, anyone running the mod and has any problems, Argon asks that they send him your rune.log to roballenb@gmail.com with any information.
Updated May 18, 2007Argon Invasion Mod v0.91 Argon
has just released a new version of his "Argon Invasion Mod" after
fixing a few bugs he encountered playing in Zisu's server. Only by
playing the mod this way was he able to see these and now fix them. He
asks that someone to test hitting players shields in a non-pvp game of invasion though.
Argon changed his download link to a more generic one so he could
replace the file without having to update all the links. Here is
Argon's New Download Link
Argon says:
The version number is now v0.91 but I am giving each mutator a
different version, for instance ArgonFog and ArgonTrophies are both
v1.0 now because they are final versions.
Argon Invasion Mod Requires VoiceOverSound.uax This file is from Retail RUNE Single Player Sound folder. Links provided below
Argon continues:
I did not put Voiceoversnd.uax in my zip file because it
would make it too big. I did put a note in the readme along with a link
so that people know they need it. Hopefully that's enough.
I also modified DM-AI-Icecavern
a bit. Basically, instead of having to turn the monsters on, they will
already be on. The switches only control whether the Snowbeast trap
works, which is pretty much the way the map is supposed to work.
Let me know if the AI seems to be smarter. I commented out all the AI
code hacks I had in place to stop early-version crashing. Hopefully all
those hacks were obsolete and removing them doesn't cause crashes.
Everything seems stable, but we'll see.
As he says, All HOV 1.08 players MUST have VoiceOverSound.uax installed to play the "Argon Invasion" mod. When he made this, he assumed all versions already had this file. This is a RUNE SP file only
used for the different voices/sounds in the game. HOV was released as a
"standalone MP" only and does not have this file. This can be found in
your Retail RUNE 1.00 or in your Retail RuneGold "Rune 1.07" SP Sound folder"
. If you have HOV only, it will not be there.
If you have HOV only, You can download this particular "SP only" sound file from Zisu's Download Redirection Site, Sockboy's =Runeiverse= and KalCorp's VAS RUNE website to run Argon's "Argon Invasion Mod v0.91"
As Runegamers know, there are a few RUNE maps (non HOV) that need this
.uax file to run properly. Also to play particular mods (i.e. Rune Coop, VAS Mod) where this SP only sound file and/or the "SongSnd.uax" sound file are needed from the Single Player game.
Argon thanks all the people who have been playing the mod and sending
him any input. Please continue so that anymore inprovements can be made.
These are just a handful of over a hundred different mods/gameplays
made for this game. Jailbreak, Seige, Viking Raid, Gangstas, KalCorp's Adventure/RPG "VasRune" Mod/Mutator series, DungeonMaster, Domination, Sarkball,
MKP Mods (Jetpack Assault/Arena), Contra Mod v0.3, Haltyr's "Thirsty Vikings" , and Snowballfight Mod to name just a few.
There are a few SP campaigns available for RUNE itself. EZKeel's 5
level "Nidavellir" and Fragmeat's 7 level "FR" SP maps were among the
first large scale levels made in 2001. These can be found at Sockboy's =Runeiverse= and Rune-Library.com. The most recent is the much longer Haltyr's/EvilDick's Unfinished SP Campaign which can be found in =Runeiverse= and "Rune-Library.com". (There are several Clan sites that also host these files as well, so be sure to check their "Download" pages too.)
"Unfinished" only because Haltyr is still working on the beginning and
intends to make this longer. Ever since the Headers were finally
released late in 2004, there has been more interest by other mappers to
make more SP campaigns.
Update 1/17/06 Haltyr has just released the "Introduction" and his SP Campaign is now named "REINCARNATION : Curse Of The Bloodstone" with more levels on the way!
Update 5/12/07 EZKeel's Rune Arena website is still maintained and where you can still download his SP-Nidavellir SP 5 level Map Pack directly. You will also find a seperate "Nidavellir Walkthrough"
Page complete with screenshots and diagram to help you. Lastly, you
will find five DM maps (DM Excelsior, DM Vidar's Tomb, DM Fathom, DM
Raldor, DM Odin) in the same page as "SP Nidavellir".
December 18, 2006 Dwarven Treasure Hunt SP Campaign
Is a brand new 8 level Single Player Campaign made and released by Darkwolf (aka "BDC Killzone") As Darkwolf says : "8
levels of fun and ravaging bosses await u. Unzip the files and put them
in your map section :) double click dm-dwarvenTreasureHunt1 and start
the fun :)"
(Since it's release, only one bug was found. When you finish Level 4,
the teleport will not take you to level 5. So just double click onto
Level 5 map to continue. All other teleporters before and after work
properly)
Although largely known as a MP Mapper as "BDC Killzone", Darkwolf
was inspired by the efforts of past successes by EZKeel ("Nidviller"
SP), Fragmeat (Making of an OdinsBlade), Keebma (GoblinGibz) and
Haltyr/EvilDick (unfinished SP campaign) to attempt this. To become one
of this small, but elite, list of contributors.
Be sure to post any comments and suggestions in Runegame.com's Subject Thread: Dwarven Treasure Hunt Completed as he intends to make more.
5/24/08 New SP/Coop Mod by Aligator!
Crisis Conflict is new seven map Single Player/Coop mod with new music!
A Story to play through with your Friends!
DM-CrisisConflict is the StartMap
You will start in a small Village... The NPCs will give you different Quests to do...
Sometime you will leave the Village... and then? Go figure it out!
New Single Player and/or Coop play mods are always welcome and this one looks very good indeed! Thanks Aligator!
Maybe YOU might become inspired to add to Ragnar's adventures the Nine Realms!!
Patches
There have been a few patches released since both RUNE and HOV came
out. All fixed some minor and a few major bugs that have not prevented
anyone from playing but have proved annoying. Three were for the Retail
Version of RUNE itself: 1.01, 1.06 and 1.07.
The first one dealt mostly with some minor bugs in RUNE 1.00. The last
two were mostly improvements with the MP play and to make it more
compatible with HOV.
Two patches were made for HOV, 1.07 by Human Head Studios. Check the "Patches" link
to find these for RUNE and HOV. The most recent is Zisu's 1.08 for HOV
done with some help from Human Head Studios. The latter finally offered
more stuff and improvements. But it also gave the most sought after
treasures of RUNE playing: "Redirected Downloads"
which meant no one had to wait too long for a map/mutators to go into
your cache before entering a MP server. For those with dialup, this was
like finding "Fafnir's Dragon Hoard".
Although not made by Human Head Studios, they did give Full Authorization and Endorsement (along with some expertise) to Zisu's "WGW" Production Division in making it
Maps, Mods, Skins and More!
There are hundreds of Deathmatch, Teamplay, HoV Arena maps made for both RUNE&Rune:HOV.
Scores of custom skins (both male/female), mutators and other
additional stuff made by enthusiastic clan/horde mappers, skinners, and
coders. The Runegame community is a small, close knit "horde" of
several thousand players all over the globe. All finding common ground
in their interest in Viking lore, love of the game and the unique
fighting MP "in your face" gameplay with only hammer, sword and axe on
our Cyber "Vigrid's Plain".
Come back often as this list is updated regularily!
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Looking for "How To? tutorials? Or Fan-made Rune Maps, Mods, Skins, Textures, Art or More? Download from the
following sites:
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