Suggestion for old school mode

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Lethaemis
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Joined: Wed May 09, 2012 11:58 pm

Suggestion for old school mode

Post by Lethaemis »

The one thing I felt could be useful to old school mode is for coordinates to be displayed somewhere. I played through the game fine drawing the map; however, I could never figure out where the teleporters teleported me to(unless it reconnected to the area I mapped). I just feel it would be useful since I wanted to map out the actual map but felt that wasn't quite possible. This would just be a feature I would find useful. Anyone else have an opinion on this?

Edit: Like add it to the compass since the compass didn't really serve any useful purpose.
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Flashheart
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Re: Suggestion for old school mode

Post by Flashheart »

Sounds like a primitive GPS system.

What I tend to do after a teleport is scout the area to see if it joins the main map...If not remap the area in its own section. If it does join, then remap it from the join.
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Darklord
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Re: Suggestion for old school mode

Post by Darklord »

I found the compass all but essential to figure out where I was going, I played on Old School and didn't map anything.

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Lethaemis
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Re: Suggestion for old school mode

Post by Lethaemis »

Flashheart wrote:Sounds like a primitive GPS system.

What I tend to do after a teleport is scout the area to see if it joins the main map...If not remap the area in its own section. If it does join, then remap it from the join.
I actually started to do that around level 4 since all the teleporters went to pretty much the same area.

And if you didn't map anything, I could see the compass being useful, but since I mapped almost everything I found it rather worthless. For me it wasn't worth carrying, but everyone has a different view on it. It's like the argument about enough food or not since it varies from person to person. I would have liked to know where the teleporter takes me since if it's not connected to another area, it can be slightly confusing. Either way I already beat the game, and I think it would be a useful update.
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Crash
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Re: Suggestion for old school mode

Post by Crash »

I was hoping it would be even more old school, such as removing animated steps and turns (for player and creatures), which might even help those with lower spec machines. I'm sure this would be no easy task to implement.
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Thels
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Re: Suggestion for old school mode

Post by Thels »

I'm not sure, but wouldn't that kind of beat the whole idea of old-school? I'm pretty sure some of the old-schoolers really don't want to know about those coordinates, as it wouldn't make it old-school anymore.

The compass does help you discern north, which is useful for some of the hints.
Lethaemis
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Joined: Wed May 09, 2012 11:58 pm

Re: Suggestion for old school mode

Post by Lethaemis »

When you put it that way, I do agree it does sort of negate the point of old school. Since the game is fairly short, it is also not too bad to go back with automap to see the true map after completing old school.

(I do wish there was an actual hard mode since hard mode was really not that hard)
jfunk
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Re: Suggestion for old school mode

Post by jfunk »

Providing you with the coordinates completely defeats the point of old school mode. Might as well just turn the map on. Of course you don't know where you are after going through the teleporter...you shouldn't!

Also, how was the compass useless? Me thinks you must have been "cheating" a little in your old school mode play. How did you determine which direction you were facing without the compass? If you peeked at maps online, then you defeated the point of playing old school mode. It's an entirely different experience when you don't rely on outside assistance for finding your way. That's the whole point of the mode.
badhabit
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Re: Suggestion for old school mode

Post by badhabit »

Lethaemis wrote:The one thing I felt could be useful to old school mode is for coordinates to be displayed somewhere. I played through the game fine drawing the map; however, I could never figure out where the teleporters teleported me to(unless it reconnected to the area I mapped). I just feel it would be useful since I wanted to map out the actual map but felt that wasn't quite possible. This would just be a feature I would find useful. Anyone else have an opinion on this?

Edit: Like add it to the compass since the compass didn't really serve any useful purpose.
hmm, I'm not sure if this would be old school, but good news for you LoG offers this already with the "debugInfo = true" parameter (viewtopic.php?f=12&t=2574&start=10#p26796). see in this picture the lower left corner: X, Y, ,view orientation(?), Level, Delay, FPS Image

If we talk about rebalancing (to makes these modes more distinct from normal mode), three thinks I would like to see in Old school/HC mode: being able to starve, instead of being "weakened" (suggestion of limba viewtopic.php?f=12&t=863&start=20#p25727) and a dungeon which is frightening, pitch-black if there is no light-source nearby. Come on, there is no cat-class & or nightvision for the prisoners!:)
Last thing, "pit jumping" should be more risky and not always rewarding... maybe sometimes just deadly (to achieve maybe by a significant higher fall damage with chance for a "critical" (breaking neck), dead-end pits (starving), more traps below, more hungry enemies waiting for food).
Lethaemis
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Re: Suggestion for old school mode

Post by Lethaemis »

badhabit wrote:hmm, I'm not sure if this would be old school, but good news for you LoG offers this already with the "debugInfo = true" parameter (viewtopic.php?f=12&t=2574&start=10#p26796). see in this picture the lower left corner: X, Y, ,view orientation(?), Level, Delay, FPS Image

If we talk about rebalancing (to makes these modes more distinct from normal mode), three thinks I would like to see in Old school/HC mode: being able to starve, instead of being "weakened" (suggestion of limba viewtopic.php?f=12&t=863&start=20#p25727) and a dungeon which is frightening, pitch-black if there is no light-source nearby. Come on, there is no cat-class & or nightvision for the prisoners!:)
Last thing, "pit jumping" should be more risky and not always rewarding... maybe sometimes just deadly (to achieve maybe by a significant higher fall damage with chance for a "critical" (breaking neck), dead-end pits (starving), more traps below, more hungry enemies waiting for food).
That is indeed what I was looking for though I wish I could hide it when I don't need it(since I only wanted it for accurate mapping purposes ie teleporting to a disconnected area) without restarting the game.

On the note of distinction between normal and hard, I agree there should be more differences(though starving? Come on, you have to fail at food management to come even close to starving. They would need to reduce the amount of food you find to make starving worth the time to program in)
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