WIP: Tomb of Horrors

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
User avatar
Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

WIP: Tomb of Horrors

Post by Montis »

I'm currently recreating the old D&D adventure Tomb of Horrors as a Legend of Grimrock dungeon. It will be very deadly and unforgiving (as was the original). At the moment I'm mostly still figuring stuff out, especially special effects and things like that.

Since I'm more of a programmer I could use help with a few custom textures, wall models or monsters!
Coding help is also always welcome if you know the original dungeon already and want to create a custom trap or two for me. :)
Just hit me up on Steam if you want to help me, my name there is RussischerZar.


Anyway I will update the progress of the dungeon here:
SpoilerShow
Rooms drawn: 28/32
Rooms finished: 2/32
Custom items created: 2/?
Custom monsters created: 0/?
Custom traps scripted: 3/?
Custom sounds integrated: 2
Hours worked on it: about 25

To explain:
A "drawn" room is a room that has it's layout on the map completed, so you can actually walk there. It might or might not contain custom textures or traps already, but it still needs work to be finished.
A "finished" room has everything in it that will be in the final version i.e. all items, riddles, traps, monsters, etc. It will probably be a while until I get a higher number there.
Last edited by Montis on Fri Sep 21, 2012 1:27 am, edited 2 times in total.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
User avatar
Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: WIP: Tomb of Horrors

Post by Darklord »

Nice! Classic module. :)

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
User avatar
Malveus
Posts: 25
Joined: Tue Jul 17, 2012 5:03 am
Location: Louisville, KY

Re: WIP: Tomb of Horrors

Post by Malveus »

I applaud your efforts! I'm learning that more often than not the people on this forum are all old school gamers for the most part.
User avatar
pulpum
Posts: 155
Joined: Wed Apr 18, 2012 1:23 am
Location: bordeaux, france

Re: WIP: Tomb of Horrors

Post by pulpum »

yes!

nice adventure! those ad&d1 modules are good for grimrock!

"discos & dragons" :mrgreen:
ad&d / ff / d&d
Endzeit
Posts: 3
Joined: Mon Jul 02, 2012 8:42 pm

Re: WIP: Tomb of Horrors

Post by Endzeit »

Hey, sounds like a good idea.
I'll add you tomorrow in steam, i could handle the custom textures and models.
Greetings,
Endzeit
User avatar
Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: WIP: Tomb of Horrors

Post by Montis »

Had a bit of progress today, updated original post. I maybe shouldn't spend more time helping other people with their scripting problems than creating my own dungeon. :P
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
User avatar
Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: WIP: Tomb of Horrors

Post by Darklord »

Montis wrote:Had a bit of progress today, updated original post. I maybe shouldn't spend more time helping other people with their scripting problems than creating my own dungeon. :P
It's all good, it may slow you down but it speeds others up, so overall it means more dungeons for all! :D

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Post Reply