Tricks, Tips, and ideas (without adding code)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Malveus
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Location: Louisville, KY

Tricks, Tips, and ideas (without adding code)

Post by Malveus »

Building and playing mods pretty much day and night, I thought it'd be fun to share some non-scripting based use for the mechanics within the game editor. Every day, sometimes two or three times in a day, I find myself surprised by something I can do with the editor and I know a lot of other people are too - I'm playing your dungeons, after all. I'd like to encourage people to share these sorts of revelations. Today, for example, I learned that you can drop a monster on top of another monster, killing them instantly. hidden plate connects to remote teleport with an item in it's square, teleports item to remote plate on the level above triggering a trap door, drops creature standing on trap door. So you come walking up to a snail at the end of a long hall and suddenly and ogre falls from the ceiling crushing the snail, a fact which he seems none to happy about.This tickled me to death and I quickly incorporated some bait and switch traps.
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Malveus
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Re: Tricks, Tips, and ideas (without adding code)

Post by Malveus »

Adding this to this thread - currently in the editor, you may add the wall props along a wall, then remove squares behind where you placed one or any of them.They display identically to the regular prop but may be walked through freely as an illusory wall. - edited after confirming this works with all the wall props, and also that monsters and the party can attack through these walls.
Ixnatifual

Re: Tricks, Tips, and ideas (without adding code)

Post by Ixnatifual »

Cool stuff. I'll definitely be looking for places to use the trapdoor trick. Illusionary walls not so much. I developed an intense hatred for these early in my gaming life :mrgreen:
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Xzalander
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Re: Tricks, Tips, and ideas (without adding code)

Post by Xzalander »

x_wall_text objects can only be placed in valid locations, however once placed can be moved freely.

If you stack them back to back you can make a fake wall with a message on both sides. Dungeon_wall_text works best as the others have some slight clipping.

You can use just one as a fake wall, but will cause artifacts if looked at from the reverse side.

Also while obvious to some of us, some of you are new; so I shall remind Editors that you can make rooms next to rooms using secret_door and then putting pillars in the cross sections where they meet. If you don't place the pillars, there will be artifacts where the two secret doors should touch.
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Darklord
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Re: Tricks, Tips, and ideas (without adding code)

Post by Darklord »

You know the idea of an enemy dropping down next to you from above and smacking you senseless appeals to me! :twisted:

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Lmaoboat
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Re: Tricks, Tips, and ideas (without adding code)

Post by Lmaoboat »

Reposting this:
Lmaoboat wrote:Another neat little trick I found: If you use a prison_alcove, you can place a secret door over it without any clipping problems, and have a nice way to hide treasure without making another room and create the neat effect of a secret compartment.
Image
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Darklord
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Re: Tricks, Tips, and ideas (without adding code)

Post by Darklord »

Nice trick with the prison alcove, looks pretty good. :)

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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Malveus
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Re: Tricks, Tips, and ideas (without adding code)

Post by Malveus »

These are nice!
You can add a lot of atmosphere by taking active control of your ceiling lights and connecting them to timers and hidden plates.setting the timer to .5 will create a flashing klaxon style light, while having a line of them in a long hallway deactivate with increasing timer increments of 2 from farthest to closest for example can lend panic or dread to a situation.It's a device you may have seen in many horror movies in say a hospital or haunted building - glimpse of a creature in the distance, the light there goes out and the darkness begins spreading towards the viewer.
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Komag
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Re: Tricks, Tips, and ideas (without adding code)

Post by Komag »

These are awesome ideas, keep 'em comin'!
Finished Dungeons - complete mods to play
davehca
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Re: Tricks, Tips, and ideas (without adding code)

Post by davehca »

Komag suggested these ideas be posted here, so here they be. :)

Hang a daemon_head and a wall_button on the same wall, the button will be hidden "behind" at the same location as the nose. Walla, you now have a Daemon Head "nose" button to open doors, spring traps, etc.

Place a sign or scroll next to it that says "DON"T TOUCH MY NOSE!" and lay a trap for when they suscumb to the tempation. :twisted:

Also, a wierd thing you can do with eye_sockets: Place one in the middle of a room, by either moving it off a wall using the arrow keys or adding a space on the other side, and add an item to the socket, and the item will appear suspended in mid-air from any angle. It can be plucked out - the only downside is only from one side.

This will only continue to work if the Editor allows you to move wall objects off the wall, so please don't change it!
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