The Idea: To put together a collection of work submitted by the Grimrock editing Community as a showcase of the overall talent out there. The end result, remains to be seen.
Criteria:
- -Submit a 1-2 floor dungeon.
-No pits on your final floor --Teleporters are the preferred entrance/exit to your submissionSpoilerShow- a 2 floor dungeon can have pits on the 1st floor,
and of course a single floor dungeon gets no pits.
-Your submission must be 100% complete. or so very close that changes to your submission are minimal and relatively painless to pull off. Any drastic changes you want to make to your submission will have to be either reviewed for feasibility if it is before release of the CFD, or it will have to wait to be incorporated into the CFD:EE - a 2 floor dungeon can have pits on the 1st floor,
Additional Rules:
- -Your Dungeon must be crash free
-Please clone your keys so they only work within your dungeon - If you need clarification or help with this, just ask.
-Name all objects with custom id's so they will not conflict with other's. We recommend using your forum name or initials as a prefix. (HaunterV_longsword, HV_longsword, etc...)
-Please ensure your floor/dungeon is completable
-The teleporters must be the same objects, named "level_entry_teleporter" and "level_exit_teleporter" for consistency and allowing the Scrolls of Return to work. Here is a thread detailing what we plan to implement:-There are Scrolls of Return btw, how many are present in the CFD will be determined later once a final floor count is handy -Use self.level or party.level. Do NOT use any numeric level values.SpoilerShow
(More Edits incoming)
Further Suggestions:
- - Please try to consider at least 75% of the character builds out there when designing your submission. As it's been pointed out, it won't be fun for some players if they are going entire 6 or 7 floor blocks without a single piece of loot useable for their class they choose to play. If everyone takes this into consideration, the chances of that are greatly reduced.
-Do not worry about whether you need to give the player a mortar or not. The Mortar will be given out to the player at the very beginning, along with one torch. If you do not like this idea, you can take the items away with a script and a HUD message. something like "a rat scares you and you drop your pack in a puddle, everything else seems fine but your torches are hopelessly ruined and your mortar seems to have cracked." But honestly, don't put too much worry and thought into it.
-Teleporters aren't absolutely necessary entrances and exits as we have a contingency in place for those that just can't make it happen, but please try to make it happen, we have a neat colour coded system in place for it and everything.
-XP rewards, if you make a combat heavy or a dense dungeon you run the risk of throwing off the whole level curve of the CFD, too combat this, we will come up with an xp penalty of sorts to apply to your floor so don't worry about "spending" your floor's XP allotment when designing your submission. See this thread for more information:SpoilerShow
I expect this will be a sort of Xmas present to the community so can everyone try to get their floors together by the end of November. We will release a sort of extended edition in the new year for anyone else who missed the initial submission window.
Read the following Noteworthy posts in this thread to help wrap your minds around where we are on getting this thing off the ground and also to help integration of your submission go a touch smoother as well. My aim is for zero to bare minimum modifications to floors being necessary for everyone's submission to be included.
Central Staircase
Everyone seems to want and be gravitating to a central stairwell for the easiest integration of floors into the Dungeon proper.
Here is a post by one, Edsploration on the topic:
viewtopic.php?f=14&t=3300#p33299
Sevenbirds posted on both the concept of the central staircase and the benefits of this method of going between levels He also touches on what I believe to be the best solution for Duplicate IDs:
viewtopic.php?f=14&t=3300#p33419
Duplicate IDs
SpacialKatana brings up a major hurdle in the that duplicate ID's are going to pop up and that is really going to lead to lead to conflicts in scripts, you can read his post here:
viewtopic.php?f=14&t=3300#p33341
or
Edsploration has come up with a script that will solve that issue, as mentioned in this thread:
viewtopic.php?f=14&t=3300&start=50#p37702
The Problem with Keys
The problem with keys is a couple of things that need to be considered;
- -what if someone takes a key form one submission into another submission, they could bypass entire puzzles or tests to get the keys that the floor designer put thought and effort into designing only to have it skipped.
-Even if the keys don't get used, there is the possibility of a player's inventory flooding with keys after a while, there are ways to fix this and I'm sure we can come up with one that works for everyone.
- -Clone your keys and make sure they are only useable in your submission
-Make sure by the time the player is leaving your submission they will have had to use all keys they obtained.
Edsploration put a HUGE amount of thought into his analysis of both the game and what we are trying to pull off in such a short time with everyone still being relatively new to the editor as a whole. In any case his post here goes into the brief amount of consideration and effort we can politely ask from each submission:
viewtopic.php?f=14&t=3300&start=10#p33471
The post in general is a great read as it provides a strong basis to work off of with any team effort.
Itemization:
Edsploration has provided a link to a post in another thread about a spreadsheet (Designed by him) which includes nearly all in-game items and monsters along with a metric for their "ideal location" in a dungeon with a smooth difficulty curve.
viewtopic.php?f=14&t=3300&start=40#p35853
Intro/Outro:
Looking for a volunteer to collect together the names and put together a credits scroll for the outro and some sort of intro for this whole thing.
The surgeon:
Edsploration has volunteered to be the man to sew the monster together.
Tools to help you:
Custom Dungeon Analyzer (new tool) &Thread discussing it: viewtopic.php?f=14&t=3624 Thank you once again Edsploration, you're doing the community a great service.
Remember to Subscribe to this topic, as this is where all the preliminary ground work will happen. There will also be the internal developer discussion thread on the steam workshop mod page for quick discussion and trouble shooting among those working on this and I'm also thinking that we will be starting another thread once submissions start getting received properly. I have been urged to put a bit more thought into how we proceed and have finally seen the light and been brought down to earth via some choice worded PMs and will going forward treat this project and the community as a whole with the respect it deserves.
Submission window closes December 1st, at which point we'll begin assembling the dungeon. after which if there is time we might stitch your level in if it arrives late for the last week of the year release. As stated previously, all submissions WILL eventually be included in the "FrankenDungeon2012:Extended Edition" that will be released by the end of spring. Ideally.