Dungeon Test

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Custode
Posts: 15
Joined: Wed Oct 10, 2012 8:29 pm

Re: Dungeon Test

Post by Custode »

Komag wrote:did you test it in the regular game after exporting your map? sometimes things work slightly differently in the editor.
Yes I did, multiple times to be honest... And to be really sure I retested it a few minutes ago and it works as it should.
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Dungeon Test

Post by Komag »

tried this again, works for me. I think that puzzle needs a better hint, perhaps some item already on the floor that can't be moved (like a dragon statue or an altar), or maybe real pressure plates there. Some other puzzles seemed interesting, the cast a rock and listen thing didn't seem to work for me, but I was still in the hallway when I threw it, and I threw it as a weapon, not just from the mouse holding. got killed by the fireballs when accidentally facing them, nice puzzle there
Finished Dungeons - complete mods to play
User avatar
Trollmann
Posts: 24
Joined: Sun Apr 15, 2012 6:31 pm

Re: Dungeon Test

Post by Trollmann »

Custode wrote:
Trollmann wrote:tried ~everything, but none of the trapdoors close :I
This is really really strange, I just tested it again and it works fine, so no problem with the .dat file.
SpoilerShow
You just have to put one rock per tile, three rocks, three tiles, the direction is even the same of the pits room:
X O X
X O X
X O X
for example this will open the the door to the east, for the others just change the position of the rock that is closer to the door.
This is exactly what I tried with no success. But yeah... like Komag said, check the map in editor, maybe make a new .DAT file and upload it.
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Dungeon Test

Post by Komag »

the current file works just fine for me. you put the items on the floor of the room where you found the rock bag
Finished Dungeons - complete mods to play
User avatar
Trollmann
Posts: 24
Joined: Sun Apr 15, 2012 6:31 pm

Re: Dungeon Test

Post by Trollmann »

oh, ok, got past the trapdoor part :D was there some sort of a hint somewhere, where to put the stones? I tried to put them under the trapdoor I wanted to shut.
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Dungeon Test

Post by Komag »

yes it probably needs a better hint, something in the other room to indicate it's THAT room.
Finished Dungeons - complete mods to play
User avatar
Trollmann
Posts: 24
Joined: Sun Apr 15, 2012 6:31 pm

Re: Dungeon Test

Post by Trollmann »

Maybe just move the "Create your path" walltext into the room where the rock sack is located.
Post Reply