[CLOSED] Call to modders/mappers: "One Room" round robin!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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HaunterV
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by HaunterV »

SpiderFighter wrote:
Lupe Fenrir wrote:Ok, I've got the files now, wish me luck :P
Good luck, but you won't need it. :D

OH!! I forgot to tell you, you need to start on the bottom map (where it says "One Room, Continued").
Although I'm sure you've figured out by now that you have no room up top. :)

well he COULD squeeze a room into the 2nd or 3rd floor if he wanted, hell feel free to go off the hallways leading to my room. they could use some more visual variance.
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Lupe Fenrir
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Lupe Fenrir »

I'm putting the room on the second floor with stairs leading down from the first floor next too the stairs to HaunterV's corridor, I had to rotate the walltext saying "HaunterV's One Room" but it is still clear where this is pointing.

Just two quick questions:
1. How high level / well geared would the characters be at this point approximately?
SpoilerShow
I'm having the player fight a custom Warden so I need to know how much of his HP I should remove. (he wont be to hard to kite around)

2. After the room, should I link the corridor back to somewhere else in the dungeon or leave it a dead end for someone else to continue on?
My name is Torsek in some places
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Lupe Fenrir
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Lupe Fenrir »

The room is just about done, just need to export and test it, but that has got to wait till the morning, it's getting really late.
My name is Torsek in some places
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Wolfrug
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Wolfrug »

Lupe Fenrir wrote: Just two quick questions:
1. How high level / well geared would the characters be at this point approximately?
I ran through the whole dungeon as a test before I made my room (and I highly recommend you do the same! It's awesome). As far as I remember, I didn't make more than maybe one or two levels throughout, but then I might have k-key killed a few of the monsters I didn't want to bother accidentally dying to. Still, even with those kills, I don't think the player is much higher level than tops 5 at this point, and not very well equipped either :D This is mainly a puzzle dungeon, after all, not a fighty one. Something we'll need to keep in mind when we go through a round of pre-release editing, I'm sure.

-Wolfrug
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Komag
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Komag »

But reaching level 5 in a one level dungeon, that's a ton! There is beaucoup XP to be had in this conglomeration. But yeah, the only way to know about that sort of thing really is to playtest it yourself (in full exported game mode is best, not just editor) and see how it goes.
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SpiderFighter
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by SpiderFighter »

Wolfrug wrote:
Lupe Fenrir wrote: Just two quick questions:
1. How high level / well geared would the characters be at this point approximately?
I ran through the whole dungeon as a test before I made my room (and I highly recommend you do the same! It's awesome). As far as I remember, I didn't make more than maybe one or two levels throughout, but then I might have k-key killed a few of the monsters I didn't want to bother accidentally dying to. Still, even with those kills, I don't think the player is much higher level than tops 5 at this point, and not very well equipped either :D This is mainly a puzzle dungeon, after all, not a fighty one. Something we'll need to keep in mind when we go through a round of pre-release editing, I'm sure.

-Wolfrug
I agree with Wolfrug about the player level. That reminds me of something else I forgot to mention (speaking of pre-release editing): I moved around a couple of lantern holders as I was playi-erm...testing. The in-game torch holders are fine with a block of dead space behind them, but the custom lantern holder asset needs two blocks of dead space or else the torch handle juts through the wall. Just so everyone knows that I did that. :)
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Komag
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Komag »

Yeah, I was always watching out for those torch "tails" and making sure they didn't stick out in weird places
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Lupe Fenrir
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by Lupe Fenrir »

I just thought that all of the puzzles would be really difficult and playing through them would take a lot of time since I apparently tend to underestimate my ability to solve problems.

Anyway I've played through most of the rooms now (those necessary to reach my room) and I have to say they are all amazing.
My name is Torsek in some places
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SpiderFighter
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Re: [CLOSED] Call to modders/mappers: "One Room" round robin

Post by SpiderFighter »

Lupe Fenrir wrote:I just thought that all of the puzzles would be really difficult and playing through them would take a lot of time since I apparently tend to underestimate my ability to solve problems.

Anyway I've played through most of the rooms now (those necessary to reach my room) and I have to say they are all amazing.
Stop stressing...I can't wait to play your room! :D
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