[CLOSED] Call to modders/mappers: "One Room" round robin!
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I reported quite a few small issues
Finished Dungeons - complete mods to play
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Tested my room real quick, and there seemed to be no problems.
...Except that I noticed that my voiceacting is absolutely horrible. But it will have to do.
...Except that I noticed that my voiceacting is absolutely horrible. But it will have to do.
BASILEUS
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I've stopped lurking this forum just for a couple of days and I missed the return of SpiderFighter. Fortunately others have said it all and I fully concur everything that have be said. I'm glad too see you back John, I wish you all the best and even though you've decided to not add a room to this project (which I fully understand) I hope to see you on forum as often as possible - even though I'm not the most vocal member of this fine community I'm lurking here often enough to miss your posts.
Back to the dungeon - I haven't finished whole dungeon yet but all good so far.
As for the intro and ending - I'm definitely think we need them. I have some rough idea for intro. I hope I will find time through weekend to tweak it and post on Sunday.
Back to the dungeon - I haven't finished whole dungeon yet but all good so far.
As for the intro and ending - I'm definitely think we need them. I have some rough idea for intro. I hope I will find time through weekend to tweak it and post on Sunday.
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Thanks, Mere. I'm here, cheering you guys all on!!!!Merethif wrote:I've stopped lurking this forum just for a couple of days and I missed the return of SpiderFighter. Fortunately others have said it all and I fully concur everything that have be said. I'm glad too see you back John, I wish you all the best and even though you've decided to not add a room to this project (which I fully understand) I hope to see you on forum as often as possible - even though I'm not the most vocal member of this fine community I'm lurking here often enough to miss your posts.
Back to the dungeon - I haven't finished whole dungeon yet but all good so far.
As for the intro and ending - I'm definitely think we need them. I have some rough idea for intro. I hope I will find time through weekend to tweak it and post on Sunday.
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I think a credit roll is the perfect ending.
As for the into, probably just a brief forward on what the project is about.
As for the into, probably just a brief forward on what the project is about.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I've tested my room in game and it seems fine. Didn't notice anything unusual. I've played through quite a few of rooms, but haven't had chance to get further.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I'm about halfway through, and everything looks good for the most part. I only noticed a couple perceived balance issues, but that could just be me being bad/dense Is there a place to discuss this without giving out any spoilers?
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I agree that some kind of private thread would be ideal.. Komag is it possible at all ?
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
I can't find any option to make a private thread or something like that. I think only the board admins (red names) can set up something.
Finished Dungeons - complete mods to play
- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: [CLOSED] Call to modders/mappers: "One Room" round robin
Status update, everyone but Lmaoboat seem to have at least downloaded the Release Candidate.
Here are the fixes done on my end.
Neikuns Room
Wilfrey's Room
Komags Room
HaunterV's Room
Merethif's Room
Fixes yet to be done.
lantern_torch_holder
General concerns
Merethif's Room
Wolfrug's Room
JohnWordsworth's Room
All in all I thing this is coming along nice, I'm doing intro and ending, when thats inplace I will update the dropbox link.
Feel free to comment on anything you see in this post.
Skuggasveinn.
Here are the fixes done on my end.
Neikuns Room
SpoilerShow
Goromorg statue with the crown did accept all items on its head.
It now only accepts the crown.
It now only accepts the crown.
SpoilerShow
Two pillars where Prison pillars, changed to Temple Pillars.
SpoilerShow
Blue gem sparkles and light where one squere of the alcove.
Light entity komagGenL_BAlc rotated to fix the issue
Light entity komagGenL_BAlc rotated to fix the issue
SpoilerShow
on your way down the corridors to the Frozen Labyrinth there was a part of a staircase
sticking out the wall, was fixed by changing the layout of the corridor by one tile.
sticking out the wall, was fixed by changing the layout of the corridor by one tile.
SpoilerShow
the elemental library rules text did go out of the box, got worse in lower resolutions if people are playing 4/3 (not widescreen)
two extra \n added to fix it
two extra \n added to fix it
lantern_torch_holder
SpoilerShow
you can use a torch to light it (the torch gets placed off map), thats cool, and its even used in the Grimforged for a puzzle, but things start to get ugly if you get the "fire_cudgel" thats a unique item and try to light a lantern with it, you loose the fire_cudgel as its placed off screen. What we need here is a way to limit the item placment for the lantern_torch_holder to only "torch" and not "torch_everburning" (the fire_cudgel is torch_everburning)
Merethif's Room
SpoilerShow
The library can be skipped, its on optional room, some thought that to be wierd, I was fine with it that way.
Many people missed the elemental glyphs above the alcove rooms, and therefore found it confussing where to place the scrolls, you have to look up to see the glyphs that tell you what element belongs to what room, I thought it was ok, more so because this room is optional
Many people missed the elemental glyphs above the alcove rooms, and therefore found it confussing where to place the scrolls, you have to look up to see the glyphs that tell you what element belongs to what room, I thought it was ok, more so because this room is optional
SpoilerShow
Blue mist instakill not very fair, when you have many mists it gets impossible to get past them without loosing some or all of your party. gets mitigated somewhat be the fact that there is a "secret" healing crystal near by.
SpoilerShow
Even if the the word dream is scattered all over the place, many do not get what to do here
All in all I thing this is coming along nice, I'm doing intro and ending, when thats inplace I will update the dropbox link.
Feel free to comment on anything you see in this post.
Skuggasveinn.