[MOD] Eye of the Dragon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
eLPuSHeR
Posts: 676
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Re: [MOD] Eye of the Dragon - RELEASED

Post by eLPuSHeR »

I cannot pass the
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three imprisoned or something like that
Any hints?

Also this level lags like hell for some reason.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] Eye of the Dragon - RELEASED

Post by Drakkan »

just to let you know that thanks to your feedback and suggestions I will during this week release version 2

- grammar check (thanks to python79)
- some new details (like huge spider webs from user montagneyaya)
- dungeon is fully backtrackable now (some lock were moved etc... you can always return if you missed some important item)
- some play with item Id´s (especiaclly with gems, so you cant get stucked now)
- some puzzle balances (one complete new one)
- some minor balances and changes trough whole dungeon (overall it should be little easier)
- little less food
- basic mages scrolls to be found a little earlier now
- some new custom staff (for example completed green set now including Pinpoint Cloak, Amulet and Sword) see below :)

Image
Last edited by Drakkan on Mon Feb 04, 2013 9:20 pm, edited 1 time in total.
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Eye of the Atlantis
hyteria
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Re: [MOD] Eye of the Dragon - RELEASED

Post by hyteria »

- dungeon is fully backtrackable now (some lock were moved etc... you can always return if you missed some important item)
i REALLY don t know what do you mean :p :p
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Drakkan
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Re: [MOD] Eye of the Dragon - RELEASED

Post by Drakkan »

eLPuSHeR wrote:I cannot pass the
SpoilerShow
three imprisoned or something like that
Any hints?

Also this level lags like hell for some reason.
I know about this lag. I supoose there is problem with "rainbow death" scripting. I am not great scripter, but will try to look at it, perhaps disable it after sucesfully finishing it will be best way.
For the Three imprisoned you need just
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let fall skeleton in every pit in the middle of the room. If you will use gratings, spells or whatever is just upon you.
dungeon is fully backtrackable now (some lock were moved etc... you can always return if you missed some important item)
i REALLY don t know what do you mean :p :p
me neither ;) :D
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leewroy
Posts: 531
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Re: [MOD] Eye of the Dragon - RELEASED

Post by leewroy »

Oh, my... I´m tired of
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listen to dead - what's suposed to do there? No way back, and one step further kills you in a second
heeelllllppp!!! :P
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] Eye of the Dragon - RELEASED

Post by Drakkan »

leewroy wrote:Oh, my... I´m tired of
SpoilerShow
listen to dead - what's suposed to do there? No way back, and one step further kills you in a second
heeelllllppp!!! :P
seems like you enjoying listening some deadly metal :D what about try to
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wait for a moment of silence and quickly run trough ?
Breath from the unpromising waters.
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Cobra82asd
Posts: 26
Joined: Sun Feb 03, 2013 9:21 pm

Re: [MOD] Eye of the Dragon - RELEASED

Post by Cobra82asd »

Ok finished just now and here my comment. The part from snow gardens to last boss was amazing i was like "Holy crap i wanna see next level fast fast fast!" I like the start where you need to go back "when you cant find a way to continue" (like doing the 1-2 underground levels, then back to cleric barracks, then back to underground level 3). Nice the portals/treasures, it makes the game less annoying. Just one thing, make keys more visible, at least the ones inside level 1underground (i'm still searching the key that open the door near spiderbitchcave entrance....searched everywhere and under every shield/spear/corpse..... and inside underground level4 and 5 there was some keys that i saw just for luck!). Learning the spells with the scrolls it's a perfect idea :) .

As always cant miss my questions about the map :D
SpoilerShow
1) Inside the ogre cave there are 2 heavy metal parts, any use for them?
2) Level 1 mine (the big one) after you enter inside the room with 2 goromorgs, the walls close behind. Is there a way to open them again? If someone try to come back to the mine (passing from the high tower again) he will be stucked inside. Another thing, if the teleport from level 4 underground is opened, you cant teleport back to the mine anymore because both teleports are on the same tile.
3)Holycrap, spiders, lightining spiders, frost spiders and flame spiders..... wtf is so mad to create so many elemental spiders? Oh right...... the insane boss! :mrgreen: and why so many spiders? i hate them !
4)The shop room with demon head, fantastic :D, but i have found a bit unbalanced the prices.All weapons/orbs should cost gold coins (maybe 1-2 less gold), all armors should cost silver coins (otherwise whoever will buy dismantler), and putting a demon head that sells projectiles (like throwing weapons or arrows) for bronze coins shouldnt be so bad (and maybe skillbook removed, or costing 10 gold).
This is just my idea, i know, but i hope you'll consider it :)
Anyway you really did an awesome work, congratulation ;) keep working on this fantastic map :)
Shaf
Posts: 53
Joined: Fri Jan 11, 2013 8:56 pm

Re: [MOD] Eye of the Dragon - RELEASED

Post by Shaf »

I notice on the map foe Temple Underground 5 the ne section of the watered area has what appears to be 3 doors but i cannot find any way through then, is there a secret button i missed?
For people having problems finding items in the water the Light spell is very helpful.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] Eye of the Dragon - RELEASED

Post by Drakkan »

Cobra82asd wrote:Ok finished just now and here my comment. The part from snow gardens to last boss was amazing i was like "Holy crap i wanna see next level fast fast fast!" I like the start where you need to go back "when you cant find a way to continue" (like doing the 1-2 underground levels, then back to cleric barracks, then back to underground level 3). Nice the portals/treasures, it makes the game less annoying. Just one thing, make keys more visible, at least the ones inside level 1underground (i'm still searching the key that open the door near spiderbitchcave entrance....searched everywhere and under every shield/spear/corpse..... and inside underground level4 and 5 there was some keys that i saw just for luck!). Learning the spells with the scrolls it's a perfect idea :) .

As always cant miss my questions about the map :D
SpoilerShow
1) Inside the ogre cave there are 2 heavy metal parts, any use for them?
2) Level 1 mine (the big one) after you enter inside the room with 2 goromorgs, the walls close behind. Is there a way to open them again? If someone try to come back to the mine (passing from the high tower again) he will be stucked inside. Another thing, if the teleport from level 4 underground is opened, you cant teleport back to the mine anymore because both teleports are on the same tile.
3)Holycrap, spiders, lightining spiders, frost spiders and flame spiders..... wtf is so mad to create so many elemental spiders? Oh right...... the insane boss! :mrgreen: and why so many spiders? i hate them !
4)The shop room with demon head, fantastic :D, but i have found a bit unbalanced the prices.All weapons/orbs should cost gold coins (maybe 1-2 less gold), all armors should cost silver coins (otherwise whoever will buy dismantler), and putting a demon head that sells projectiles (like throwing weapons or arrows) for bronze coins shouldnt be so bad (and maybe skillbook removed, or costing 10 gold).
This is just my idea, i know, but i hope you'll consider it :)
Anyway you really did an awesome work, congratulation ;) keep working on this fantastic map :)
hello man, glad you enjoyed it. some answers :) btw: some keys could be used for more doors - this means you will never open all doors, so do not worry about it, reward is usually the same behind both doors.
SpoilerShow
1. nope 2. nope this is bug, will be corrected in next version 3.haha :) acutaly I am planning to use some dragonlings-elemental in next versions (would be more logical), but so far spider are fine. 4. interesting idea. I tried balance prices based on average coins to be found, which allows player to buy one perfect item from each currency OR to buy some few cheaper items (not so good). So thats reason why it is like it is :) Projectile weapons is definitely good idea, will consider it instead some ingredients maybe, thanks !
I notice on the map foe Temple Underground 5 the ne section of the watered area has what appears to be 3 doors but i cannot find any way through then, is there a secret button i missed?
For people having problems finding items in the water the Light spell is very helpful.
nope, these doors are buggy (it used cause stoping loopable music acutaly :), will be removed in next version.
Breath from the unpromising waters.
Eye of the Atlantis
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: [MOD] Eye of the Dragon - RELEASED

Post by leewroy »

Drakkan wrote:
leewroy wrote:Oh, my... I´m tired of
SpoilerShow
listen to dead - what's suposed to do there? No way back, and one step further kills you in a second
heeelllllppp!!! :P
seems like you enjoying listening some deadly metal :D what about try to
SpoilerShow
wait for a moment of silence and quickly run trough ?
SpoilerShow
Lol, I´ve got close. I tried to stay for a while, hoping the song ends, but it's going on and on (or at least for more than 15 minutes). The gap is very short, I hope I can get the books in time ;)
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