[MOD] - The Sunset Gate - RELEASED

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
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Re: [MOD] - The Sunset Gate - RELEASED

Post by bongobeat »

Dr.Disaster wrote:Ah THAT door! As you notice behind this gate are stairs up. Since you are already on level 1 and face stairs up this is very likely the exit so this key will prolly be found very very late in the game.

Another hint: do NOT place map markers on things you want to operate i.e. the Shrine of Life.
Yes, so this is really the exit?, I thought it's a decoration, as they was so many "blocked" stairs :D

Why not? it cause crashes?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Fagris
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Re: [MOD] - The Sunset Gate - RELEASED

Post by Fagris »

bongobeat wrote:
Why not? it cause crashes?

You cannot operate items in the dungeon with a map marker on the same location. Known LoG Bug.
I.e. someone here in the thread was unable to get revived the skeleton with the key in cells level
due to a map marker on that skeleton's place.
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Komag
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Re: [MOD] - The Sunset Gate - RELEASED

Post by Komag »

Yeah that was me very early on. I like using lot of map marker notes, so it was bound to strike sooner or later.
Finished Dungeons - complete mods to play
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Fagris
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Re: [MOD] - The Sunset Gate - RELEASED

Post by Fagris »

Regarding the 5 7 3 4 puzzle....
SpoilerShow
1 pressed the levers accordingly to binary code of the numbers above with 1=lever up.
1 pressed the button after each number, so totally 4 times.
Nothing happens / can be heard after the 4th times?
--whats the problem then?
-- is this the pouzzle fo find baricule guy? ( ihave searched L4 2 times completely to no avail...
Thx.
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Dr.Disaster
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Re: [MOD] - The Sunset Gate - RELEASED

Post by Dr.Disaster »

No idea where you are trying this but each time a combination is entered correctly a "done" sound plays.
So when you heard that 4 times you should see a result.

And nope, it's not related to the tomb.
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Fagris
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Re: [MOD] - The Sunset Gate - RELEASED

Post by Fagris »

Oh sorry, its level 4 the (hidden) room with 3 levers and 1 button.
It was already explained that the number code above translates into lever position when used in binary code.
I dont hear anything when pressing the button.

Btw, I also did not see a hud message when leaving the toilet with the sparkling "thing". Only when I flush the loo.
(solved anyway ;-)
Maybe I play a different version than you had?
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Fagris
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Re: [MOD] - The Sunset Gate - RELEASED

Post by Fagris »

Dr.Disaster wrote:No idea where you are trying this but each time a combination is entered correctly a "done" sound plays.
So when you heard that 4 times you should see a result.

And nope, it's not related to the tomb.
Ok got it!
SpoilerShow
binary "0" is lever up not down. :twisted:
bongobeat
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Re: [MOD] - The Sunset Gate - RELEASED

Post by bongobeat »

Fagris wrote:
bongobeat wrote:
Why not? it cause crashes?

You cannot operate items in the dungeon with a map marker on the same location. Known LoG Bug.
I.e. someone here in the thread was unable to get revived the skeleton with the key in cells level
due to a map marker on that skeleton's place.
Oww! thanks for the tips!
I actually found bones of a dead mage, and thought about use shrine of life to use it, but it didnt works, because the map markers was on it! :roll: Works now :D
podbelski wrote:the rune sequence is here: it's incomplete - there is no last rune, you have to figure out which one :)

regarding the teleportation:
SpoilerShow
"take" any rune and left-click with it upon any shrine - you will be teleported to the shrine corresponding to your rune
By the way, I finally found a way to obtain the key for the door with text "be the portal never opened" Wov, I forgot your helps and I didnt thought that you can teleport while using a different rune on a different shrine lol.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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boyflea
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Re: [MOD] - The Sunset Gate - RELEASED

Post by boyflea »

FYI completed the game - great ending!
REVIEW: Love the feel of the game, applaud the characters and excellent storytelling, though there is a lot of wandering around empty tunnels but finding the shortcuts helps a lot. Slow start and some show-stopping puzzles really interrupt the flow and can be off-putting for the more casual gamer - but that aside, great later levels really worked well for me. Now I'm playing the CSB remake and realised that actually the narrative for this game is very strong and drives things forward nicely: it is not all just puzzles like CSB which maybe I should never have gone back to ;)
Chaos Strikes Back is nothing but puzzles. The Sunset Gate has far more characters and narrative with more short-term puzzles. I think the latter is more enjoyable as the former has such random puzzles as to be frustrating for no good reason (and I do love CSB don't get me wrong). the Sunset Gate did have me checking solutions on the net and walking around a bit too much but would strongly recommend this game as a great example of what the Grimrock engine is capable of. DAVE
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JKos
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Re: [MOD] - The Sunset Gate - RELEASED

Post by JKos »

Hi Xanathar,

Started to play your mod today, I had a few months break from Grimrock and it was a nice surprise to see that you had released you own dungeon. Of course I had great expectations because I know you are a awesome scripter and modder and I was not disappointed, really great job. Did you use grimwidgets in this? Any change that you release the sources some day?
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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