[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

leewroy wrote:Yeah, I could open this door the first time I played, but looks like I missing one of the triggers this time. If you could point me the location... :P

You see, I´m at my job now and I can't access the game.
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The puzzle I mentioned is a big room, almost sure that it's on the first floor of the mines.It's rounded by some demon heads that shots bolts. When you fire the button, you have to hide in a nearby room, this way the bolt reaches the hole on the other side, the next head shots and so on. Wehn all fire you got a message saying sequence complete. In the middle of this room, thjere are at least 2 blue lizards encaged.

So, the armor is inside the room blocked by the iron door, I thought it was a secret. My bad. I already used one key, still looking for the second and then the door will open.

Now let me check my PM ;)
well sorry but I don't remember actaully with all this keys, I think one gold key is located in a secret in this level. the second? don't remember, I suppose it's another secret too. Let me check the editor.

ahh this one! you have to press and run, then the "blob" shot can open a door, well the door that you open with this puzzle is the way to the "big room"
you sure it don't work?, it was tested successful when i test the mod, and Banaora or Thide didnt have any problem there.

by blue lizard you mean the flying "dragons" or wywerns?

Edit:
ok one gold key is a reward when you open the other iron door, in the west.
the other gold key is in a secret somewhere in this level ;)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

Hey dude.

Read your PM, and it helped a lot to solve the problem, thanks.
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I´m feeling really stupid after I got the third key, lol. I never jumped into that second pit, in front of the demon head, cause there is a stairs nearby and I thought that te stairs lead to the same place, for what I see in the map, but actually leads to an adjacent room.

Made a small progress after that, but my time run out and I had to stop playing yesterday.
By blue lizard I mean those blue dinos. Those that usually drop the blue steak to eat. Crap, I forgot their real names. :P
The puzzle is working, no doubt. The door opens.
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The problem is the middle of the room, no matter what I do with buttons and the shots, the "blue lizards" keep encaged. I also noticed a skeleton archer inside, I believe.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

leewroy wrote:Hey dude.

Read your PM, and it helped a lot to solve the problem, thanks.
SpoilerShow
I´m feeling really stupid after I got the third key, lol. I never jumped into that second pit, in front of the demon head, cause there is a stairs nearby and I thought that te stairs lead to the same place, for what I see in the map, but actually leads to an adjacent room.

Made a small progress after that, but my time run out and I had to stop playing yesterday.
By blue lizard I mean those blue dinos. Those that usually drop the blue steak to eat. Crap, I forgot their real names. :P
The puzzle is working, no doubt. The door opens.
SpoilerShow
The problem is the middle of the room, no matter what I do with buttons and the shots, the "blue lizards" keep encaged. I also noticed a skeleton archer inside, I believe.
yeah, the pit was a kind of tricks. :D

have to lok in the editor again, i dont remeber that i put skeletton archer or blue lizard in the mine!?

Or maybe?! did they come from a pit from the 4th level?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

I don't think so. Get a look when you can. ;)

Currently exploring the 7th level, near the end!
bongobeat
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Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

I think I understand.

the button opens only the door to "extraction site 1" (big room)

this lizards should come from the 4th level, from the treasures rooms. (the place where you come down, from the 4 alcove riddles). On one side you got treasures opened by silver coin, on the other side golden coin, and in the middle you can get 3 good weapons if you have gold keys.
I have make some spawned lizard, and if you don't come back from toorum quarters you can't discover them.
Well I have put a blocker, they can't go in the mine, now.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

I see. So, this area is out of reach anyway, heh? I think I saw a book inside, but I'm not sure.

There is something I forgot to tell you.
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One of my fighters nis using a sword that is somehow bugged. It can deal damage, but never break any thing that a reguilar sword would break. I don't recall this name and can't check now, but it's a sword that looks like (but it's not) the cutlass. I´ll check when I get home and tell to you.
bongobeat
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Location: France

Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

Is that the gladiator blade?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

Nope, it's the
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vorpal blade. Not the fine vorpal blade - wich is only for rogues. I never used this one cause my rogue is specialist in range weapons
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD - IN TEST]Toorum's Dungeon

Post by bongobeat »

Hi,
ok I will lookt at that. Thanks for the tip!

By the way, Banaora did finish the mod! After all this times, I feel terribly sad. I wonder if it was not easy, except for the end?! :D

Edit:
Ok I have redefined the vorpal_blade: It was a clone object of the cutlass. Don't know if it was because of the clone object, but I have definitely created a new item with defineObject.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
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Re: [MOD - IN TEST]Toorum's Dungeon

Post by leewroy »

@Banaora: congratulations dude!

@Bongobeat: Well, if he didn't find any major bugs it could be a good time for a public release, don't you think? I´m sure there are people willing to play :)

I have a lot to tell and ask...
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I´m kind stuck between levels 9-10. There are 3 rooms I can't unlock, one need two blue gems and I have only one, other need a key and other says it needs rubies.

Level 9 is full of lag due all that flying monters, I think. Maybe if you put less of them, or one by square insted of four would solve the problem.

Now, my minor questions: some levels above, where there is that silver and golden treasures rooms, ther is a kind of eye in a wall. what is it, and what it does?

What's the use of the spell mage light? I was expecting that it should reveal invible paths, like that one to reach a key over na abyss, but it didn't work.

How many levels is this dungeon?!?! I opened the firestaff room, but after all there is a transparent wall I can't bypass, and to my surprise after descending the stairs I end up in the level 37, but I came from level 9, how this is possible?!?! :P
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