[MOD] Prison Ward

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
eLPuSHeR
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Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by eLPuSHeR »

Yes it is a compliment. This mod has a lot of nice ideas/touches that could even be learned by other mod makers.

Best regards.
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Dr.Disaster
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by Dr.Disaster »

This is a nice fun mod with about 80% puzzles and 20% combat with some refreshing ideas and humor :D

Yet people susceptible to motion sickness and/or epilepsia might need to skip this mod because one floor includes a pretty rough strobo sequence part. I had to rest my eyes at least a minute afterwards before i could continue.

The levels with lots of colors and effects did not seem to have any performance issues but to my surprise i found level 9 (not many effects here) to be rather laggy. Perhaps there are too many timers or entitiy-calls going on.

Creating or importing a character for slot 1 is possible but it's not needed. Now what one needs to be aware of is that the inventory gets reset(!) after every floor. This eliminates the need to collect or save items so eat and drink up at the end of a floor before going to the next.
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Thanks again elPuSHeR! And thank you Dr.Disaster for playing the mod and writing this positive review. You pointed out one issue that still bothers me: The performance on level 9. I also noticed the performance decrease on this level, but the strange thing is (spoilers ahead):
SpoilerShow
During the time the performance decreases there is nothing going on in the background whatsoever. No script calls, no timers, nothing. It is basically just a plain Grimrock level. The only thing that is special,is the following: Each and every entity (doors, torches, etc.) on this level is generated by spawning it in code. This is because when the player returns from the past, we have to rebuild / reset the
level according to the decisions he has made in the past. I can only assume that MAYBE because every item, door, torch holder etc. is spawned it might influence the performance negatively. But this is just speculation, as I don't have any idea what else could lead to the performance decrease.
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Dr.Disaster
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by Dr.Disaster »

The only reason i see then is that your spawn code might be run constantly instead of once.
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Unfortunately no, Dr. Disaster:
SpoilerShow
The spawn code only runs once every time when returning from the past. Of course beforehand I had to delete all entities from the level to avoid duplicates.
Duke45
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Joined: Tue Apr 23, 2013 5:31 pm

Re: [MOD] Prison Ward Mod

Post by Duke45 »

I am stuck on level 4. I can't figure out how to break up the red crystal. I know I have to put it so the bombs will break it but don't know how to set the lasers up. Any help is appreciated.

Duke
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Hello Duke45,

thanks for playing, I hope you liked it so far! It sounds like you are already very close to the solution already...I'll give you some hints and then the complete solution.

Hint 1:
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There is no reconfiguration of the lasers required to break the red crystal.
Hint 2:
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As you have mentioned already, the bombs need to break the crystal. Where do the bombs explode at the moment? How could you get there?
Hint 3:
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There is a door that leads to the blast area, in case you have not noticed it yet. It is on the right-hand side when you enter the maintenance area from the testing stage.
Hint 4:
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There is something on the floor that indicates where the bombs are exploding at the moment...
Solution:
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Open the door to the blast area. There is a black spot on the ground which indicates on which field the bombs explode. Place the crystal on this exact field and run the test again. The bomb should now destroy the crystal. In case this does not help or you have a different problem, please post again!
CosmosAmiga
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Joined: Sat Apr 13, 2013 11:10 am

Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by CosmosAmiga »

Hi all !

I'm lost in the level 2 : how to build the orb ?

I have the 3 skulls... And now what I need to do ?
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DesperateGames
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Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by DesperateGames »

Hello CosmosAmiga! Thanks for joining the growing crowd of prison interns ;)! Here are some hints first and then the solution:

Hint 1:
SpoilerShow
The orb is built / crafted in a mortar like all other recipes in that level. If you re-read the scroll that pointed you in the direction of the orb, you will find hints regarding the required ingredients.
Hint 2:
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The recipe for the orb mentioned in the scroll is:
  • Three skulls (which you have already)
    One slime bell (found in the laboratory)
    One item that symbolizes the thing the ghost hates the most.
The next hint will focus on that last ingredient...
Hint 3:
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The final ingredient is something that is all around you in the dungeon, and also something directly related to your task. What does the ghost do in the main hall that keeps you from fulfilling your task on this level?
Solution:
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The orb can be crafted in the mortar. Open the mortar in in the inventory. Place the following items in the mortar slots:

Three skulls from the deceased prisoners and the skeleton warrior on this level.
One slime bell (found in the laboratory)
One torch

This will create the orb of darkness in the "result" slot of the mortar interface.
CosmosAmiga
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Joined: Sat Apr 13, 2013 11:10 am

Re: [MOD] Prison Ward Mod - now Linux and Mac support!

Post by CosmosAmiga »

Thanks ! It works !!
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