[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 Manor

Post by bongobeat »

Mhh I will send you a pm :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
bongobeat
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Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

leewroy wrote: Hmm...let me see. I remember a place full of warden and a room with a key I could not access. Damn it, I killed tham all :shock:
Guess I have to use the console and spawn some there, then?

I opened the iron door that says something like "if you enriched me two times I´ll open the door for you".
SpoilerShow
I just picked the two enriched ore nearby and put both in the alcove, the door opened.
I noticed a place called "small forge", tried to do something there, nothing happened. Then, I was fighting, died, and when I started again and killed the enemies, I went back to try other things, but the place was destroyed...

I´ve got a real bad lag fighting the fire skeletons. It was like slow motion :|

Hey Leewroy :)
Damn! yes you need to spawn one then :D
spawn("dm_tourquoise_key")

this "bug" is resolved now, there is 3 undestructible warden.
But: have you noticed that there is a door on the south of the hangar 2, with a button that makes warden comes? did you kill these one too?
Actually there was a sign which warns the player "to revise" 3 warden.

I hope you are talking about hangar 2 and not hangar 3 ?

the hangar 3 is a huge place with tons of wardens, you have to move fast on the west of the hangar, pick a key, press a button to open the entry door, then return fast to the entry door, and close all doors if needed. Then you can kill all monsters easily , one by one, but you will gain nothing more if you kill them all, except xp.
there is also a small room near the key, which dragon arrows and one egg shell bomb (huge fire damage, 600 or more, don't remember) where you can be safe, but if you stay in this room, you will be stuck until you kill all wardens. It may be long in this way! Have you already "visit" this hangar?

the small forge is there only to enrich raw adamantite
for the skeleton you mean those in the forge? or those in the machinery?
In the machinery I get a big lag too. I have already removed one of the shock spell effect from one generator.
Maybe I will remove the "fire effect on the skeletton" It's just a decoration and it can save resource I think. What do you think?

Bongobeat
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 Manor

Post by leewroy »

Hey dude.
I can't tell you where exactly I´ve got the lag cause it happened in a lot of places. But they all have one thing in common: tons of creatures. Maybe if you cut the number of creatures things will get better, cause I´m noticed that when there are few left, the lag disappears. No need to cut the fire from the skeletons they look cool like that ;)

So, I spawn the key and continued the game until this point:
SpoilerShow
got the scroll with pass to open the door, but there is a place right after to insert a gem. I don't know where else to go to find a gem.

Also, there is a thing that I´m still curious: the orange box! What is it for? :P
bongobeat
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Re: [MOD - IN TEST]Toorum's Manor

Post by bongobeat »

leewroy wrote:Hey dude.
I can't tell you where exactly I´ve got the lag cause it happened in a lot of places. But they all have one thing in common: tons of creatures. Maybe if you cut the number of creatures things will get better, cause I´m noticed that when there are few left, the lag disappears. No need to cut the fire from the skeletons they look cool like that ;)

So, I spawn the key and continued the game until this point:
SpoilerShow
got the scroll with pass to open the door, but there is a place right after to insert a gem. I don't know where else to go to find a gem.

Also, there is a thing that I´m still curious: the orange box! What is it for? :P
Hi Leewroy,

well, I need to know where! No, no, I will not remove all monsters of every levels :D Try to remember pls
Well the trick is, the scroll has to be put in the gem hole :)
I didn't have a "pass key hole" object so I choose the gem hole

The orange cube? It's some kind of key, don't throw it!
throw all your weapons if you want, but don't throw this box :D
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 Manor

Post by leewroy »

Hey buddy!

OK, let me see. The worse lag I had was:
SpoilerShow
3)The place with tons of warden, don't remember ther name, but it's one of those you mentioned; 2)the mines and the bath place with tons of flies (shrak torr - something like that); and the real nightmare: 1) the fire skeletons near that long corridor, I guess it is on the forge level. Lol, sorry to not be very specific, but I really don't remember the name of the place, in this HUGE dungeon you made. :D
My idea is not remove the monsters of course, but only reduce their quantity. It will make the game better, in my opinion. ;)

Now, let me tell, you: My party is level 22, with 50 in almost every skill and I die thousand times playing. Ok, I´m a careless player, mainly because I´m playing to test the game. So, I keep using "party:heal()" like if there is no tomorrow :mrgreen:

For instance: three dragons togheter, or one dragon and two after - it's unbeatable without cheats or at least a good portion of patience to avoid the attacks at all cost, cause, two or three of them means certain death, mainly to the poor rogue and the poor mage :(
bongobeat
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Location: France

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

Post by bongobeat »

leewroy wrote:Hey buddy!

OK, let me see. The worse lag I had was:
SpoilerShow
3)The place with tons of warden, don't remember ther name, but it's one of those you mentioned; 2)the mines and the bath place with tons of flies (shrak torr - something like that); and the real nightmare: 1) the fire skeletons near that long corridor, I guess it is on the forge level. Lol, sorry to not be very specific, but I really don't remember the name of the place, in this HUGE dungeon you made. :D
My idea is not remove the monsters of course, but only reduce their quantity. It will make the game better, in my opinion. ;)

Now, let me tell, you: My party is level 22, with 50 in almost every skill and I die thousand times playing. Ok, I´m a careless player, mainly because I´m playing to test the game. So, I keep using "party:heal()" like if there is no tomorrow :mrgreen:

For instance: three dragons togheter, or one dragon and two after - it's unbeatable without cheats or at least a good portion of patience to avoid the attacks at all cost, cause, two or three of them means certain death, mainly to the poor rogue and the poor mage :(
Hey Leewroy :)
Mhh the place with tons of warden should be the hangar 3 then, but it has to be like that, a huge hangar with tons of wardens in standby. Don't know what to do. As you don't need to kill them in this hangar, just run fast far east , chop the key, press the button and get out from where you came. I will see how I can improve that, they are harder enough that i can remove some.

for the mine I have already remove some monsters
for the bath place: is it laggy for you? It's in the ancient chambers or the bath place in the theareonan temple? There is not much monsters there! Maybe it's the fog which makes the game laggy. Well maybe I can do a tricky things. Desperategames tells me about torches who don't apply the shadow if a parameter is set, this can save resources. I will try this way. (the torches are the best light emitters to lower resources if their is lot of 3d objetcs in the dungeon, specially custom objects)
They are some torchs like in one of this level, the 3rd I think, where you have to block tunnel in a huge room with tons of wreckages. I was surprised, and that was'nt laggy there, despit the tons of objects and items!

for the forge level, I will see if i can replace some torches too. Well this level is set with glasses wall, fire, some volcano and mine objets. That mean to need a lot of resources. Mhh but that wasn't laggy when I tested it on a win8 portable. Are you playing the game in full details? in which resolution?
I have already set the fire emitter that they don't use shadows anymore.

Well man, that the difficulty ;)
you are near the end, the difficulty goes stronger. But for the dragons, I have always let a possibility to retreat and avoid damage and that's why you get some high level party. Are you talking about the dragons in the forge? you can avoid the fight by emprisonning them. So you can kill them one by one.
Or in the priest path you can escape too and goes in safe place, they can't follow you now, I have put a blocker and they will stay in the big room.
For the one in the hangar, this one is lagging like hell! Well I can't do anything for that than remove it.
I'm not a "advanced player" too, and I had to reload lot of times, and has playing in normal mode, the only fight with a dragon who was difficult is the one in the hangar, because it lags a lot. I have to lower the game details while I was trying to kill him.
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 Manor

Post by leewroy »

Well, I play at maximum aspects, but my machin is good. The original game runs flawless this way, and most of the mods too. Yours too, most of the time.

Hey, dos this game has an end? :mrgreen:
SpoilerShow
Now I´m stuck in the "riddle room". An "insectoid form of live"... i guess it's a bolied crag bettle, but where to find one? I was hungry and ate all ;)

"Bones"...my guess is not a skull, but the entire set of bones, am I right? "The sphere"...well, I have some orbs, tried the unnatural orb. Ok?
"Triangular spehere"...wtf?!?!? no clue at all :lol:

By the way, I used the orange box finally. But there is place that need two of them, am I missing something?

Oh, I have to tell you: the level 40 was awersome, with those puzzles with the cube. Really liked it, tough the last one was hard to do.

A thing I´d like to see in your game was the order of the leves. Sometimes I get really lost jumping from floor x to floor x+20, just descending a single stair. But I know it's gonna be hard to fix this. Also, I click sound if you put the right item on an alcove in these many places you have to put four itens would be cool!
bongobeat
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Location: France

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

Post by bongobeat »

leewroy wrote:Well, I play at maximum aspects, but my machin is good. The original game runs flawless this way, and most of the mods too. Yours too, most of the time.

Hey, dos this game has an end? :mrgreen:
SpoilerShow
Now I´m stuck in the "riddle room". An "insectoid form of live"... i guess it's a bolied crag bettle, but where to find one? I was hungry and ate all ;)

"Bones"...my guess is not a skull, but the entire set of bones, am I right? "The sphere"...well, I have some orbs, tried the unnatural orb. Ok?
"Triangular spehere"...wtf?!?!? no clue at all :lol:

By the way, I used the orange box finally. But there is place that need two of them, am I missing something?

Oh, I have to tell you: the level 40 was awersome, with those puzzles with the cube. Really liked it, tough the last one was hard to do.

A thing I´d like to see in your game was the order of the leves. Sometimes I get really lost jumping from floor x to floor x+20, just descending a single stair. But I know it's gonna be hard to fix this. Also, I click sound if you put the right item on an alcove in these many places you have to put four itens would be cool!
Ya, you are coming to the end, it's close :mrgreen:
did you find the primal forges? did you craft something?

well, not at all, you have to pick 4 notes and place them into the appropriate alcoves. I suppose you already pick this notes but you have throw them :lol:
try to find 4 "precious schematics". Then you will open the door easily

Well you need to find the other oranges box to open some doors. They are hidden in the factory levels 1 and 2. I hope you will find them! ;)

Glad to hear you make it with the cube! Is this level short? did you find the 2 secrets?

Yes, it's hard to fix that now. But it helps me a lot, I ve see this trick made by Komag in the tomb level of the master quest. This is awesome.
I can't realy "moves" the levels so all levels will be in the correct order, because all teleporter destination will change, all connection between buttons, plates, ext.. too. I ve already do that, it was a total mess!

Anyway with that trick it's easy to go from level 1 to level 200 :D
(Keep calm, I didnt make 200 levels ;) )

oï! I had to check, I have add a click in most of that kind of riddles, but not on the firsts levels. Or you mean for each item? That may be hard for me to do it!
If you will play (again) the final release, you may find some important changes ;)
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 Manor

Post by leewroy »

Primal forges? Not that I remember.

I kept most of the schematics I found, at least one of each, so I guess there will be no problem :)

I remember a room in the first challenge with the cube that has some treasure inside, but I didn't unlocked it. The other secret of this level I guess I totally missed it. Anyway I´m doing ok with the secrets, last time I checked I had 80, and form this point I found a lot of them more.

About the click, I mean one for each correct item. Dunno how hard to do is it, but I saw it in some modules.

Thanks for your time buddy.
bongobeat
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Location: France

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

Post by bongobeat »

leewroy wrote:Primal forges? Not that I remember.

I kept most of the schematics I found, at least one of each, so I guess there will be no problem :)

I remember a room in the first challenge with the cube that has some treasure inside, but I didn't unlocked it. The other secret of this level I guess I totally missed it. Anyway I´m doing ok with the secrets, last time I checked I had 80, and form this point I found a lot of them more.

About the click, I mean one for each correct item. Dunno how hard to do is it, but I saw it in some modules.

Thanks for your time buddy.
Hey,
no problem.
ok, but don't keep all schematics you found, some are called old schematics, you can throw them. Keep only "precious schematics". Well I have modified the wall text in this room, it is called "the precious riddle room"
look to item definition, sometimes it is written "better to keep it, or something else" ;)

well you can always go back and take them, the cube is now locked in the big room and will never get out. One door open by put something behind the gate, and the other is locked by a fake wall ;)
I thought that this level is too short, and wanted to extend a bit more, but maybe it's enough?! :D
well this one gives me problem, because I designed this one after that the other levels were set. So I havent any places for the pit fall, and have to put the teleport, but now after using the level the party get teleported over a pit which brings immediately in the prison. Magic!

Are you crazy to play at maximum details? :D
try to lower some, at least the shadows, and it will get better I think! I can't run the mod in full details it becomes too laggy then. I have only rendere in high, textures in high, and other options are set to medium or low

mhh well maybe i can try one thing for the click, by doing a separate script which scan only the item contained in the alcove.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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