[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
Posts: 1076
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Location: France

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

Post by bongobeat »

ok it works, you can have a click if you put the correct item, but is that not too easy?
the player just have to test all items it have in his bag :?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

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

Post by leewroy »

Well..that's basically what we do when we're in doubt :P

But hey...
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Guess I´m really near the end. I have to cheat like hell, (cause I didn't have enough orange keys nor all the schematics, only found 2)to open the doors, but anyway I reached a place where you turn down 3 levers and the screen starts to shake, a lot of fire coming from everywhere and then... Idie. Evey time, no matter where I go, even reaching the floor above, I die. What is wrong? I mean, what I`M DOING wrong?! :roll:

Btw, never reched the Toorum sanctuary again...it's suposed to happen after?
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

well you don't need to cheat for the orange box and the precious notes, they are placed on the factory level 1 and 2

keep searching them! :)

whaoo, ok so you are in the machinery, to autodestrucion procedure:

don't try that before you found the other orange box, the orange box (you need 3 if you didnt already open the first door) leads you to adamantite and primal forges, you can craft major armor piece!
and if you start autodestruction things before, well, then.... I let you guess :D

after entering the first level of the factory, you are coming in a big room, with 4 warmachines. West of this room you have the door, with the forges.
this door requires an orange box and a precious notes "the two brothers" or conceptors

try to find this one if you dont have already. After the door there is the shooting range test, here is another precious notes and a orange box.

Until you found all of them, try the forge, pick the last secrets then you can go for the autodestrucion procedure.
Before shutting down the 3 levers, save the game. Take a deep breath and activate them.
Then you have to escape. Go back exactly where you come from, to the stairs. You will return until the hangars, then, take a lift near a emergency exit. Easy to say, but try some. Just don't wait and run. If you die it's "normal", the factory has exploded and you with it. That's because you we re not so fast, but you can do it. After some feedback with Banaora I have let more time in the next version. There is only one way, you can't miss it.

About the sanctuary, first you have to destroy the factory, then kill zhardokar and destroy the supermachine. Don't try to find Toorum now, you have to save the world before! :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

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

Post by leewroy »

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Tried to find the orange box and the other stuff, but no luck. Maybe I´m tired, dunno :P

Well, I teleported with the console in the places I was stuck. Killed the Archamge and started to battle the wardn boss. More than 10 minutes beating the beast and it won't die, I gave up. Went to the third floor and finished the game. :mrgreen:

Here's some of my statistics: skulls found 8; secrets 95/130; treasures 7/14 (all without cheats)

My final opinion: very good module, but REALLY huge :P I´d say it's the most epic I played so far. Also, one of the hardest i played. In my opinion, would be better to reduce the number of monsters, mainly on those lag places. By the way, the battle with the warden boss was lag like hell too, and it's one of the reasons I gave up. Not too count the boss, I was surronded by goromorgs and human archers. The game was running soooooo sloooow :?

I´ll wait now for the final product, seems that you modified a lot of stuff :)

thanks for the game buddy, nice job
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

leewroy wrote:
SpoilerShow
Tried to find the orange box and the other stuff, but no luck. Maybe I´m tired, dunno :P

Well, I teleported with the console in the places I was stuck. Killed the Archamge and started to battle the wardn boss. More than 10 minutes beating the beast and it won't die, I gave up. Went to the third floor and finished the game. :mrgreen:

Here's some of my statistics: skulls found 8; secrets 95/130; treasures 7/14 (all without cheats)

My final opinion: very good module, but REALLY huge :P I´d say it's the most epic I played so far. Also, one of the hardest i played. In my opinion, would be better to reduce the number of monsters, mainly on those lag places. By the way, the battle with the warden boss was lag like hell too, and it's one of the reasons I gave up. Not too count the boss, I was surronded by goromorgs and human archers. The game was running soooooo sloooow :?

I´ll wait now for the final product, seems that you modified a lot of stuff :)

thanks for the game buddy, nice job
Yes, that can be possible after so many time of gameplay :mrgreen:

Congrats ! ;)
well the boss have a lot of hp, did you use laser gun or rocket on him? The meteor spell is useful too, very powerful. Maybe I have to reduce his hp amount, first time I have increased it because it was too easy, mostly if you use advanced weapon instead of axes or swords. By the way did you find the chrom hammer? You can do great damage with a skilled mace fighter.
I have already reduced amount of monsters, in many place, and for the boss too.
By the way, did the mage do any damage to your party? Maybe i will remove the mage, because at this level they can't do any damage to you(fire, cold, earth or air), as your skill grants you a immunity (normally). Or did they?
anyway did you found the forges?
Did the cinematic works good?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

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

Post by leewroy »

You made a point. I didn't use the special weapons, it could make the battle easy. Or less hard :)

Chrom hammer? Nope. I miss this one. But anyway I had two fighters, one with swords and other with axes.

Dude, I can't really remember, but I guess I took some damage form the mage boss. My rogue took, for sure, everytime I was surronded by goromorgs I alwasy took some damage. But what you said it's true, perhaps making a shortcut to this battle, to let it happen early in the game would make it harder.

I found the forges, but I was not caring ore enough to benefit of all. I just made a helmet and boots. Ore is really heavy to carry.

The cinematics works werll, and it's just awesome. Really liked it :mrgreen:

Once you release the final version I´ll try it again within a couple of months. Dude...after the lordgarth dungeon this was the module that most took me time,
even using the console to bypass stuff on the end of the game, I plaued for more than 30 hours! :shock:
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

Ya this weapons are here to be used, some 3d modder did they specially for me! so please use them :)
When I have test the mod, I have keep this weapons for the end (because I know how the end is), except for the neutron gun, because you can recharge it.

mhhh so you didnt found the secret in the temple entrance, great mistake! ;)

But this is strange, how did you go to the sanctuary? after the end of the warmachine, you receive a key to open the door to chrom tomb, and return back to the first levels by this way. So you should discover this one after returning. Did you directly teleport yourself to the entry of the sanctuary?

Yeah, this mod is really long, I appologise, you can't finish it with few hours of play, anyway this is my personal "mark", I really, really like, super very hyper long mods. :mrgreen:

Well I 'd like to integrate this ship!
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But it lags like hell actually! Anyway I'm proud, I success to export it into grimrock model, with totally luck

So, I'm waiting for another version, with polygone less. Odinsballs agreed to help me with that, and make something better than i do.
like this one:
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http://tf3dm.com/3d-model/spaceship-98797.html

let me introduce you to the first hydroponic plant in the Aeschylus spaceship cargo of the Human Federation!
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http://paratime.ca/cartography/sf_spaceships.html
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did'nt these mushrooms looks cute? :D

this ship was built in 3249 A.D. Now we knows! Human did eat mushrooms in the future, seems to be a healthy food!
mhh ok ok, this is not funny, I thought about a little "sci-fi" scene balanced with standard assets will looks nice. Anyway I didnt have real hydroponic plant, this is better than nothing!

I have not the skill of Germanny, Leki or Odinsballs :mrgreen:
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

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

Post by leewroy »

Yeah, with the "party:setPosition..." we can go everywhere :)
That's why I didn't find the hammer. It would be probably useless anyway, depending on how much you need in maces skill to use it. None of my fighters has great numbers there.

The ship look cool, for sure. I´m plying demiosis domain by now, waiting for akroma to send me link to start the beta test. The module has a lot of these mushrooms! Talking about this, do you heard about a guy called Terence McKenna? He had some interesting theories about how the homo sapiens came from the monkeys after eating psychodelic mushrooms :shock:

You see, you module is very long, but this not means it's no good. You probably spent much less time cause you alredy know what to do at every step :D
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

Ha yes, was not that guy, coming from pluton and eating micro bacteria growned on mushrooms brought by voyager probe?

True? we are descending of monkeys? I can't believe it! :shock:
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

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

Post by leewroy »

Oh, yeah. Love the books he wrote with his brother. I didn't read this one, I beileve it's called "Food of Gods" or something like that. But for what I heard, if it was not by the mushrooms we'd be still in the trees :lol:
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