[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

RMariano wrote:Got 1.42 - Thank you. Starting Fresh. This is a great module.

glad you come back
have fun :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

I finished. :D

magnificent mod, I've enjoyed a lot playing it.
I think it's even better than the original game.
thanks for the help when I got stuck.
I hope you work on a new mod, here's a fan of your work.

thanks again
regards ;)
User avatar
maz0ut
Posts: 14
Joined: Mon Feb 25, 2013 1:03 pm
Location: France

Re: [MOD]Toorum's Manor

Post by maz0ut »

Just playing this mod now. I'm in lvl 5 (mines).

Good dungeon Bongobeat !!!

(I hate these f**ing beholders !!! :evil: ).
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [MOD]Toorum's Manor

Post by Komag »

I played this some, wasn't really my style, but here are some notes if you're interested:
SpoilerShow
Playing on Hard, imported a level 5 party

- Intro story very good, artworks impressive, I'm starting to get excited about this mysterious mission...
...until that horrible third picture of the crappy cartoon adventure party, blech, it totally ruined the nice story

- long initial loading time
- about 15 lines of "warning! item cell coordinates are #,# but its world coordinates indicate that the item is at #,#" (this could be cleared by a starting dungeon timer and 20 or so blank lines added)
- Journal is hard-coded to "C" key? good thing I didn't set that as a control, but some people might, so it's best if it can be optional
- My party is taking damage steadily - is it the cold? Then why are my two party members with the highest vitality and cold resistance taking the most damage?
- I can't rest! That's actually cool that the cold makes resting impossible, good.
- found a mine entrance, warm enough to rest.
- checking map - why are so many walls marked as doors? not good
- found first secret, got wand, corn, etc, nice
- by the way, I recognize the ambient music in this area ;-)
- found a hidden shuriken, nice
- courtyard door nearby has an overlapping door pillar and regular pillar on right side, looks odd
- I definitely love the snow effect, and the fact that it doesn't fall where there is a roof
- in entryway by dragon statues, there is a bad double pillar, flickering z-fighting
- "the place is desolated." should be "desolate."
- nice atmosphere in here
- opened garden, fought enemy, he didn't die in a shower of sparks, just disappeared, odd
- "Private area" nasty traps, not fair or cool
- managed to grab the key and run back and to the side in time
- went down into little mine room, can see a secret button, but can't reach it!
- put torch in a torch holder on wall, but I can't see the flames very well at all, very strange
- snail also disappeared without sparks, some graphics bug?
- why does the note say "hhhhhhhhh", that's odd
- The "Restroom" looks more like a relaxation room or a break room, not a bathroom (which is was "restroom" means)
- I'm starting to fill out the map more, now I see that some early courtyard doors I encountered can't lead anywhere, seems odd
- Fireburst spell appears to be two cells away! What's going on??
- enemy poison shots appear strange as well. There is a problem, something related to all these graphic glitches.
- really didn't like that skeleton archer patrol spawning in behind me
-----------------------------------------------------------
LEVEL 2, 3
- green window looks odd - maybe too bright
- "Hu?" should be "Huh?"
- some of the messages and signs (especially "Unlimited XP and food") are immersion breakers
- secrets list seems off and confusing, and total in my game says 149, not 137 as listed, so I can't reliably keep track or check them off
- horrible lag framerate on level 4
- dialog is campy - some people like that I guess, but it's not my style
- "I have no idea wether" should be "whether"
- "block the shots" frustrated me a lot, I really didn't like that one, unoriginal and too hard

sorry, I don't feel like continuing, the style is just not a good fit for me.
Finished Dungeons - complete mods to play
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

TRANG wrote:I finished. :D

magnificent mod, I've enjoyed a lot playing it.
I think it's even better than the original game.
thanks for the help when I got stuck.
I hope you work on a new mod, here's a fan of your work.

thanks again
regards ;)
thanks for playing and finishing this mod, I'm glad you like it. :)
maz0ut wrote:Just playing this mod now. I'm in lvl 5 (mines).

Good dungeon Bongobeat !!!

(I hate these f**ing beholders !!! :evil: ).
Thanks for playing the mod. Well the beholders are a little improved, I thought that the initial monster is too slow. ;)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Komag wrote:I played this some, wasn't really my style, but here are some notes if you're interested:
SpoilerShow
Playing on Hard, imported a level 5 party

- Intro story very good, artworks impressive, I'm starting to get excited about this mysterious mission...
...until that horrible third picture of the crappy cartoon adventure party, blech, it totally ruined the nice story

- long initial loading time
- about 15 lines of "warning! item cell coordinates are #,# but its world coordinates indicate that the item is at #,#" (this could be cleared by a starting dungeon timer and 20 or so blank lines added)
- Journal is hard-coded to "C" key? good thing I didn't set that as a control, but some people might, so it's best if it can be optional
- My party is taking damage steadily - is it the cold? Then why are my two party members with the highest vitality and cold resistance taking the most damage?
- I can't rest! That's actually cool that the cold makes resting impossible, good.
- found a mine entrance, warm enough to rest.
- checking map - why are so many walls marked as doors? not good
- found first secret, got wand, corn, etc, nice
- by the way, I recognize the ambient music in this area ;-)
- found a hidden shuriken, nice
- courtyard door nearby has an overlapping door pillar and regular pillar on right side, looks odd
- I definitely love the snow effect, and the fact that it doesn't fall where there is a roof
- in entryway by dragon statues, there is a bad double pillar, flickering z-fighting
- "the place is desolated." should be "desolate."
- nice atmosphere in here
- opened garden, fought enemy, he didn't die in a shower of sparks, just disappeared, odd
- "Private area" nasty traps, not fair or cool
- managed to grab the key and run back and to the side in time
- went down into little mine room, can see a secret button, but can't reach it!
- put torch in a torch holder on wall, but I can't see the flames very well at all, very strange
- snail also disappeared without sparks, some graphics bug?
- why does the note say "hhhhhhhhh", that's odd
- The "Restroom" looks more like a relaxation room or a break room, not a bathroom (which is was "restroom" means)
- I'm starting to fill out the map more, now I see that some early courtyard doors I encountered can't lead anywhere, seems odd
- Fireburst spell appears to be two cells away! What's going on??
- enemy poison shots appear strange as well. There is a problem, something related to all these graphic glitches.
- really didn't like that skeleton archer patrol spawning in behind me
-----------------------------------------------------------
LEVEL 2, 3
- green window looks odd - maybe too bright
- "Hu?" should be "Huh?"
- some of the messages and signs (especially "Unlimited XP and food") are immersion breakers
- secrets list seems off and confusing, and total in my game says 149, not 137 as listed, so I can't reliably keep track or check them off
- horrible lag framerate on level 4
- dialog is campy - some people like that I guess, but it's not my style
- "I have no idea wether" should be "whether"
- "block the shots" frustrated me a lot, I really didn't like that one, unoriginal and too hard

sorry, I don't feel like continuing, the style is just not a good fit for me.
No problem, thanks for the notes!
yeah, after exporting the V1.42, I have test the beginning and I have see these 2 clipping pillars! ok, let's says this will be for the next version :x
thanks for your comments!
about the shots, I'm considering to remove this, and let it only for an iron door.
mhh about the lag I don't know really, you are the first one who tells me that you have lag in this level. Maybe just try to quit the game, and reload it with your save game? maybe the lag will disappear? I noticed that in the level 24

aowww, I put this picture to break the "too much serious intro" :oops:

what do you mean by "campy"? I don't understand that word :oops:
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [MOD]Toorum's Manor

Post by Komag »

Campy means silly, goofy, not serious. There's nothing wrong with campy per se, but it's not my personal choice
Finished Dungeons - complete mods to play
User avatar
maz0ut
Posts: 14
Joined: Mon Feb 25, 2013 1:03 pm
Location: France

Re: [MOD]Toorum's Manor

Post by maz0ut »

Heeeelpppp Bongo beat :cry:

I see no exit on this ship !!

I'm in the upper deck (lvl 47).
I've got one gear key but I just see only two keyholes (prison and cross shape).

Edit: Ok solved !
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Hello, glad to hear that you have finally solved your problem.

Sorry I was gone for a while! :oops:
My asset pack: viewtopic.php?f=22&t=9320

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

Re: [MOD]Toorum's Manor

Post by fatrem »

Hi. Your mod is great, thanks for hours of playing and pleasure.
But... I'm stuck. On level 12 (temple entrance) in the section "The path" (I passed through the 3 other sections of this level, kill the 2 dragons and so on).
And now I fall. And fall. And fall. I killed all the ice lizards on level 13, I threw a rock to the blinking left teleport and another to the other side of the "room" (pressure plate ?), I walked one step in the air... and nothing happens (fall fall fall)
Help please, I'd like to finish your mod !
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