[Mod] The Elder of Murwynd Woods - release version 1.05

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Diarmuid »

Part 4 of the Let's Play: https://www.youtube.com/watch?v=oUqTRAd ... e=youtu.be

1h24 this time...

In this fourth episode, we work our way to the Arkosa keep through spidery caves, vanquish a mind-attacking cube fragment, do some enchanting, discover a long-forgotten dragon cavern, and die a few times playing at Indiana Jones and the Traps of Doom.

More fun to come!
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aaneton
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by aaneton »

Wow, the release version looks nice! I will play it through as soon as I get my *balant self-promotion* Android game Balloon Gentleman finished (which I've been doing since ORRR2). Currently in Beta (and vill be released during first week of October). I'll have a nice ~week before Log2 in between;)
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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Komag
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Komag »

Wow, Balloon Gentleman looks very well done, congrats!
Finished Dungeons - complete mods to play
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Fagris
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Fagris »

Hi all,
while still not finished one room round robin #2 I had to start this mood due to its fantastic visuals and comments here in this thread but as with ORRR2 I now here get mad with this additional UI to switch weapons and drink potions because -
I cannot reduce the size as I see it in the let plays of Komag and Diarmud -

So.... please shed a light how to shrink it. Mouse drag and drop on all edges etc does not work, I wonder is it a console command or sth to easy for me to spot?

:?:
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Dr.Disaster
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Dr.Disaster »

Fagris wrote:Hi all,
while still not finished one room round robin #2 I had to start this mood due to its fantastic visuals and comments here in this thread but as with ORRR2 I now here get mad with this additional UI to switch weapons and drink potions because -
I cannot reduce the size as I see it in the let plays of Komag and Diarmud -

So.... please shed a light how to shrink it. Mouse drag and drop on all edges etc does not work, I wonder is it a console command or sth to easy for me to spot?

:?:
The toolbar get's scaled depending on which resolution you set for the game.
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Fagris
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Fagris »

SoI have to live with it. Thanks for the quiiick answer :)
minmay
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by minmay »

Press , to hide it completely.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Diarmuid
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Diarmuid »

Aaaand part 5: https://www.youtube.com/watch?v=gSXinR5 ... e=youtu.be

Thn this fifth and last episode, we discover some of the keep's secrets, get stuck, unfortunately search the entire mod for a red orb that was one room away, but hey, we get some good final fighting sequences and reach the endgame with 10/12 secrets!

Thanks for watching :)

---------

It was great to play this, thank you skuggs! I didn't find two secrets, one in the ruins and one in the keep, so I didn't get the 4th char.

One thing I didn't understand at all, and didn't find the answer on this thread: what to do with that daemon head + receptor + pit room on level 2 of the ruins?
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Dr.Disaster
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Dr.Disaster »

Diarmuid wrote:One thing I didn't understand at all, and didn't find the answer on this thread: what to do with that daemon head + receptor + pit room on level 2 of the ruins?
SpoilerShow
The demon head shots poison bolts once your release the large herder and it's walking around in the room with the pit. You can re-check that in your second video. Now when the poison bolt hits the receptor it opens a secret room. The only thing i'm not sure about is why the head stops shooting for you. In my play-thru's i managed to get the head to shot with a skeleton archer i lured back into that room
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Diarmuid
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Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Post by Diarmuid »

SpoilerShow
Ah... so maybe it's triggered by a monster stepping on a "monster-triggered" pressure plate in the room...
Well... thanks anyway.
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