Here is another attempt to provide access to the Ruins of Norgard custom dungeon via OneDrive. I believe the problem is fixed, and apologize to those who tried the previous link without success.
https://onedrive.live.com/redir.aspx?ci ... file%2cdat
IF THIS DOES NOT WORK FOR YOU please let me know and I will continue trying to fix it.
I am also happy to send you the file directly if you will email a request to lionsonsaturn@hotmail.com.
Cheers!
- Dewalrus
The Ruins of Norgard
Re: The Ruins of Norgard
This link should also work for the mod file. It is working for me -- if not on the forum then I may be doing something wrong when I post it. Frustrating but I will keep working on it till I find the issue.
https://onedrive.live.com/redir?resid=9 ... file%2cdat
Or I will send you the file if you email a request to lionsonsaturn@hotmail.com.
- Dewalrus
Check out The Beyond Trilogy (Sci-Fi/Fantasy)
http://www.thejustbeyond.com
https://onedrive.live.com/redir?resid=9 ... file%2cdat
Or I will send you the file if you email a request to lionsonsaturn@hotmail.com.
- Dewalrus
Check out The Beyond Trilogy (Sci-Fi/Fantasy)
http://www.thejustbeyond.com
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: The Ruins of Norgard
Hi Dewalrus,
Thanks for the pj-mail. I begins your dungeon this morning, I have done about three maps.
What I like: choice to go anywhere without imposed ways, possibility of avoid fight (even if they seems to be more present that I was believing reading your announcement), plenty of foods and potions.
Some remarks to improve if you want:
on the beach, the SE structure: alcoves don't fit with the wall tileset, so they are visible (and their contents) from outside. It's a recurrent problem in LG2 because some tilesets aren't intended to be used outdoors, and most wall have only one side model. Also the stairs SO are visible from outside(no walls), dungeons ceilings on the path between the structures have a strange look from outside view. Some solutions perhaps: use forest_ruins_ceiling, forest-ruins walls (to hide the stairs), or others tilesets (like sx_urban_town from Skuggarsven). Be careful also with heighmap elevations, i like the landscape it allows, but in fight they implies systematic missing shots (foe not on the same elevation can't be reached), they hide partially items drop on it (so you have a chest which seems full of ground, with items hidden in it). Others things I see with similar design issues: underwater air-like (no mesh because lower heighmap), a lever visible on the wrong side in the castle like structure, indoors stairs with no wall to hide it from the corridor, lights visible through walls. Another in the mine, you have a little water-level with one ladder visible, but two presents, the seconds go up to stairs and a final portcullis.
None of these things prevents to play but they impact the feeling of the player and I think it's easy to correct them.
I shall continue
Duncan
Thanks for the pj-mail. I begins your dungeon this morning, I have done about three maps.
What I like: choice to go anywhere without imposed ways, possibility of avoid fight (even if they seems to be more present that I was believing reading your announcement), plenty of foods and potions.
Some remarks to improve if you want:
on the beach, the SE structure: alcoves don't fit with the wall tileset, so they are visible (and their contents) from outside. It's a recurrent problem in LG2 because some tilesets aren't intended to be used outdoors, and most wall have only one side model. Also the stairs SO are visible from outside(no walls), dungeons ceilings on the path between the structures have a strange look from outside view. Some solutions perhaps: use forest_ruins_ceiling, forest-ruins walls (to hide the stairs), or others tilesets (like sx_urban_town from Skuggarsven). Be careful also with heighmap elevations, i like the landscape it allows, but in fight they implies systematic missing shots (foe not on the same elevation can't be reached), they hide partially items drop on it (so you have a chest which seems full of ground, with items hidden in it). Others things I see with similar design issues: underwater air-like (no mesh because lower heighmap), a lever visible on the wrong side in the castle like structure, indoors stairs with no wall to hide it from the corridor, lights visible through walls. Another in the mine, you have a little water-level with one ladder visible, but two presents, the seconds go up to stairs and a final portcullis.
None of these things prevents to play but they impact the feeling of the player and I think it's easy to correct them.
I shall continue
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: The Ruins of Norgard
In first 10 seconds got permanent +1 will potion, in first 2 minutes got Acolyte staff, in first 3 minutes i am fighting Boss rat (with cannon).
Amusing.
Also a lot of items are thrown at you, got like 15+ stat potions in first 60 minutes of play.
Graphics are also not good.
Will pass. 2 hours is enough to make opinion.
Amusing.
Also a lot of items are thrown at you, got like 15+ stat potions in first 60 minutes of play.
Graphics are also not good.
Will pass. 2 hours is enough to make opinion.