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Re: [MOD] The Curse of Gothmog

Posted: Sat Jul 19, 2014 9:03 pm
by lexdr
germanny wrote:I managed to rach level 11 now, and this mod is really great, lex!
Very cool update to comscript´s talented scripting, he has done such a brilliant stuff the dm way - will love him forever^^
I agree, his two mods are wonderful and the original atmosphere of Dungeon Master was successfully recreated!!!
:D
germanny wrote:Good atmosphere, secrets are well done, and after you fixed the thirst issue it has much more fun.
Thanks.
germanny wrote:The Dragon leg plates - they fall down, guessing i was´nt able to crack the button code? Or could they be found in a level below then?
Actually, when the leg plates fall down a portcullis is replaced by a breakable one... you juste have to follow the same way.
;)
germanny wrote:Found no signifikant errors i can remember - so please update to 1.0, will replay it for shure!
As far as I am perfectionist, I choose one by one which deco goes on which wall or floor... It takes me a lot of time.
I should do it quicker.
germanny wrote:What abouit a little 'hintbook' ?
What do you mean by hintbook?
germanny wrote:BTW - what a damn cool wallset^^ :geek:
Agreed! A beautiful wallset.
;)
germanny wrote:Really, i must say there are very small flaws that are disturbing the overall look and feel on the graphical side.
I´ve created the stuff, but playing inside a dungeon with the set after some months - i see every mistake that is done by me.
For example, there is a black shadow on wood-pillars that are used with doors.
I knew it, it is the same texture as used with normal pillars. Better adding a second tex without that shadow.
As I PM you, it sould be better to remove pillars from doors and to let the designer choose which pillar to use.
To be honest there is only one mistake that disturbing me: some locks do not have back texture in the key hole so that the wall is immediately visible below. This is for example the case for the first lock in the dungeon, a ruby lock as I remember.

Re: [MOD] The Curse of Gothmog

Posted: Sat Jul 19, 2014 9:04 pm
by lexdr
Dr.Disaster wrote:With rangers and staffs/wands now working fine i have no more requests. Feel free to get v1.00 on air!
Great, thanks!
:D

Re: [MOD] The Curse of Gothmog

Posted: Sun Jul 20, 2014 6:35 pm
by germanny
..better to remove pillars from doors and to let the designer choose which pillar to use.
I didn´t think about that while making, its put on the list.
The locks will be polished, too - keyhole bottoms are just a little too deep.

As soon i have time!

Re: [MOD] The Curse of Gothmog

Posted: Sat Jul 26, 2014 11:53 pm
by lexdr
Hi, version 1.00 is released.
It is the final release with all new assets, modified weapons and deco on all levels.
If you wait for it and didn't start a previous version, go on! no more update!

To those who had already completed this dungeon, you can try a new run, there are now 74 secrets to find and a surprise on level 14...
;)

Re: [MOD] The Curse of Gothmog

Posted: Sun Jul 27, 2014 12:20 am
by Dr.Disaster
uuuh i love surprises :D

I'll give v1.00 a whirl as time permits.

Re: [MOD] The Curse of Gothmog

Posted: Tue Jul 29, 2014 12:28 am
by lexdr
Dungeon is available on Steam: http://steamcommunity.com/sharedfiles/f ... =292782281
However, I've removed many env & items to decrease file's size so that I recommend to use the Nexus' version.
:)

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 30, 2014 10:10 pm
by jimirenton
I really enjoy your dungeon so far ! I like the DM vibe :)
I might need a little help for the last blue gem (the one we can see behind the doors where there used to be 2 others that I already grabbed) And there is still a part of that level behind floor traps that I cannot access ?
Thanks for your help ;)

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 30, 2014 11:36 pm
by msyblade
On the Hint book, Germanny may be referring to this:

http://www.nexusmods.com/grimrock/mods/269/?

You can have it, A: Copy hudprints/dialogue (for easy access to the player later on), or B: Paraphrase hints after certain events. (ie: "Xonthar noticed a possible water source behind the wall, perhaps it merits further investigation"). It can help keep things fleshed out for the player (multiple puzzles occuring, or a complex storyline.)

I would be happy to help you integrate it or assist in isolating any issues it may cause, if you decide to integrate it. Warning: If you're looking to make a hint system, rather than just copying hudprints, you will need to go through the entire mod and write appropriate hints in the correct timeline spaces. (Which, depending on the mod, could be an extensive increase in workload).

Hope this helps!

Re: [MOD] The Curse of Gothmog

Posted: Thu Jul 31, 2014 9:41 am
by lexdr
jimirenton wrote:I really enjoy your dungeon so far ! I like the DM vibe :)
Thanks!
:D
jimirenton wrote:I might need a little help for the last blue gem (the one we can see behind the doors where there used to be 2 others that I already grabbed) And there is still a part of that level behind floor traps that I cannot access ?
Thanks for your help ;)
Few squares in the south of this level, check all the pits and the corresponding jailed areas in the lower level. One of them grants access to a corridor that lead to the last blue gem. You have to find which one and the way to climb down into...
;)

Re: [MOD] The Curse of Gothmog

Posted: Thu Jul 31, 2014 9:50 am
by lexdr
msyblade wrote:On the Hint book, Germanny may be referring to this:

http://www.nexusmods.com/grimrock/mods/269/?

You can have it, A: Copy hudprints/dialogue (for easy access to the player later on), or B: Paraphrase hints after certain events. (ie: "Xonthar noticed a possible water source behind the wall, perhaps it merits further investigation"). It can help keep things fleshed out for the player (multiple puzzles occuring, or a complex storyline.)
Thank you, I now understand what he was refering to...
:)
msyblade wrote: I would be happy to help you integrate it or assist in isolating any issues it may cause, if you decide to integrate it. Warning: If you're looking to make a hint system, rather than just copying hudprints, you will need to go through the entire mod and write appropriate hints in the correct timeline spaces. (Which, depending on the mod, could be an extensive increase in workload).
I'm not sure that dialogs in this dungeon are enough important to be recorded in a hint book, but ok, it should be an improvment. :D
However, I'm in holidays in few days and I promised my wife not to bring my PC. We will see for improvements in september! ;)
msyblade wrote:Hope this helps!
For sure,
Thanks.