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[MOD] The Return of the Dark Lord
Posted: Tue Dec 06, 2016 1:24 am
by HypnoToad
I have worked on this for a while, it's a Dungeon Master like dungeon, where it starts off easy, follows pretty much a set path and gets progressively harder, I have tried to make it as interesting as I can and have incorporated things I call:
The Shooting Gallery
Fireworks level
Ghost Train level
Bottomless Pit
Target Shooting
Magic Elevator
etc
Four neophyte adventurers fall through a trap into a dungeon, there is no escape until they find and banish the Dark Lord, and he is waiting for them.
Thanks to:
Isaac - Help with scripting
Germanny - Custom assets
Leki, FrEEsiD, Wallasaurus- Custom monsters
Lexdr - Learned a lot from how he did things
Comscript - Learned a lot from how he did things
Nexus link:
https://www.nexusmods.com/grimrock/mods ... escription
Re: [MOD] The Return of the Dark Lord
Posted: Tue Aug 28, 2018 2:20 am
by HypnoToad
Anyone tried it?
Re: [MOD] The Return of the Dark Lord
Posted: Wed Aug 29, 2018 7:15 pm
by Pompidom
Did you upload it to Nexus?
Did you upload it to Steam Workshop?
Then you could have tracked how many people actually downloaded your mod
You don't have to worry if it's a good mod or not. Many people have different tastes.
And there are a lot of custom dungeons out there that are quite dull/boring yet they are on nexus/steam.
Always add plenty of screenshots showcasing the mod to peak the interest of people.
And try to describe why your mod stands out from the rest
Posting only 1 screenshot doesn't make me want to bother with downloading it in the first place, especially when nobody has replied for over 2 years. People generally don't like to waste their time.
I will try it out

Re: [MOD] The Return of the Dark Lord
Posted: Wed Aug 29, 2018 7:37 pm
by Isaac
Definitely upload to Nexus, and Steam, if you have the Steam version of LoG2.
Include interesting screenshots—that don't look like all the other mods.
Also [IMO] mention the size of the file (175MB)
*AFAIK Nexus is completely free—they just hard-sell the premium version.
Re: [MOD] The Return of the Dark Lord
Posted: Wed Aug 29, 2018 8:01 pm
by Pompidom
Well, it's no wonder nobody is going to bother replying even if they tried your mod.
I deleted your mod only 3 minutes in. And no I'm not even going to bother summing up all the reasons why.
Re: [MOD] The Return of the Dark Lord
Posted: Thu Aug 30, 2018 12:48 am
by HypnoToad
Pompidom wrote: ↑Wed Aug 29, 2018 8:01 pm
Well, it's no wonder nobody is going to bother replying even if they tried your mod.
I deleted your mod only 3 minutes in. And no I'm not even going to bother summing up all the reasons why.
I'll take it that you weren't keen on it.

Re: [MOD] The Return of the Dark Lord
Posted: Thu Aug 30, 2018 5:56 pm
by Zo Kath Ra
Pompi is the master of constructive criticism
Re: [MOD] The Return of the Dark Lord
Posted: Thu Aug 30, 2018 9:34 pm
by andyroosta
lol, well i am intrigued enough to give it a try this weekend anyway!
Re: [MOD] The Return of the Dark Lord
Posted: Fri Aug 31, 2018 10:55 am
by Pompidom
Zo Kath Ra wrote: ↑Thu Aug 30, 2018 5:56 pm
Pompi is the master of constructive criticism
Let's just say, that the first level of the dungeon is about the same as the presentation is.
Re: [MOD] The Return of the Dark Lord
Posted: Fri Aug 31, 2018 4:35 pm
by maneus
Tried your mod and found the coins but no clue how to evade the hidden teleporter at the corridor.
I thought there will be a destructible wall, but nothing.
So I can understand Pompidom´s reaction.