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Dungeon Test

Posted: Wed Oct 10, 2012 9:46 pm
by Custode
Greetings, this is my first post here but I am lurking around since the eleventh of April... not really the forum type of person.
I would like to share my little and far from complete dungeon because I might have some serious internet problems in the near or better, nearest future, which unfortunately will prevent me from uploading even the smallest of things.
I have not played any dungeons yet, exept the two from Antti, so the ideas are all more or less mine and I am sorry if someone else have already used them.
Feel free to say anything you want about it and if you find some interesting ideas that you want to use (i doubt it) maybe give some credits... or maybe not.
Anyway, I will keep using this wonderful editor (oh yeah, thank you very very much for it Almost Human!) and probably reuse some of the stuff of this one in a longer and more complete dungeon.
One last thing, I hate Steam and do not feel like uploading it on the Nexus because it is not worth it yet, too short and to "incomplete" even though it ends with the credits.

Sorry for the delay, here is the correct link: http://bit.ly/PYk7XT

Re: Dungeon Test

Posted: Wed Oct 10, 2012 10:05 pm
by Komag
played it for a few minutes, then jumped down pits, teleport takes me right above pit again, fall down, cannot get out, stuck. I'll try again and go another way, but you should redesign that part so it does not make a player stuck.

Re: Dungeon Test

Posted: Wed Oct 10, 2012 10:09 pm
by Komag
the other way only has a bag with rocks. perhaps you made a mistake before exporting the dungeon? did I miss something?

Re: Dungeon Test

Posted: Wed Oct 10, 2012 10:12 pm
by Custode
Komag wrote:the other way only has a bag with rocks. perhaps you made a mistake before exporting the dungeon? did I miss something?
Holy Hell! The part of the teleporter is my mistake! The bag has its purpose.
Post the right .dat in a minute.

Re: Dungeon Test

Posted: Wed Oct 10, 2012 10:17 pm
by Custode
The problem with the teleporter is solved, thanks Komag!

Re: Dungeon Test

Posted: Wed Oct 10, 2012 10:36 pm
by Trollmann
nice, this'll be my first custom dungeon to test!.. if we don't count the original LoG team's custom dungeons ;)

Gonna post back soon!

edit. oh, tested it out, but I can't get past the room with all the holes. I tried arranging the rocks in a form of a bridge under the holes, but nothing happened. I even tried butting an item on all the 9 grids but still no go :P

Re: Dungeon Test

Posted: Wed Oct 10, 2012 11:38 pm
by Custode
Trollmann wrote:edit. oh, tested it out, but I can't get past the room with all the holes. I tried arranging the rocks in a form of a bridge under the holes, but nothing happened. I even tried butting an item on all the 9 grids but still no go :P
SpoilerShow
Ok, I thought it was way more straightforward to figure it out, as you can see the room with the pits looks like the one with the rocks, you have to put them in that one in the right pattern.

Re: Dungeon Test

Posted: Thu Oct 11, 2012 9:42 am
by Trollmann
tried ~everything, but none of the trapdoors close :I

Re: Dungeon Test

Posted: Thu Oct 11, 2012 10:09 am
by Custode
Trollmann wrote:tried ~everything, but none of the trapdoors close :I
This is really really strange, I just tested it again and it works fine, so no problem with the .dat file.
SpoilerShow
You just have to put one rock per tile, three rocks, three tiles, the direction is even the same of the pits room:
X O X
X O X
X O X
for example this will open the the door to the east, for the others just change the position of the rock that is closer to the door.

Re: Dungeon Test

Posted: Thu Oct 11, 2012 10:58 am
by Komag
did you test it in the regular game after exporting your map? sometimes things work slightly differently in the editor.