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[MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Sat Oct 13, 2012 9:37 am
by 3Dartwork
I just uploaded my mod to Nexus. I unfortunately purchased LoG through GoG instead of Steam as I should have and cannot use Steamworks. However, anyone can access Nexus.

http://grimrock.nexusmods.com/mods/45

Goal: I wanted to adapt a classic dungeon crawl from an Advanced Dungeons & Dragons module from the 70s and 80s into LoG to see if the assets given were adequate to sufficiently create a version that complimented the module. I chose The Ghost Tower of Inverness because it was a unique tournament module that had a little more of a lean towards puzzles than combat.

I had to get a bit creative on some of the levels, but I am very happy that the module is really accurate. In fact, the dungeon is, I believe, practically the exact scale, square-to-square, though I might have missed a square here and there.

I did not include any fancy scripting as it's over my head. I just used the connectors and logics the editor provided. I've ran it several times, and I believe it is pretty challenging at first but quickly becomes quite easy with combat. It's purely there to enjoy.

I have thick skin as a graphic designer. I take criticism, even harsh, well and encourage it. Thank you

EDIT: Also expect the game to take perhaps an hour at most, closer to 20-30 minutes unless you are stumped on some of the secrets. I wanted to make the module a short one so they could get through it briskly and move on without being bogged down for hours doing repetitive levels.

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Sat Oct 13, 2012 11:13 am
by Lollgramoth
That were 1h of fun. I have not completet it, yet. :) Thank you for the mod. Good Job.

If you want to hide secret doors which make a corner... use pillars for the corner.

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Sat Oct 13, 2012 1:56 pm
by Kuningas
I'll download it and try to try it at some point -- I've been so stuck in modding myself, that I have played very little this past week.

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Sat Oct 13, 2012 6:09 pm
by 3Dartwork
Lollgramoth wrote:That were 1h of fun. I have not completet it, yet. :) Thank you for the mod. Good Job.

If you want to hide secret doors which make a corner... use pillars for the corner.
Thank you as well for trying it out.

Did you find a gap in the game where a pillar wasn't placed thusly? If so, I'll want to update the file. I don't recall seeing a corner gap from 2 secret walls, though I used that method often (love that ability).

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Wed Dec 26, 2012 5:57 pm
by LiamKerrington
Hello there,

currently I run your adventure. It is quite exciting.

Spoiler Questions:
SpoilerShow
1. The Chess-Room ... Wjat'S the riddle here? In the original adventure the characters had to move as certain chess-figures. I happened to stumble over only very few trap-doors into the pit ...
2. The central room with the four double-doors and the all in all 8 pressure plates you enter after having run all four towers. What purpose do the pressure plates have? In the original adventure the room had no riddle; it was just like: Aww! Now you time-travelled ...
Anyway. The main reason, why I post here, is a graphical glitch I encountered. You asked for (constructive) criticsim. Here it is: Do you see any option to "repair" this small part? I did not encounter any other graphical glitches so far ... I think the only thing missing here is a 'corner stone' or whatever you might call it ... The pictures speak for themselves - hopefully:

Image

Image

All the best!
Liam

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Wed Dec 26, 2012 6:20 pm
by Ixnatifual
Adding a dungeon_pillar to that corner should do the trick.

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Wed Dec 26, 2012 6:23 pm
by LiamKerrington
Hi there.

Thank you. Dungeon Pillar was the word I was looking for. I have another one:

This is at the entrance of the Level 7: Fire Level.
Image

Half a pillar missing, right? ;)

All the best!
Liam

P.S.: This dungeon of yours really brings back the old dungeon-flair from my early years as AD&D dabbler ... +1

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Wed Dec 26, 2012 7:53 pm
by Komag
half a pillar like that indicates a stairwell built too close on the other side

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Wed Dec 26, 2012 8:50 pm
by LiamKerrington
Hi there.

I give it up. I don't get passed the (probably) final riddle.

Major SPOILER Warning and wall of words ahead ...
SpoilerShow
It is in level 9. The Water Level with all the crystals behind gates humming like crazy. You find two notes; both list a couple of numbers:
#1 says: 11, 6, 12, 2, 4, 1;
#2 says: 11, 4, 9, 3, 12, 6.
Between the crystals is a small maze leading to six deadends, each holding a pressure plate; and nearly in front of each is a closed trap-door.

When you start hitting several plates, a few trap doors open likewise - which, if you are not careful, block your way to pressure plates you have not hit yet. Also each pressure plates oppens a secret door in a hall which circles around the maze and crystals. Most of those hidden passage show an opened trapdoor, behind it a pressure plate, and behind the pressure plate a statue.
Pressure plates may only be activated by the party, not by objects.

No, so much I undesrtand, I guess: The numbers equal a certain hour on a clock; and if you pay close attention to the map you will recognize that the pressure plates in the maze as well as the hidden passages more or less match the locations of hours on a clock face. Therefore the first idea was: OK, then let'S hit the maze-pressure plates in the right order as mentioned in the first note.
Problem no. 1: When you have hit 11, 6, 12 in that order and go on with 2, then the route to 4 is blocked, and you cannot procede.
Problem no. 2: I happened to change the maze order slightly; thus I was able to press all the plates accordingly. I chose this order: 11, 6, 12, 1, 4, and finally 2; an alternative would be this: 11, 1, 6, 4, 12, 2. The result in both cases is that now I have all six hidden passages open. BUT: Only in one hidden passage (the one located in position at 9 o'clock) has a closed trapdoor, which allows me to press the pressure plate behind it. But all the other hidden passages are blocked by the opened trapdoor.

What do I miss here? What is the trick? I tried for more then two hours now, and I am clueless in the end. :(

So much I have figured so far:
maze pressure plate on 11 o'clock opens hidden passage on 12 o'c;
maze pressure plate on 12 o'c opens hidden passage on 3 o'c and trapdoor right in front of maze pressure plate on 6 o'c;
maze pressure plate on 1 o'c opens hidden passage on half past 4 o'c and trapdoor at maze pressure plate on 11 o'c;
maze pressure plate on 2 o'c opens hidden passage on 9 o'c and trapdoor at maze pressure plate on 4 o'c;
maze pressure plate on 4 o'c opens hidden passage on 11 o'c and second trapdoor at maze pressure plate on 6 o'c;
maze pressure plate on 6 o'c opens hidden passage on 6 o'c and trapdoor at maze pressure plate on 11 o'c.

Here is the map; I added a clock-face to it:

Image


All the best!
Liam

Re: [MOD] The Ghost Tower of Inverness - AD&D Module

Posted: Mon Dec 31, 2012 12:18 am
by flowbee321
I'm in the same place, stuck at same puzzle. Thanks for the map, I had figured out it basically like you did
SpoilerShow
inner / outer clock places
but the scroll's sequence definitely does not work as it is. But I used your altered sequence, got all six secrets open. Except that
SpoilerShow
the trap door at 9:00 is the only one I can cross, I cross it and one gate opens. Then I'm stuck - no other trap doors open, nothing else to do.
There should be a reset button or something.

Falling down a pit goes to "jewel level" where it's completely/nearly black and I can't move - basically a no-win dead-end. WTF?

Also, getting major lag on the water level with all crystals around. I have a halfway decent system that has played everything Grimrock-related at highest settings and no lag problems.....until this level.

I liked this module a lot until this part. Either I/we are missing something about this puzzle or there's something wrong altogether. I'm onto a new mod until it gets resolved.

LiamKerrington wrote:Hi there.

I give it up. I don't get passed the (probably) final riddle.

Major SPOILER Warning and wall of words ahead ...
SpoilerShow
It is in level 9. The Water Level with all the crystals behind gates humming like crazy. You find two notes; both list a couple of numbers:
#1 says: 11, 6, 12, 2, 4, 1;
#2 says: 11, 4, 9, 3, 12, 6.
Between the crystals is a small maze leading to six deadends, each holding a pressure plate; and nearly in front of each is a closed trap-door.

When you start hitting several plates, a few trap doors open likewise - which, if you are not careful, block your way to pressure plates you have not hit yet. Also each pressure plates oppens a secret door in a hall which circles around the maze and crystals. Most of those hidden passage show an opened trapdoor, behind it a pressure plate, and behind the pressure plate a statue.
Pressure plates may only be activated by the party, not by objects.

No, so much I undesrtand, I guess: The numbers equal a certain hour on a clock; and if you pay close attention to the map you will recognize that the pressure plates in the maze as well as the hidden passages more or less match the locations of hours on a clock face. Therefore the first idea was: OK, then let'S hit the maze-pressure plates in the right order as mentioned in the first note.
Problem no. 1: When you have hit 11, 6, 12 in that order and go on with 2, then the route to 4 is blocked, and you cannot procede.
Problem no. 2: I happened to change the maze order slightly; thus I was able to press all the plates accordingly. I chose this order: 11, 6, 12, 1, 4, and finally 2; an alternative would be this: 11, 1, 6, 4, 12, 2. The result in both cases is that now I have all six hidden passages open. BUT: Only in one hidden passage (the one located in position at 9 o'clock) has a closed trapdoor, which allows me to press the pressure plate behind it. But all the other hidden passages are blocked by the opened trapdoor.

What do I miss here? What is the trick? I tried for more then two hours now, and I am clueless in the end. :(

So much I have figured so far:
maze pressure plate on 11 o'clock opens hidden passage on 12 o'c;
maze pressure plate on 12 o'c opens hidden passage on 3 o'c and trapdoor right in front of maze pressure plate on 6 o'c;
maze pressure plate on 1 o'c opens hidden passage on half past 4 o'c and trapdoor at maze pressure plate on 11 o'c;
maze pressure plate on 2 o'c opens hidden passage on 9 o'c and trapdoor at maze pressure plate on 4 o'c;
maze pressure plate on 4 o'c opens hidden passage on 11 o'c and second trapdoor at maze pressure plate on 6 o'c;
maze pressure plate on 6 o'c opens hidden passage on 6 o'c and trapdoor at maze pressure plate on 11 o'c.

Here is the map; I added a clock-face to it:

Image


All the best!
Liam