Hey folks! I've recently made a short campaign (4 floors) and uploaded it to Nexusmods. Nothing major or serious, it's just my first attempt that I thought may be entertaining enough for folks to play. Give it a shot if you want, and feedback is welcome.
http://www.nexusmods.com/legendofgrimrock2/mods/83/?
Escape from the Catacombs
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: Escape from the Catacombs
Started playing it, and right now I'm stuck at the proving grounds.
I'm stuck at...
Here's some feedback:
Overall, there wasn't anything special about the custom game that made me say "wow!" it felt generic
The ogre parts were fun though
I'm stuck at...
SpoilerShow
No idea how to open that portcullis 2 tiles left from the parties position


SpoilerShow
When printing text for the player to read, I suggest splitting long lines into multiple shorter ones, and printing them one after another with a small delay between prints. Use a timer or delayedCall.
Please don't make finding secret buttons a requirement for advancing. Scanning every wall isn't fun, especially in that labyrinth. Make them lead to optional treasures, rewarding those with the keen eye and patience of a turtle, and not punishing those who are less so.
The undead at the beginning are unkillable, and there's nothing that suggests about it. I spent a good 5 minutes square dancing around one before I realized that. They can also block your way entirely under certain circumstances.
Not sure if that intended or not, but the mimic chest in the first secret is not hidden, it's in mimic form and doesn't move. Use chest_id.chest:setMimic(true) to set the chest as a mimic.
There's a bit of inconsistency in the mine field puzzle area.
The hint said to stay wall to wall, but at these marked areas you don't follow the rules similar to those before.

Please don't make finding secret buttons a requirement for advancing. Scanning every wall isn't fun, especially in that labyrinth. Make them lead to optional treasures, rewarding those with the keen eye and patience of a turtle, and not punishing those who are less so.
The undead at the beginning are unkillable, and there's nothing that suggests about it. I spent a good 5 minutes square dancing around one before I realized that. They can also block your way entirely under certain circumstances.
Not sure if that intended or not, but the mimic chest in the first secret is not hidden, it's in mimic form and doesn't move. Use chest_id.chest:setMimic(true) to set the chest as a mimic.
There's a bit of inconsistency in the mine field puzzle area.
The hint said to stay wall to wall, but at these marked areas you don't follow the rules similar to those before.

The ogre parts were fun though
Re: Escape from the Catacombs
Hello, Hitrison.
I'm currently playing the mod, too. I actually like it.
I feel you're a bit hard on yourself when you stated "feel free to leave comments telling me how horrible it is". I'm enjoying it, so don't be too critical.
Well, I'm going to get back into it.
I'm currently playing the mod, too. I actually like it.
I feel you're a bit hard on yourself when you stated "feel free to leave comments telling me how horrible it is". I'm enjoying it, so don't be too critical.
SpoilerShow
What is the health for the two undead you fight near the beginning? They took ages to kill 
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762
Re: Escape from the Catacombs
@zimberzimber
In retrospect, that's a pretty obtuse puzzle in the proving grounds, contingent on you trying everything with everything. That will most certainly get updated, as it was supposed to be hinted at anyway. My mistake.
Actually, I've already updated it a bit, so try that instead if you want. The changes are:
In retrospect, that's a pretty obtuse puzzle in the proving grounds, contingent on you trying everything with everything. That will most certainly get updated, as it was supposed to be hinted at anyway. My mistake.
SpoilerShow
There's a figure in the circled room that you have to place into the chest where you got the brass key, which is in the same room as the portcullis.

And regarding the 'wall-to-wall' bit on the land mine floor, I went through a few wordings before landing on it. 'Zig-zag' didn't seem to work.

And regarding the 'wall-to-wall' bit on the land mine floor, I went through a few wordings before landing on it. 'Zig-zag' didn't seem to work.
I agree. I had a story in mind at the beginning, but got bogged down with trying to learn the editor and implementing some other ideas that it became kind of a hodgepodge with not much direction. In hindsight, I kind of wonder why I uploaded it at all, but I would have missed some of the points you brought up had I not, all of which are valid. Thanks!Overall, there wasn't anything special about the custom game that made me say "wow!" it felt generic
The ogre parts were fun though
Actually, I've already updated it a bit, so try that instead if you want. The changes are:
SpoilerShow
I dropped the levels of some of the monsters, removed the mimic, changed the ending text, and added a sorely needed teleporter to the proving grounds so you can return to the beginning of the floor if you don't have the figure.
- Halluinoid
- Posts: 165
- Joined: Tue Apr 02, 2013 7:08 pm
- Contact:
Re: Escape from the Catacombs
actually at least you got a good title for your Mod! in a hasty few seconds I decided to call my last MOD, Oblivion. in hindsight that was a bit of a joke now but never mind ! 
Beleagured Castle LOGII complete