Progressing Upwards Help

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
Thunder_Chicken
Posts: 3
Joined: Tue Oct 30, 2012 4:46 am

Progressing Upwards Help

Post by Thunder_Chicken »

Firstly, hi everybody, this is my first post. I am starting off making a small dungeon, probably only a few levels. I have scoured the forums for the answer to my question, but I just can't find it. I apologize if it has been answered previously. Anyways, my dungeon is centered around the idea of going "Up" stairs to progress to the next level. However, I've discovered that the editor really intends for you to progress "Down" stairs to the next level, as a stairway cannot lead "Up" to a level that isn't there. After my first level, I want the player to proceed "Up" stairs to the next level, but for the life of me I can't figure out how to do this. Some help or tips would be greatly appreciated!

p.s. Of course, I can change the order of the levels in the editor, but this throws off the level numbers, albeit the effect is there. I feel like there is a more real solution though.
User avatar
Brodie301
Posts: 286
Joined: Sun Apr 08, 2012 6:00 pm
Location: Mississippi, USA

Re: Progressing Upwards Help

Post by Brodie301 »

I think the consensus around here is the map and level numbers are hard coded if I'm not mistaken.
However you can put your starting location on any level and yes there are stairs up.
I suggest watching Komag's tutorials, one of them covers stairs up and down.
The FORCE is with me!!!
User avatar
msyblade
Posts: 792
Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
Contact:

Re: Progressing Upwards Help

Post by msyblade »

Right click the level under "Project" in top left of the editor and choose "New Level". Do this until you get as deep as you need. Place your Starting point and build upward. Alternatively, you can place stairs up, immediately into a silent,invisible teleporter that actually sends you down. You can make the hallway u enter initially look identical to the one you teleport to so it will not be noticeable and the levels will increment in order. For level 1, build a hallway to stairs up. On square just before stairs make an invis/silent teleporter that sends you to a staircase on level 3, going up. they would only see level 3 on their map if they check it on the square before the stairs. Otherwise it will read level 1 then level 2 as soon as they take the step. Hope it helps!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
Thunder_Chicken
Posts: 3
Joined: Tue Oct 30, 2012 4:46 am

Re: Progressing Upwards Help

Post by Thunder_Chicken »

The teleporter idea sounds very intriguing. Thanks for the tips!
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Progressing Upwards Help

Post by HaunterV »

honestly just add the start location to your bottom floor and it will all work fine.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Billick
Posts: 201
Joined: Thu Apr 19, 2012 9:28 pm

Re: Progressing Upwards Help

Post by Billick »

The dungeon I'm working no focuses around going up like yours, so maybe I can give some tips.

The biggest thing I would recommend is to create all of your levels at the start, even if you make them empty. If you try to make them on the fly, you are setting yourself up for big time headaches. If you're not sure how many levels you will need, make extra since you can always leave them blank when you're done. The big thing is that your teleporters become all screwed up if you add a new level above. The other thing to watch out for is that you have to be more careful about pit placement. Leave some spaces for pits on the levels as you make them, and plan any pits in your next level around those spaces. This is opposed to building top down, where you can just put pits where ever you want, and then just plan your next level around those. If you plan for those two things, you should be okay, and dungeon building doesn't differ much from normal. Good luck!
Halls of Barrian - current version 1.0.3 - Steam Nexus
Me Grimrock no bozo!
User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: Progressing Upwards Help

Post by SpiderFighter »

Billick wrote:The dungeon I'm working no focuses around going up like yours, so maybe I can give some tips.

The biggest thing I would recommend is to create all of your levels at the start, even if you make them empty. If you try to make them on the fly, you are setting yourself up for big time headaches. If you're not sure how many levels you will need, make extra since you can always leave them blank when you're done. The big thing is that your teleporters become all screwed up if you add a new level above. The other thing to watch out for is that you have to be more careful about pit placement. Leave some spaces for pits on the levels as you make them, and plan any pits in your next level around those spaces. This is opposed to building top down, where you can just put pits where ever you want, and then just plan your next level around those. If you plan for those two things, you should be okay, and dungeon building doesn't differ much from normal. Good luck!
Solid advice, this!!
Thunder_Chicken
Posts: 3
Joined: Tue Oct 30, 2012 4:46 am

Re: Progressing Upwards Help

Post by Thunder_Chicken »

Thank you all for the advice! What I have done is simply put an invisible teleporter before the upward staircase that teleports to the second level staircase. Seems to be working perfectly, and I can't foresee how it should be a problem later on. I do not plan for my dungeon to be very pit-intensive, but I will definitely keep your tips in mind when I do put some in.
Post Reply