Monster Smashing Doors

Talk about anything related to Legend of Grimrock 2 here.
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Asteroth
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Monster Smashing Doors

Post by Asteroth »

I really never cared for the whole monster door thing. I admittedly never played DM but seriously: What monster is gonna stand under that thin little gate as it comes down? Really, stand still right as it's comin' down?
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Dr.Disaster
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Re: Speed of the game - Please allow slower play

Post by Dr.Disaster »

Asteroth wrote:I really never cared for the whole monster door thing. I admittedly never played DM but seriously: What monster is gonna stand under that thin little gate as it comes down? Really, stand still right as it's comin' down?
Doors in DM are not a thin gate between tiles. They take up an entire square so everything walking into a square with an open door was in fact under that door. Luring a monster under an open door and then causing the door to close both damages the monster and - in case it survives long enough to react - causes it to retreat. It's like having a monster-damaging trap around every 2nd or 3rd corner, dramatically increasing the parties firepower.
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Asteroth
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Re: Speed of the game - Please allow slower play

Post by Asteroth »

Disaster: Yeah, meant for Grimrock doors. Of course they could have made doors huge. But I think in a modern game having all door be in fact an entire patch of ceiling set to move rather than an actual door would look a little silly.
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badhabit
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Re: Speed of the game - Please allow slower play

Post by badhabit »

Dandy wrote: No monster crunching doors. :)
If I would have a wish free for a LOG II feature (improvement over LOG)... this would be my first one.
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Re: Speed of the game - Please allow slower play

Post by Dandy »

Asteroth wrote:Disaster: Yeah, meant for Grimrock doors. Of course they could have made doors huge. But I think in a modern game having all door be in fact an entire patch of ceiling set to move rather than an actual door would look a little silly.
You never noticed, it looked and felt the part. These doors were one of the things that made DM the fantastic game it was, and I can't believe they omitted this from log.
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Dr.Disaster
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Re: Speed of the game - Please allow slower play

Post by Dr.Disaster »

Dandy wrote:
Asteroth wrote:Disaster: Yeah, meant for Grimrock doors. Of course they could have made doors huge. But I think in a modern game having all door be in fact an entire patch of ceiling set to move rather than an actual door would look a little silly.
You never noticed, it looked and felt the part. These doors were one of the things that made DM the fantastic game it was, and I can't believe they omitted this from log.
It's not possible by design.

FTL decided that beside illusionary walls everything in DM has to occupy one square of the map. This includes real walls and has a huge impact on how many rooms and what kind of rooms are possible on a floor. Given the limited resources of those days this was a rather odd decision.

AH decided to go with the established standard design of those days with doors and walls being between tiles and not on them. Check back with the pre-DM crawlers. Be it Bard's Tale, Wizardry or Ultima they all used this design.

Yet on one thing i agree: there should have been more possibilities to lure monsters into traps. Well maybe LoG 2 adds this.
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Re: Speed of the game - Please allow slower play

Post by badhabit »

Dr.Disaster wrote:It's not possible by design.

FTL decided that beside illusionary walls everything in DM has to occupy one square of the map. This includes real walls and has a huge impact on how many rooms and what kind of rooms are possible on a floor. Given the limited resources of those days this was a rather odd decision.
Well, I would call it pretty brilliant. As it worked technically very well and brought great variety into the gameplay, it was an excellent decision of FTL. Vice versa I find it pretty strange that AH decided not to adopt this feature from DM ...
Dr.Disaster wrote: AH decided to go with the established standard design of those days with doors and walls being between tiles and not on them. Check back with the pre-DM crawlers. Be it Bard's Tale, Wizardry or Ultima they all used this design. Yet on one thing i agree: there should have been more possibilities to lure monsters into traps. Well maybe LoG 2 adds this.
Hope that too.... my preference, still, would be that they achieve that by implementing the "door-is-a-full-square" design. ;)
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Asteroth
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Re: Speed of the game - Please allow slower play

Post by Asteroth »

I would rather log be something other than a straight remake of DM, feature-for-feature conversions like moving ceilings rather than doors takes away from that. Yes I would like hazards to work on monsters, but actually they already do, so I think it's pretty good.
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eLPuSHeR
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Speed of the game - Please allow slower play

Post by eLPuSHeR »

Guys, we are derrailing this thread. The OP asked for a speed variation and now we are just talking about doors... :mrgreen:
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Re: Speed of the game - Please allow slower play

Post by Sol_HSA »

eLPuSHeR wrote:Guys, we are derrailing this thread. The OP asked for a speed variation and now we are just talking about doors... :mrgreen:
Good point. Thread split.
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