Knight's 0f Doom

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renen01
Posts: 6
Joined: Sun Feb 15, 2015 12:21 am

Knight's 0f Doom

Post by renen01 »

for players who like to fight less thinking on what to do with puzzle's there were some little effect that i had no idea how to make them but
still it dosent say its wont be fun hope you will like it.

http://www.nexusmods.com/legendofgrimrock2/download/90

the brigde bug fix*

http://www.nexusmods.com/legendofgrimrock2/download/91
Last edited by renen01 on Thu Feb 19, 2015 12:27 pm, edited 1 time in total.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Knight's 0f Doom

Post by Azel »

I made it to the bridge maze with all the rats. Good approach and design. There's more needed to round it out, like making the monsters function better. Many of them just stand around with their backs to you so killing them is easy. Some places are too big with just a little bit of stuff, so make some areas smaller. Overall I think with more time and effort you could make some really fun Mods. Thanks for sharing :mrgreen:

*edit*

I cleared the "first kings" tomb, and then found another entrance from the rat bridges, but the party just falls down and ends up in total darkness. There's a bug in this part of the map.
renen01
Posts: 6
Joined: Sun Feb 15, 2015 12:21 am

Re: Knight's 0f Doom

Post by renen01 »

haha you fast got to say glad that u liked it well u right about the big place's and to be honest i did not tasted it by my self but after all its just my first dungeon never make one before and the mobs not wanted to make them 2 hard for the players espacaly since i did not tasted it yet
thanks for letting me know about the bug i fix it now
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Knight's 0f Doom

Post by eLPuSHeR »

Renen. You should use some punctuation marks on your posts. Man, I almost choke to death while reading your last post. :lol:
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Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Knight's 0f Doom

Post by Azel »

I played the mod by importing my primary team that completed the Main Campaign. This includes 2 casters and a Throwing Barbarian. As soon as I had throwing knives in both hands, it was game over for all the monsters :lol:

A good rule of thumb is to look at how long it took to develop your Mod, and then spend half that time "testing" it. So if you spent 1 month creating a Mod, spend at least 2 weeks testing it before releasing to the public. Fun nonetheless!
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