LoG1 Like modd is out

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philippe.martin
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Joined: Fri May 15, 2015 10:44 am

LoG1 Like modd is out

Post by philippe.martin »

Just for fun ! For some who needs to revive the excellent LoG1 scenario, I just post a modd LoG1 [like] on Steam Workshop.

Don't expect to have the exact LoG1 or play with the original one ! Of course some items/environmental decor and monsters have been adapted. Especially the final boss Cube has been replaced by ... Some rewards has been added is case the treasures have been discovered.

I would be happy for any comments or advises if someone wants to try it :)

Enjoy.

Link: http://steamcommunity.com/sharedfiles/f ... earchtext=
minmay
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Re: LoG1 Like modd is out

Post by minmay »

viewtopic.php?f=22&t=8220
petri wrote:Before anyone starts doing LoG1 for Grimrock 2, please consider this: this would hurt the sales of Grimrock 1 (and the LoG1 + LoG2 bundle), because owners of Grimrock 2 would get Grimrock 1 essentially for free. We don't have a policy in place for this at this point, but it's possible we would have to kindly ask you not to do this.
Grimrock 1 dungeon
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Komag
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Re: LoG1 Like modd is out

Post by Komag »

Not sure how I feel about this. It's pretty much exactly the same as original Grimrock. I've played through the first three levels (by the way, game breaking bug in level 4 start, item can be placed on plate!), and it's nearly an exact replica (with some bugs and problems, but only minor ones). I do like the hidden "treasure" area. It's also seems much harder than the original - skeletons and spiders take a lot more hits than I remember.

Anyway, I think this is just the sort of thing Petri was talking about. If I never played Grimrock 1 and bought Grimrock 2 and played this mod, I would really have no reason to ever buy Grimrock 1 as far as I can tell, since it's so nearly the exact same.
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Azel
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Re: LoG1 Like modd is out

Post by Azel »

Yeah, the wishes of the developer's should be honored and this Mod in its current state should, unfortunately, be taken down from public distribution. I can only imagine how much time and work went in to duplicating the dungeon; but maybe it wouldn't be too much trouble to simply modify this Mod to accommodate both the effort and the intellectual property.

For example, delete more than half of the final levels and publish this as a demo/teaser. That way, LoG 2 players can get a small taste of the first game, which will likely entice them to buy it in order to experience the entire playthrough. This could turn the Mod in to a positive marketing tool that will increase LoG 1 sells, instead of detracting from them.

my 2 cents :shock:
philippe.martin
Posts: 9
Joined: Fri May 15, 2015 10:44 am

Re: LoG1 Like modd is out

Post by philippe.martin »

A warm thank you for all your remarks and advice.

Of course the intention beside this mod was certainly not to disturb the sales process nor to break a market on the contrary ! Reading the "Modding and Asset Usage Terms" I though it could be feasible without hurting AH sales.

You cannot imagine how much it was a pleasure and a great motivation to create this mod based on this outstanding LoG2 game/editor and programming tools. We all know the original is quite always preferable over the copy. Considering that, my assumption was the people wants to compare both version and also revive a quite same adventure in this beautiful LoG2 decorum.

Another solution could be to sell this mod as an [or a part of] official LoG2 extension ? I can provide (for free !) all source code and model files to the AH team.

In the mean time and considering the remarks, I republish a sealed mod to Steam Workshop which has to be considered as a LoG1 teaser. The gamer can play until until the Trapped level, the rest of the dungeon is locked. Perhaps an agreement could be found to unlock the rest of this mod ? If this proposal is not enough, then I will remove the mod from Steam Workshop and waiting for LoG3 (if planed ?) eating my fingers :)

Regard and apologize if I hurt someone.
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JohnWordsworth
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Re: LoG1 Like modd is out

Post by JohnWordsworth »

My suggestion would be to put your own creative edge on it. Perhaps you play a group of prisoners that came 50 years before who find another, sneaky way out. That would let you keep mostly the same overall map layout but with a bunch of different puzzles and some of the new monsters. If you don't care about canon, just make it 'a reimagining of LOG1 with a big bunch of differences / new stuff from the LoG2 engine'.

I think having a similar, but different, dungeon not only resolves the issue (people will still want to play the original) it also gives those of us who have finished both games something fun to play!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Azel
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Re: LoG1 Like modd is out

Post by Azel »

That's a badass idea, Mr. Wordsworth :mrgreen:

I think it's great that the author has reverted to a "locked" version of this Mod; an awesome teaser! So while waiting to see what AH may want to say or do, working on a modified version of the completed product means that the rest of us can look forward to a new experience. I, personally, would love to play a creative "prequel" to the original game.

Great work and compromise :D
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JohnWordsworth
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Re: LoG1 Like modd is out

Post by JohnWordsworth »

I also just wanted to agree with Azel. Very cool of you Philippe to listen to the wishes of the devs and instantly revert to a locked version. It must have been a lot of work to reproduce the dungeon, so much respect to you for doing the right thing!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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