[MOD] Random Dungeon (v0.99)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Roman42
Posts: 42
Joined: Tue Dec 11, 2012 11:38 am

Re: [MOD] Random Dungeon (v0.99)

Post by Roman42 »

Drakkan wrote:just finished level 12. some ideas what to improve
- make some ending (random generated exit in last level ?)
- too many flasks spawned (like every character has 8 potions...)
- mortar should be obtained sooner (i have gained it in level 6 or 7 do not remember)
- this spawned fog is annoying. it is making progress little laggy and I do not see too much value in it (altough I like the fog overall)
- preventing using magic... well why not, but some levels are becoming just TOO much difficult with that (but thats the random fun, isnt it ? .))
- too much projectiles (I end like havin 15 piece of every throwing weapon / arrow ...)
- just few equipment. Level 12 spawning stuff like lurker hood ? I expecte thing like sword of nexus, not this trash :)
- not sure what are gems for. I got about 7 of them and found about 4 altairs, never worked with them :/
btw:sent you PM, have small request for you
It will have an ending of course. I wanted the Cube, but it simply doesn't work, so I'll make a different boss.
8 Potions is too much, yes I should reduce them. 15 of each throwing weapon is OK IMHO, because you'll use the best ones only anyway and 15 isn't too much then IMHO.
(EDIT: Perhaps I should reduce their spawn possibility to end up with 10.)

Mortars can be obtained in every level. The most of em you'll find next to corpses.

Items: Level 12 spawns lurker hoods, thats correct, but not as secret, just as alcove item. You won't find great items in alcoves. You have to find wall buttons, keys and hidden plates for the good stuff. :)

The gems can be used into the Heads of the projectile traps. But right now, they don't do much. It will be a puzzle which spawns over the whole dungeon. Altars have different uses, try to sacrifice something valuable. ;)
Post Reply