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Five by Five Pits

Posted: Mon Feb 11, 2013 3:08 am
by Marble Mouth
It's a terribly uncreative name. It's over at http://grimrock.nexusmods.com/mods/196. It's a single room (in 2 floors) dungeon. A puzzle, with some combat required. It's the first thing that I've created in Grimrock that I felt was ready to publish. Please play it. I've fixed a lot of bugs already, but I bet there's more waiting to be found. I was inspired to do this by the One Room Dungeon round 1. Entry was already closed by the time I got into Grimrock dungeon building, but I made this anyway.

Please let me know what you thought if you tried this.

Puzzle
-did it make sense to you?
-was it fun?
-overall difficulty

Combat
-what party did you use/how did you use them? (I used default party in testing.)
-what difficulty setting did you use? (I used normal in testing.)
-was it fun?
-how would you rate the combat difficulty/balance?

Secrets
-did you find one or more secrets?

General
-how much time did it take?
-was it worth the price of admission?

Thoughts about the scripts and map:
SpoilerShow
I've written the scripts to be as generic as I possibly could. It would be easy to make a bigger or smaller pit area or in another shape. I've included exactly 5 skeletons in this map, but you could add or remove them easily. I was thinking about possibly putting a secret wall button in a corner of the downstairs room. When this button is pushed, then a wall to the player's side slides up to reveal an active (and properly facing, and immediately attacking) skeleton. Maybe it's an unpleasant surprise, maybe you need that skeleton to reach somewhere on level 1? Mazes could be added to one or both levels of the map, possibly with secret doors that could open and close. I think the scripts will even work if you move this room to levels n and n+1 instead of 1 and 2, but I haven't tested this.

If you have any questions about how any of the script works, feel free to ask. Feel free to use anything you see and like, although if you copy/paste directly from my work, please give me a credit somewhere. I've noticed a function getForward in multiple other people's scripts that turns out to be pretty much the same thing that I called getXYFromDir, should things that small get credited? If so, who first wrote getForward?

Re: Five by Five Pits

Posted: Mon Feb 11, 2013 9:42 am
by Grimfan
Here's my synopsis. Hope it helps. :)
SpoilerShow
Given the fact that it was only four rooms I enjoyed the experience. I haven't actually encountered this exact sort of puzzle before and I thought the setup was quite clever. It took me a few minutes to puzzle through the solution, but it wasn't frustratingly hard. During my playthrough I didn't encounter any bugs and found one secret (and liked the fact that I had to do more strategic skeleton killing to reach it). The combat was also interesting because I couldn't make my normal hit and run strafing attacks and actually had to take some hits to get the skeletons into position.

As for changes or suggestions I think that having two teleporters was redundant, especially since they went to the same location (unless that was part of a secret I didn't find). Also, the wand seemed a little pointless and I don't think the mod would have changed that much if it was simply taken out or replaced with a normal whitewood wand (because having to return it to its location was simply time-consuming and really didn't add anything to the challenge unless I missed something again).

Overall, I think this would have fit into One-Room nicely and I look forward to you bringing out a more detailed mod in the future.
By the way, I used a party of 3rd level characters on normal setting for this.

Re: Five by Five Pits

Posted: Mon Feb 11, 2013 4:30 pm
by Marble Mouth
Hi Grimfan. Thank you for playing and sharing your thoughts.

Ah, the homing wand. I completely forget it in my first post.
SpoilerShow
It's possible to get yourself surrounded by skeletons and/or walls. Even if you re-activate a skeleton, you can never make them move after you're surrounded. I decided that I wanted to be a little forgiving, so I added the homing wand to escape those situations. It's got a built in delay so that you can't use it to escape imminent danger. You have to put it back before you leave so that it won't figure into later puzzles in the dungeon. I probably shouldn't let you backtrack with the wand, either. It's irrelevant in this dungeon, since there's only the one puzzle, but I'm thinking of this room as a building block of a larger mod. Alternately, I could just make the wand fizzle if you use it outside of its designated location. Then, if a dungeon contains multiple rooms built on this principle, the same homing wand works for all of them, but each room has its own homing target. I think I like that approach.

The two teleporters were just a reflection of my neurotic desire for symmetry. They also provide nice ambient lighting and noise from both sides of the room on level 2. You may have noticed that there are no torch holders on level 2. I intentionally made the puzzle itself mostly symmetric, and the secret (there's only one, but I didn't want to give that away before people had a chance to play) adds an asymmetric element to make it stand out. I also considered adding one or more staircases instead of teleporters, but I just couldn't resist forcing the player to dive into a pit to face the unknown.
And I forgot to zip the .dungeon_editor and scripts with the .dat last night. I've uploaded a new version now which includes the source for anyone interested. It's at the same link (http://grimrock.nexusmods.com/mods/196) under Optional Files. Sorry about that.