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[WIP] Knightmare Remake

Posted: Thu Nov 06, 2014 11:40 pm
by TSotP
i just published a WIP version of my Knightmare Remake, any comments would be welcome :)

check it out here:

http://www.nexusmods.com/legendofgrimrock2/mods/8/?

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 1:45 am
by hansbleeb
perfect..
i hope there are also comes a abandoned places 2 mod

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 5:19 am
by hansbleeb
level 1 ready..
that was not easy phoe!! a lot of cannonrats on the end

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 9:05 am
by hansbleeb
on level 2 there is maybe a bug on the beware the trap puzzle.. in the teleporter i fall in a pit and never comes out..

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 9:09 am
by TSotP
Ok. Since you are the first person to playtest my dungeon I'll ask. Should I ditch all but the last 2 cannon rats and instead go with a (ratlings with gun) + (ratling pairs) for each instance?

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 9:12 am
by TSotP
hansbleeb wrote:on level 2 there is maybe a bug on the beware the trap puzzle.. in the teleporter i fall in a pit and never comes out..
I'll double check that. You should fall into A crypt with some skeletons/undead/mummies running round. It should be the same crypt that's linked to the other pits on the level.

Maybe I moved something. Thanks for the feed back :-)

Can I ask what level your party was at the end of the shield quest?

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 1:12 pm
by hansbleeb
The canonrats are ok but maybe to much.. i ran out of food also on level 2..
My party was level 10, 11 at the end of quest 1.. I imported a party at the begin who i played the mod Bacodar's Realm.
In quest 1 there is a place you get stuck as you jump in the water (after the canonrat behind the blue door) .. you must do first open the sewer entrance

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 3:33 pm
by TSotP
I've moved the teleporter location in quest 2, I had moved the pit and it now dropped you into a void tile. I've also replaced most of the cannonrats with gunrats and rat pairs

I'll look into adding food into quest 2. Although, at nonpoint are you trapped in a dungeon (unlike the original) so a player could always return to the forrest to go hunting. (Which I actually like the idea of. If you don't come prepared, you might have to starve.)

And the getting trapped in the water was intentional, but I realise now that it's stupid. In the original, going into water without a boat was instant death. I'll fix it though :-)

Re: [WIP] Knightmare Remake

Posted: Fri Nov 07, 2014 6:39 pm
by hansbleeb
i played also the original amiga and the mod for grimrock 1..
i think with the options in grimrock 2 you can come very close to the original !!

also one of my favorite dungeon adventures after dungeon master i played in 1992 on the atari st, was abandoned places 2!!..(only amiga)
also with water and a outside landscape ..
http://youtu.be/KqPNj_8p4h0

Re: [WIP] Knightmare Remake

Posted: Sat Nov 08, 2014 2:08 am
by Ixnatifual
I hope you finish this. Some of the old dungeon crawlers I didn't play and I can't be bothered dealing with the archaic interfaces etc., so would love to play remakes of Knightmare and others in the Grimrock engine.