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Game News Legend of Grimrock Dungeon Editor Released

felipepepe

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Chaos Strikes Back Lv 01:

7I5b6.jpg


Perfect fit. :) Building maps is REALLY easy, took me like 10 minutes to do this one.

Now, if only someone modded in the monsters & traps...
 

felipepepe

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Played around a bit more, it's a REALLY good editor, very easy to put stuff together, but sadly the dungeon doesn't work without fake/breakable/rotating walls...

IhHXY.jpg


It's a shame, if we had all the assets, remaking each level wound't take more than a couple of hours...
 

Jarpie

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Codex 2012 MCA
Played around a bit more, it's a REALLY good editor, very easy to put stuff together, but sadly the dungeon doesn't work without fake/breakable/rotating walls...



It's a shame, if we had all the assets, remaking each level wound't take more than a couple of hours...

What about Dungeon Master levels, does it have the features it would require? Such as fake walls.
 

felipepepe

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What about Dungeon Master levels, does it have the features it would require? Such as fake walls.
Yeah, rotating/fake walls were a classic from that era, I think all dungeon crawlers that deserve a remake have those. There's not much to do atm, dumbing it down to only teleportes & secret door makes it too boring...

And I'm a bit worried that Legend of Grimrock gorgeous graphics will make it hard for modders to make the rotating walls work in a visible way... actually all assets will require MASSIVE 3D modeling powers... unless they just throw in the sprites, which would be funny as hell:

eiPc8.jpg


I would tottaly play this! :lol:
 

felipepepe

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Ok, the way stairs and pits woks are retarded, they are direct links, i.e. stairs at Lv 1 A1 will HAVE to exit at Lv 2 A1... same for pits. This completly fucks any map design...

Solving this, allowing custom map size and perhaps making teleporters work between levels would be a major upgrade...
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Even something CSB like, using the existing mechanics/creatures of Grimrock would be interesting.
 

evdk

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Ok, the way stairs and pits woks are retarded, they are direct links, i.e. stairs at Lv 1 A1 will HAVE to exit at Lv 2 A1... same for pits. This completly fucks any map design...

Solving this, allowing custom map size and perhaps making teleporters work between levels would be a major upgrade...
Teleporters do work between levels.
 

felipepepe

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Teleporters do work between levels.
True, it already helps a lot to circumvent the retarded stairs and the small levels.

felipepepe Sounds like a pretty popamole dungeon editor. Hopefully mods will fix it (tm).
It's very effective and well-made editor, it's faults are the game assets & designs choices itself, it's just too popamole & limited next to old classics...
 

Admiral jimbob

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I WILL CREATE A DUNGEON BASED ENTIRELY ON THE WORKINGS OF MY SCHLONG. BATTLE YOUR WAY THROUGH THE PUBE FOREST TO THE GREAT CYCLOPEAN FLESHY OBELISK. GREAT CAVERNOUS BALL-CAVES INFESTED WITH VICIOUS BEASTS. PLUNGE DOWN DEADLY DARK SHAFTS WITH NO END IN SPURT I MEAN SIGHT. WORK THOSE SPONGY WALLS AND WATCH GREAT NEW TUNNELS HARDEN INTO DEFINITION BEFORE YOUR DICK-FILLED EYES. GLUUUUUAGH. COCKS.

EDIT: I MUST SAY IT WILL BE A SHORT ENDEAVOUR
 

Gord

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Re: Rotating floors

There have been a few in the game, don't they work with the editor?
 

felipepepe

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Re: Rotating floors
There have been a few in the game, don't they work with the editor?
Some places use invisible teleporters, that are quite usefull, especially to fake a massive, seemless level.... but no rotationg walls in-game, IRC.

There's a very interesting super-thread on the official mod forums that is being updated with whatever they managed to mod in. Still no new models or actual mods, but there's a lot of interesting scripts available, from recreating puzzles like the checkred room to making tunnels colapse...

Since I can't mod or do non-prosper 3D, I thought on faking 2D sprites into 3D models to create new monsters, but there's a ton of complications, it's probably better to wait for some community tools...
 

kaizoku

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Re: Rotating floors
There have been a few in the game, don't they work with the editor?
Some places use invisible teleporters, that are quite usefull, especially to fake a massive, seemless level.... but no rotationg walls in-game, IRC.

There's a very interesting super-thread on the official mod forums that is being updated with whatever they managed to mod in. Still no new models or actual mods, but there's a lot of interesting scripts available, from recreating puzzles like the checkred room to making tunnels colapse...

Since I can't mod or do non-prosper 3D, I thought on faking 2D sprites into 3D models to create new monsters, but there's a ton of complications, it's probably better to wait for some community tools...

Why don't you use current available models as placeholders.
When/if LoG toolkit allows for new models, I'm sure there will be people (at LoG forum) willing to help finishing your mod by contributing with the needed models.
 

felipepepe

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I'm not devoted into this enought to deliver the quality that a CTB mod deserves, I would have to redo/tune most spells & weapons, recreate the entire bestiary and re-texture some places... and I suck at scripting.

I'll wait/think on a solution for the rotating/brekable walls, and perhaps try me best to make just the first 1-2 floors and see how it goes. ;)
 

Gord

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Some places use invisible teleporters, that are quite usefull, especially to fake a massive, seemless level.... but no rotationg walls in-game, IRC.

There's something in the corridor leading to the 1st encounter with the dinosaurs, I think.
Your party gets rotated at 2 points. Although it's possible they faked it with teleporters.
 

evdk

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There's something in the corridor leading to the 1st encounter with the dinosaurs, I think.
Your party gets rotated at 2 points. Although it's possible they faked it with teleporters.

It's invisible teleporters, same as in DM (there is an exactly same trap on level 8), I already tried my hand at duplicating it.

I like this editor a lot. I have absolutely zero programing experience and still have been able to do some crazy stuff using just their online examples. If this had invisible walls it would be just awesome.
 

felipepepe

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I like this editor a lot. I have absolutely zero programing experience and still have been able to do some crazy stuff using just their online examples. If this had invisible walls it would be just awesome.
I'm trying my hand on those, someone on the mod forum created a floating head that you can walk through it, I could swap the model and turn it into a fake wall instead... but man, I suck so much at scripts I'm watching evry goddamn video to have any idea what I'm doing... :(
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
I like this editor a lot. I have absolutely zero programing experience and still have been able to do some crazy stuff using just their online examples. If this had invisible walls it would be just awesome.
I'm trying my hand on those, someone on the mod forum created a floating head that you can walk through it, I could swap the model and turn it into a fake wall instead... but man, I suck so much at scripts I'm watching evry goddamn video to have any idea what I'm doing... :(
I have managed to make a room with randomly opening and closing walls between pillars with just the stuff from the editor help files, I am sure you can do better :)
 

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