[MOD] The Return of the Dark Lord

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Zo Kath Ra
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Re: [MOD] The Return of the Dark Lord

Post by Zo Kath Ra »

Pompidom wrote: Sat Sep 01, 2018 1:29 pm
HypnoToad wrote: Fri Aug 31, 2018 11:46 pm You never played the original dungeon master games? I have put a wall sign at the start of the corridor now: "Getting nowhere fast? Need a push." And one near the wooden door after that: "Have a break, then continue."
SpoilerShow
Half way down the corridor there is a button on the wall that turns it off. It's actually the step before the teleporter.
This is why I didn't want to put it on Nexus first, I wanted some feedback, I appreciate any suggestions as what's obvious to me is not to others as I know how it works, first time you know.
As for constructive feedback:

<snicker-snack>
Would you have posted the above if I hadn't posted viewtopic.php?f=14&t=14662&p=117940#p117940 ?
Pompidom
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Re: [MOD] The Return of the Dark Lord

Post by Pompidom »

Probably not :)

I just wrote down my honest opinion like Hypno asked.
I found the mod so awful there was simply no point in being constructive.

Just shake your head, give it a mild chuckle and move on like everyone else did :)

I see no point in sugarcoating it :)
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Isaac
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Re: [MOD] The Return of the Dark Lord

Post by Isaac »

Zo Kath Ra wrote: Sat Sep 01, 2018 6:12 pm
Isaac wrote: Sat Sep 01, 2018 4:07 pm EGA [in this case the appearance] is an art all its own. On a different forum I visit, there are modders making EGA (styled) adventures, and designing sixteen color graphical assets.
Link please :)
http://ua.reonis.com/index.php?topic=3013.0

http://ua.reonis.com/index.php?topic=29 ... 5#msg53725

http://ua.reonis.com/index.php?topic=3718.0

_______________
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HypnoToad
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Re: [MOD] The Return of the Dark Lord

Post by HypnoToad »

Pompidom wrote: Sat Sep 01, 2018 1:29 pm
HypnoToad wrote: Fri Aug 31, 2018 11:46 pm You never played the original dungeon master games? I have put a wall sign at the start of the corridor now: "Getting nowhere fast? Need a push." And one near the wooden door after that: "Have a break, then continue."
SpoilerShow
Half way down the corridor there is a button on the wall that turns it off. It's actually the step before the teleporter.
This is why I didn't want to put it on Nexus first, I wanted some feedback, I appreciate any suggestions as what's obvious to me is not to others as I know how it works, first time you know.
As for constructive feedback:

Actually I did find the illusionary wall and coins instantly and I did find the secret button. I found the button easily because I'm using the DM asset pack myself, so I knew what to look for and what to expect. I made it till the breakable door and then simply deleted your mod after killing the beholder's eye when I saw the herders shuffling towards me.

- Basically the mod is just rows upon rows of empty identical walls with some random monsters tossed in them. It has 0 atmosphere. And it's like you've simply drawn some floor lines in the editor and then added some random monsters.
- You give the player 2 swords as only weapons that require sword skills leveled up substantially against medium-heavy monster. What if I don't want to use swords? You're instantly forcing everyone into a frontrow of sword users.
- Illusionary walls right from the start that makes no sense, an invisible teleporter that keeps teleporting you back with no way out.
- Mandatory wall shuffling looking for some pixels that look different than the rest.
- a coin slot that gives you magically stuff at random in a corridor.

When I play a custom legend of Grimrock mod I expect it to be a step up from the default campaign both in graphics/artstyle/atmosphere as gameplay/balance. In every single aspect it has to offer a better/improved experience than the default campaign. It doesn't have to be perfect. It just needs to be enjoyable enough. Not a step back to 1990 DOS games era with crappy EGA/VGA graphics with crappy gameplay mechanics and some pacman level design.

I understand that your inspiration comes from such games, but at least try to make things look exotic. Sometimes it's all about the details. You start in a dead end corridor. How did you even end up there in the first place? At least try to impress the players with a creepy looking starter zone. A rumbling cave-in or a door sealed shut behind you. And not 100 squares of the same wall over and over again.
I shuffled about 100 squares back and forth through exactly the same identical looking wall/corridor in your mod before I deleted it.
Basically you took all the bad/poor/annoying gameplay mechanics from an "oldskool" dos rpg and managed to cram it into this mod right from the very start.
You say that like it's a bad thing. ;)

The alcove gives you weapons at random and I will alter it so a player gets a more varied outcome, you never played on so you don't know what's ahead, I have taken on board your remarks, and admit its my first time at doing something like this, but there is a saying "You catch more flies with honey than vinegar".

But it's all good, I am going to revamp the start and go through it again.
Return of the Dark Lord - V3.5 Download:
https://www.nexusmods.com/grimrock/mods ... escription
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HypnoToad
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Re: [MOD] The Return of the Dark Lord

Post by HypnoToad »

Well it's been one week since I posted the totally reworked mod on Nexus, taking onboard Pompidom's "constructive" criticism and I am pleased to say that there have been 16 downloads and two thumbs up's so far.
Return of the Dark Lord - V3.5 Download:
https://www.nexusmods.com/grimrock/mods ... escription
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HypnoToad
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Re: [MOD] The Return of the Dark Lord

Post by HypnoToad »

HypnoToad wrote: Wed Oct 10, 2018 12:21 am Well it's been one week since I posted the totally reworked mod on Nexus, taking onboard Pompidom's "constructive" criticism and I am pleased to say that there have been 16 downloads and two thumbs up's so far.
Ten weeks have passed now since it's been on Nexus and there has been 38 downloads and 5 thumbs up. :)
Return of the Dark Lord - V3.5 Download:
https://www.nexusmods.com/grimrock/mods ... escription
Elkedacion
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Re: [MOD] The Return of the Dark Lord

Post by Elkedacion »

A bag of rock?
2 hours... I am open two wall... I give up
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HypnoToad
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Re: [MOD] The Return of the Dark Lord

Post by HypnoToad »

Double post.
Last edited by HypnoToad on Sun Nov 11, 2018 9:52 am, edited 1 time in total.
Return of the Dark Lord - V3.5 Download:
https://www.nexusmods.com/grimrock/mods ... escription
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HypnoToad
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Re: [MOD] The Return of the Dark Lord

Post by HypnoToad »

HypnoToad wrote: Sun Nov 11, 2018 9:48 am
Elkedacion wrote: Sun Nov 11, 2018 2:29 am A bag of rock?
2 hours... I am open two wall... I give up
It's a hard one, if you're really stuck here is the solution:

You have to weigh down all the pressure plates marked by a red X, the three near the middle are only visible when the doors are open.

Don't step on the invisible pressure plate marked by the green star after you do or the door with the blue arrow will shut and you will have to reset the last one you did again.

You need a master key to open the last door.
SpoilerShow
Image
Return of the Dark Lord - V3.5 Download:
https://www.nexusmods.com/grimrock/mods ... escription
edensgreen1
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Re: [MOD] The Return of the Dark Lord

Post by edensgreen1 »

Hii Hypnotoad, I really like this mod of yours. Graphics may be a bit GR1 in style, but I play the GR mods because I enjoy the escapism and the puzzles. Yours is a great mod if you like to be made to think. Speaking of which I am stuck at the "place something found lying amid the flock..or get a shock. well plenty of shocks later, I cannot find the thing, including all my invent. and clothes etc. Maybe I dropped it earlier, but cannot seem to get back to level 4. A hint if u can? cheers from up the coast.
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