I didn't even find any coins.
Where are they?
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."
The breakable wooden doors go in the middle of the square for some reason, the other doors can go to the front or back.maneus wrote: ↑Sat Sep 01, 2018 9:12 am
I think you have placed the first wooden door the wrong way (facing should be "1" I think).
That's why you can't stand right in front of the door. There is a invisible blockage.
Next thing, often the party hits the herder group at the beginning, the herders are ported a square back of the party.
Looks odd for me.
As for constructive feedback:HypnoToad wrote: ↑Fri Aug 31, 2018 11:46 pmYou 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."
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.SpoilerShowHalf way down the corridor there is a button on the wall that turns it off. It's actually the step before the teleporter.
I haven't even played the mod, and I disagree with every point here.Pompidom wrote: ↑Sat Sep 01, 2018 1:29 pmWhen 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.