Page 1 of 6

[MOD] The Return of the Dark Lord

Posted: Tue Dec 06, 2016 1:24 am
by HypnoToad
I have worked on this for a while, it's a Dungeon Master like dungeon, where it starts off easy, follows pretty much a set path and gets progressively harder, I have tried to make it as interesting as I can and have incorporated things I call:

The Shooting Gallery
Fireworks level
Ghost Train level
Bottomless Pit
Target Shooting
Magic Elevator
etc

Four neophyte adventurers fall through a trap into a dungeon, there is no escape until they find and banish the Dark Lord, and he is waiting for them.

Image

Thanks to:
Isaac - Help with scripting
Germanny - Custom assets
Leki, FrEEsiD, Wallasaurus- Custom monsters
Lexdr - Learned a lot from how he did things
Comscript - Learned a lot from how he did things



Nexus link:
https://www.nexusmods.com/grimrock/mods ... escription

Re: [MOD] The Return of the Dark Lord

Posted: Tue Aug 28, 2018 2:20 am
by HypnoToad
Anyone tried it?

Re: [MOD] The Return of the Dark Lord

Posted: Wed Aug 29, 2018 7:15 pm
by Pompidom
Did you upload it to Nexus?

Did you upload it to Steam Workshop?

Then you could have tracked how many people actually downloaded your mod :)

You don't have to worry if it's a good mod or not. Many people have different tastes.
And there are a lot of custom dungeons out there that are quite dull/boring yet they are on nexus/steam.

Always add plenty of screenshots showcasing the mod to peak the interest of people.
And try to describe why your mod stands out from the rest :)

Posting only 1 screenshot doesn't make me want to bother with downloading it in the first place, especially when nobody has replied for over 2 years. People generally don't like to waste their time.
I will try it out :)

Re: [MOD] The Return of the Dark Lord

Posted: Wed Aug 29, 2018 7:37 pm
by Isaac
Definitely upload to Nexus, and Steam, if you have the Steam version of LoG2.
Include interesting screenshots—that don't look like all the other mods. ;)

Also [IMO] mention the size of the file (175MB)

*AFAIK Nexus is completely free—they just hard-sell the premium version.

Re: [MOD] The Return of the Dark Lord

Posted: Wed Aug 29, 2018 8:01 pm
by Pompidom
Well, it's no wonder nobody is going to bother replying even if they tried your mod.

I deleted your mod only 3 minutes in. And no I'm not even going to bother summing up all the reasons why.

Re: [MOD] The Return of the Dark Lord

Posted: Thu Aug 30, 2018 12:48 am
by HypnoToad
Pompidom wrote:
Wed Aug 29, 2018 8:01 pm
Well, it's no wonder nobody is going to bother replying even if they tried your mod.

I deleted your mod only 3 minutes in. And no I'm not even going to bother summing up all the reasons why.
I'll take it that you weren't keen on it. :mrgreen:

Re: [MOD] The Return of the Dark Lord

Posted: Thu Aug 30, 2018 5:56 pm
by Zo Kath Ra
Pompi is the master of constructive criticism

Re: [MOD] The Return of the Dark Lord

Posted: Thu Aug 30, 2018 9:34 pm
by andyroosta
lol, well i am intrigued enough to give it a try this weekend anyway!

Re: [MOD] The Return of the Dark Lord

Posted: Fri Aug 31, 2018 10:55 am
by Pompidom
Zo Kath Ra wrote:
Thu Aug 30, 2018 5:56 pm
Pompi is the master of constructive criticism
Let's just say, that the first level of the dungeon is about the same as the presentation is.

Re: [MOD] The Return of the Dark Lord

Posted: Fri Aug 31, 2018 4:35 pm
by maneus
Tried your mod and found the coins but no clue how to evade the hidden teleporter at the corridor.
I thought there will be a destructible wall, but nothing.

So I can understand Pompidom´s reaction.