Mod published: Wine Merchant's Basement

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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mahric
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Mod published: Wine Merchant's Basement

Post by mahric » Mon Nov 12, 2012 7:47 pm

Hi everyone!

I just release my first ever attempt-at-a-mod called "The Wine Merchant's Basement".
You can find it in the steam workshop or by following this link: http://steamcommunity.com/sharedfiles/f ... =107985754

If you don't have Steam, download it from the nexus:
You can get it from: http://grimrock.nexusmods.com/mods/106/

Download the source from: http://www.brehler.nl/grimrock/wmb_source.zip

This fully playable dungeon contains 8+floors and a nice story with some twists. Though this mod is more focussed on puzzles you will need to kill some monsters too, and it contains a nice end-fight.

Please give this dungeon a whirl and let me know what you think or what bugs you might have found. :D

P.S. Because of the storyline you start on your own as a lvl 1 melee fighter, so there's no importing characters.
Last edited by mahric on Thu Jan 03, 2013 9:07 pm, edited 2 times in total.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?

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Pandafox
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Re: Mod published: Wine Merchant's Basement

Post by Pandafox » Mon Nov 12, 2012 7:53 pm

I don't have steam account, I bought it on GOG... is it possible to download it somewhere else ?

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mahric
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Re: Mod published: Wine Merchant's Basement

Post by mahric » Mon Nov 12, 2012 8:32 pm

Pandafox wrote:I don't have steam account, I bought it on GOG... is it possible to download it somewhere else ?
I just published it at the nexus.
You can get it from: http://grimrock.nexusmods.com/mods/106/
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?

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mahric
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Re: Mod published: Wine Merchant's Basement

Post by mahric » Tue Nov 13, 2012 9:17 pm

I just posted a new version with some small updates.

v1.02
Used light as hint at 'teleport room' puzzle
Hid a certain trap door (can't tell which one without spoiling the storyline)
Fixes several bugs in dialogues

Like always, any feedback is welcome
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?

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Phitt
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Re: Mod published: Wine Merchant's Basement

Post by Phitt » Tue Nov 13, 2012 9:58 pm

Looks like a nice mod, I already started playing and I like what I saw so far...except
SpoilerShow
that I died directly after the intro sequence because I pushed a button in the hallway where I shouldn't 'get distracted'. Personally I think reloading is no fun and since the wall text says 'head west' (or something similar) I didn't think pushing a button counts as distraction. To me that's not a good design choice, punishing the player - yes - killing him immediately (no way to defeat the spiders with a single level 1 character) - no. I had to restart and do all the intro stuff again only because of a misunderstanding, which was annoying. A warning shot (like a fireball reducing my health by 50%) would have told me that I should absolutely not get distracted, but instant death no-matter-what is never fun, especially if it's not 100% clear what to do.
I did like the story telling and scripted sequences which gave the dungeon a nice atmosphere. Will report back once I get stuck or finish the dungeon.

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mahric
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Re: Mod published: Wine Merchant's Basement

Post by mahric » Tue Nov 13, 2012 10:26 pm

Phitt wrote:Looks like a nice mod, I already started playing and I like what I saw so far...except
SpoilerShow
that I died directly after the intro sequence because I pushed a button in the hallway where I shouldn't 'get distracted'. Personally I think reloading is no fun and since the wall text says 'head west' (or something similar) I didn't think pushing a button counts as distraction. To me that's not a good design choice, punishing the player - yes - killing him immediately (no way to defeat the spiders with a single level 1 character) - no. I had to restart and do all the intro stuff again only because of a misunderstanding, which was annoying. A warning shot (like a fireball reducing my health by 50%) would have told me that I should absolutely not get distracted, but instant death no-matter-what is never fun, especially if it's not 100% clear what to do.
I did like the story telling and scripted sequences which gave the dungeon a nice atmosphere. Will report back once I get stuck or finish the dungeon.
The part you mention is meant as character building for npc character that's in view at that moment. Having said that, I think you certainly have a valid point. I'll have a look into this soon.

- EDIT -

Just uploaded a modified version on steam and nexus easing up on the first puzzle (and on a 'quiz' puzzle later on).
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?

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Adrageron
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Re: Mod published: Wine Merchant's Basement

Post by Adrageron » Wed Nov 14, 2012 12:54 am

Wow! Tons of quality scripting, respect! Good level design and nice story telling.
Intrigued so far :roll: Loved the "trust test" :)
Encoutered bugs are save/load related:
1. After save/load "disturbing theme" begin to loop constantly. Can be "cured" by exiting into the game main menu and loading from there.
2. After save/load lights in the daemon mouths are disappeared (in the prophet test room).

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Komag
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Re: Mod published: Wine Merchant's Basement

Post by Komag » Wed Nov 14, 2012 12:20 pm

those are probably FX lights - try instead defining custom LightSource objects, which persist across saves
Finished Dungeons - complete mods to play

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mahric
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Re: Mod published: Wine Merchant's Basement

Post by mahric » Wed Nov 14, 2012 7:00 pm

Komag wrote:those are probably FX lights - try instead defining custom LightSource objects, which persist across saves

Spot on. I fixed this in v1.04 which I will upload shortly to steam and the nexus.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?

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mahric
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Re: Mod published: Wine Merchant's Basement

Post by mahric » Thu Nov 15, 2012 8:32 pm

I just uploaded version 1.05 to steam and the nexus.

Though I got some good feedback about the MOD from some players (thanks Adrageron!) I can always use more!

Don't be shy and tell me what you think.


Version history:

v1.05
Secrets actually count as secrets in the statistics screen
Fixed bug in aborting and restarting the "gaze" puzzle
Sheola stops repeating herself over and over again near some stairs
Awarded experience at some extra points of the storyline

v1.04
Exchanged several spawned lights for static lights
Corrected more typo's
Fixed endless loop at prophet test (hopefully)
Added (not so) subtle hint to save at certain point

v1.03
Error in guide-puzzle not punished with death anymore
Wrong answer in quiz not punished with death anymore

v1.02
Used light as hint at 'teleport room' puzzle
Hid a certain trap door
Fixes several bugs in dialogues

v1.01
Initial release
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?

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