[MOD] The One Room Dungeon - Round 1 - RELEASED

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
jacknic123
Posts: 6
Joined: Thu Feb 28, 2013 6:45 pm

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by jacknic123 » Sun Mar 17, 2013 11:35 am

Can u show me hints how to unlock the gate beside demonhead in Wolfrugs room please? :-$

Lufia
Posts: 1
Joined: Fri Mar 22, 2013 8:17 pm

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by Lufia » Fri Mar 22, 2013 8:24 pm

Hi, just wanted to tell you a bug or something in the Lupe Fenrir's One Room.
SpoilerShow
Basically, i beat the golem, took his heart in my inventory, beat him again and klicked on the "second" heart while i had the first heart still in my inventory. Game crashed.
Here is the error log.
SpoilerShow
#lf_functions:29: bad object
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function '__index'
#lf_functions:29: in function 'checkForHeart'
#lf_functions:8: in function 'findHeart'
mod_assets/scripts/monsters.lua:232: in function 'onDie'
[string "Monster.lua"]: in function 'die'
[string "Monster.lua"]: in function 'damage'
[string "Item.lua"]: in function 'projectileHitEntity'
[string "Item.lua"]: in function 'onProjectileHit'
[string "Projectile.lua"]: in function 'update'
[string "Item.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586

Total memory: 32690 MB
Free memory: 27834 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 560 Ti
State flags: 08000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 560 Ti
State flags: 00000000

Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00000008

Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008

Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008

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Wolfrug
Posts: 55
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Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by Wolfrug » Wed Apr 17, 2013 8:50 pm

(Have been gone from the forums for MONTHS, didn't even think to check this thread to see how the ol' Round Robin was received! Sorry for digging it up from the grave, if that's what I'm doing)
jacknic123 wrote:Can u show me hints how to unlock the gate beside demonhead in Wolfrugs room please? :-$
I think others have already given some hints in this thread, so I'll just give the solutions, if that's all right.

See No Evil:
SpoilerShow
The trick is to not look at the demon. When your party faces it, it will rapidly grow red and then drop you down (there's a hidden button opening a door to a healing crystal down there though if you get killed). You need to pick up the red gem: do so by strafing right next to it, then turning around, picking it up, and turning back really fast. If you fail to turn back in time, just suck up the falling damage and get back to it!
Hear No Evil:
SpoilerShow
This one was apparently surprisingly tricky, but even if you don't "get" it you can still scrape by with a single party member (not recommended, since the last room is a fight). The trick is to time the demon's "shouts" (the blue particles) appropriately: they appear whenever you step on any of the three pressure plates. Listen to the sound of the shout hitting either wall and bouncing - the new shouts will come from the demon. If you manage to time all three of them so that they are in a single "blob" or just really close to one another, dodging them becomes much easier. Pull the two levers and the portcullis opens. Grab the blue gem simply by waiting until the "shout" is on the other end of the room, strafe in, pick up, strafe out.
Speak No evil:
SpoilerShow
This one is straightforward. Put in gem, remove the gem, kill monster (they're easy-mode tentacles), repeat until the door opens.
Do No Evil:
SpoilerShow
Simply place the gems you've collected into the slots on the demon head (red right eye, blue left eye, green mouth). Door opens, you're done! Congratulations!
Also, I am not credited as a maker of the One Room Round Robin on the Workshop :( So sad. My username there is Wolfrug, though, if anyone would care to add me!

Right. Back to Grimrocking then!
Try my Mordor: Depths of Dejenol LoG-ification. Feedback much appreciated!

beach55
Posts: 40
Joined: Sun Mar 17, 2013 8:47 pm

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by beach55 » Tue May 21, 2013 2:22 pm

Xanathar wrote:Walkthrough for my room:
SpoilerShow
You have four kinds of seed:
  • The green plant shoots a bean towards the skeletons which does some damage. The seed has the nice property of being able to go through the player
  • The blue plant shoots a frostbolt towards the enemny, which does more damage than the green one and has a chance to freeze. Bad news, if it hits the party, the frostbolt stops there (but the party is not damaged, so it's only a worry about a missed hit).
  • The nut is just a wall - it absorbs a lot lot lot of damage before dying
  • The chili explodes and kills every monster in the column it's planted in.
There are 9 rows and 5 columns in the room. 7 rows have patches of dirt where seeds can be planted.
Let's number the rows from 0 (where the deadly buttons are) to 8 (where skeletons spawn).

Your goal is:
  • Plant a nut in every column. I strongly suggest planting them in row 5 (that is, with 2 tiles of dirt in front of them). Your first worry should always be to check the nuts are still there. After you have filled row 5, AND you have more than one spare nut, you can think of planting some in row 6, but in row 6 they'll have a shorter life.
  • Fill the rest with blue and green seeds. Always try to keep the columns balanced, I would also not plant more than two blue seeds per column, but this is nitpicking.
  • Keep the chilis for the end-game or when you are in a very difficult situation (like a group of skeletons has breached a nut and is eating plants). Your body can also delay some skeletons for some time at the expense of leaving other columns unguarded (don't do this unless you are really desperate).
A single match should last 6 minutes IIRC.
If you still can't get at the end of the room or find it too boring, tell me and I'll PM you the console cheat to get out of it :)
Excuse me !!! :(
but what monsters, skeletons or zombies ??? :shock:
I enter in the room...the portcullis close..in the hand of my first character appear a white and green square bearing the words "seeds"...
(if I put it on the ground it becomes a green gem)
but nothing else !!! :oops:
neither monsters or zombies !!!
perhaps it is a bug ???
thenks in advance and...sorry for my bad English :|
I'm Italian :mrgreen:

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Xanathar
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Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by Xanathar » Tue May 21, 2013 2:46 pm

Hi..
you plant the seed by keeping it into your hand and right clicking as if it was a weapon :)

Buon divertimento ;)
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org

beach55
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Joined: Sun Mar 17, 2013 8:47 pm

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by beach55 » Tue May 21, 2013 9:15 pm

Xanathar wrote:Hi..
you plant the seed by keeping it into your hand and right clicking as if it was a weapon :)

Buon divertimento ;)
Thank you very much !!! :D
I'm so stupid... :oops:
It's really brilliant idea !!! :P
You are a genius !!! :shock:
Many congratulations !!! :mrgreen:
now I try to play.... :roll:

bongobeat
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Location: France

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by bongobeat » Tue Oct 22, 2013 5:43 pm

Xanathar wrote:
The EXACT order of all the scrolls is something I had to look at the editor to see, and I still couldn't make sense of it
SpoilerShow
I dare guess it's alphabetical order, in clockwise direction.
hello

very nice mod!

actually was stuck in the library challenge, but it's ok with your informations now!
thanks!

haha, you dont want that we find the secret behing the gate, so you put this scroll? ;)
Last edited by bongobeat on Wed Oct 23, 2013 10:50 pm, edited 1 time in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

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SpiderFighter
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Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by SpiderFighter » Wed Oct 23, 2013 5:18 pm

bongobeat wrote:
Xanathar wrote:
The EXACT order of all the scrolls is something I had to look at the editor to see, and I still couldn't make sense of it
SpoilerShow
I dare guess it's alphabetical order, in clockwise direction.
hello

very nice mod!

actually was stuck in the library challenge, but it's with your informations now!
thanks!

haha, you dont want that we find the secret behing the gate, so you put this scroll? ;)
I'm glad you found this thread, bongo (and your answer!). I missed this one in my search (I thought you were talking about the "in development" thread.

bongobeat
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Location: France

Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by bongobeat » Wed Oct 23, 2013 10:51 pm

no problem, thanks anyway :)
I'm coming in that freeze labyrinth :o
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

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THOM
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Re: [MOD] The One Room Dungeon - Round 1 - RELEASED

Post by THOM » Sun Jun 01, 2014 9:42 pm

Is there a possibility to get at the sources of this mod?

Some objects are very intersting eg. the wet floor...
THOM formaly known as tschrage
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