Proving Grounds (wiz1 inspired dungeon) Released

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slackmg
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Proving Grounds (wiz1 inspired dungeon) Released

Post by slackmg » Mon Feb 18, 2013 3:46 pm

Released the dungeon I've been messing around with since the LoG editor was made available. It's a remake (at least heavily inspired) of The Proving Grounds of the Mad Overlord (Wiz 1). Hopefully no bugs, but if any found, let me know. Included readme contains additional information. Editor source also available.
http://grimrock.nexusmods.com/mods/200

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Numberouane
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by Numberouane » Mon Feb 18, 2013 4:21 pm

Great! Thanks

I will play tonight and feedback!

Thank you for the mod.

:)

How many levels?
For party level 1?
Is it full and complete?

You can also check the thread in forum referencing all the complete mods and ask ur to be listed with the others.

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Taurondir
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by Taurondir » Wed Feb 20, 2013 8:17 am

This is just me of course, but has anyone ever thought so far to rather then have monsters wondering around in corridors, put a LUA script in that chances random encounters, and when they happen, teleport the players and the creatures into custom made rooms with hazards and dead ends etc etc, and they can go toe-to-toe in there? Some rooms would favour the players, some the monsters, and no more dargging monsters to a 2x2 are to works at leisure :lol:

Would bring back the old school feel of Wizardry 1 and Might and Magic a bit more :D

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Drakkan
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by Drakkan » Wed Feb 20, 2013 10:58 pm

more door pls ! ;)

well seriously - has it some end ? I killed some wizard in level F (3000exp for him) but no ending so far.

Also I never played original, so there many WTF moments :)
overall - it was very easy (weak monster, many tomes etc...), but so far the only dungeon I was playing where I actually enjoyed just slaying enemies with my super party :)

oh and I LOVE this huge dragons (even if they are bugged in doors and walls ;)
Breath from the unpromising waters.
Eye of the Atlantis

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slackmg
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by slackmg » Thu Feb 21, 2013 12:30 am

You need to find the return/escape to castle. You can either escape without getting Werdna or after.
SpoilerShow
It's on the first level. Make sure you hang onto the amulet.

Markel
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by Markel » Mon Feb 25, 2013 6:13 pm

Hi. I like this mod, but I'm so stuck in lvl3
SpoilerShow
I believe the way to next level is through portal which is behind the wall. But I can't find a secret button or something to get access to it.

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slackmg
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by slackmg » Tue Feb 26, 2013 12:44 am

There are stairs down behind some illusion walls
SpoilerShow
check the room that has pits leading to the one door - west side of the level.
The teleporter is the pit return you may fall into from level 2. I didn't want to turn the light off it to make it easier to know when you did fall down, but it does bleed through the 'hidden door walls'.

Markel
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Re: Proving Grounds (wiz1 inspired dungeon) Released

Post by Markel » Wed Feb 27, 2013 12:33 pm

That helped, thanks.

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