[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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maneus
Posts: 234
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Location: Switzerland

Re: Toorum's Dungeon

Post by maneus » Sat Jul 27, 2013 6:33 pm

My music files were in 44khz mono and I import them in xmedia recode and convert them in 44khz mono again. The result was a half of the original size.
Try it. If it works it´s good, if not neither bad.

bongobeat
Posts: 956
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Toorum's Dungeon

Post by bongobeat » Sun Jul 28, 2013 3:35 pm

Well I can't try it right now because it's running on windows only.
I have to test that on another machine!
My asset pack: viewtopic.php?f=22&t=9320

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

bongobeat
Posts: 956
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Toorum's Dungeon

Post by bongobeat » Fri Sep 13, 2013 10:59 pm

Dear adventurers, monster hunters, puzzle seekers, tresor hunters, spell casters, skull breakers, wall readers, shoes wearers, the project is not dead, and still near a release!
I'm testing it since 10 days, on a portable pc with win8, it take times because I have to fix some majors issues, like timers who don't stop spawning monsters, what a mess in the game, because I wouldn't restart it after correcting the bugs. I was too far in the game. And what a so marvelous things, to forgot to connect wall_buttons to doors, then you can't open them!? fortunately the party:setPosition() command is there...

Here are some new screenshots, with the dungeon master wallset, and a new level to earn the firestaff, the most powerfull staff that you may need to finish the mod.

when you see this wall, things are going good, it's the firestaff vault!
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a mix with a tall pillar from komag and the secret door opened, it makes a nice second floor wall!
it need only a second floor ceiling...
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the firestaff is a great staff, you need to earn it! at your own risk
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the last event and it will be your
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added a nice intro and end + credits (I couldn't believe I ve successes to do that!)
but definetely, it will be manor and not dungeon
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and added a few more custom items, look in the corners
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the sounds are compressed with audacity, well I didnt have much more error with "out of memory"
It works well both on a mac and a portable pc, I had some trouble with the sound at the begining, but now it's fix!
Last edited by bongobeat on Sun Sep 15, 2013 8:21 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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leewroy
Posts: 523
Joined: Fri May 25, 2012 10:17 pm

Re: Toorum's Dungeon

Post by leewroy » Sun Sep 15, 2013 6:14 pm

I´m on a ps3 moment, playing various games. But I didn't forget your project, I´ll be waiting the release :)

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RMariano
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Location: Florida, USA
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Re: Toorum's Dungeon

Post by RMariano » Mon Sep 16, 2013 3:57 pm

Download Link(s)???
Regards,

RMariano

bongobeat
Posts: 956
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Toorum's Dungeon

Post by bongobeat » Mon Sep 16, 2013 5:49 pm

sorry, I have still some things to fix, it is finished, was a little easy on the end, but it's fully playable.
I will need one or two tester then.
My asset pack: viewtopic.php?f=22&t=9320

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

bongobeat
Posts: 956
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Toorum's Dungeon

Post by bongobeat » Mon Sep 16, 2013 11:45 pm

Good evening!
The mod is now finished, it is fully playable.
I'm not really familiar with that but, do you think I have to find some testers before, or can I publish it directly as I have tested it myself?
(I mean in the game, not in the editor, exept some modifications (to correct bugs) who were only tested in the editor)

Another question.
Actually I have put 4 musics from various author.
One is from jamendo.com and is free.
the 3 others are ripped from my cds. Have I the right to add them in this mod? Or should I remove them because of the copyright?

Is there any administrator of the nexus website who can help about that?
I realy need your advice guys!
My asset pack: viewtopic.php?f=22&t=9320

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

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RMariano
Posts: 287
Joined: Mon Apr 02, 2012 1:16 pm
Location: Florida, USA
Contact:

Re: Toorum's Dungeon

Post by RMariano » Tue Sep 17, 2013 3:57 pm

bongobeat wrote:Good evening!
The mod is now finished, it is fully playable.
I'm not really familiar with that but, do you think I have to find some testers before, or can I publish it directly as I have tested it myself?
(I mean in the game, not in the editor, exept some modifications (to correct bugs) who were only tested in the editor)

Another question.
Actually I have put 4 musics from various author.
One is from jamendo.com and is free.
the 3 others are ripped from my cds. Have I the right to add them in this mod? Or should I remove them because of the copyright?

Is there any administrator of the nexus website who can help about that?
I realy need your advice guys!
Copyright violations must be avoided. Remove them.
Regards,

RMariano

bongobeat
Posts: 956
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Toorum's Dungeon

Post by bongobeat » Tue Sep 17, 2013 11:26 pm

ok, I have removed all of them

and replaced by some free to use musics:
http://www.nosoapradio.us
My asset pack: viewtopic.php?f=22&t=9320

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

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Komag
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Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Toorum's Dungeon

Post by Komag » Wed Sep 18, 2013 2:40 pm

I very strongly suggest having a handful of testers to play the whole thing and take notes and give you feedback. I 100% guarantee you they will find problems and issues you never thought of and need to fix. Then after that do a full public release.

BTW, it looks pretty cool and interesting, I hope I can find time to play the finished product :)
Finished Dungeons - complete mods to play

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