[Mod] Stronghold of Daemurra

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Darsithis
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Joined: Wed Jul 24, 2013 6:31 pm

[Mod] Stronghold of Daemurra

Post by Darsithis » Sat May 31, 2014 9:28 pm

I've completed my 10 level mod, Stronghold of Daemurra. It has a starting and ending cinematic along with a small storyline of Jandall through the notes he's left behind and the secrets he's uncovered. I am not the most amazing person with puzzles but I put in a fair share of interesting things including timed pit runs, "find the right alcove", multiple item unlocks, and teleporter puzzles (there are more than that) along with a pile of fun secrets I think you will enjoy getting to.

http://steamcommunity.com/sharedfiles/f ... =254399478
http://www.nexusmods.com/grimrock/mods/377/?

Let me know what you think! I had a few people test it before that resulted in some rebalancing of items and monsters to hopefully make it more smooth to level.

Extra Credits:
- Frozen/High Temple/Northern Dungeon by Daniv

History:
v 1.1 - Fixed a major design flaw that prevented you from finishing level 7
v 1.2 - Fixed wrong textures and stairs in a few places
v 1.3 - Finally fixed a major Grimrock bug that causes the game to crash if you save the game in Level 8. Also, rebalanced with mace weapons added to the levels including the Icefall Hammer.
v 1.4 - Removed the "throw a rock" trick on level 8 and replaced it with a spawner you have to dodge. Added a level-wide secret that requires pretty much finishing the level to access
v 1.5 - Rewrote how the final battle works with the four summoning portals that should stop it from causing the final door to remain locked
Last edited by Darsithis on Fri Jun 06, 2014 3:57 am, edited 6 times in total.

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leewroy
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Re: [Mod] Stronghold of Daemurra

Post by leewroy » Sat May 31, 2014 9:57 pm

Ok, what about nexus? ;)

eLPuSHeR
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Re: [Mod] Stronghold of Daemurra

Post by eLPuSHeR » Sat May 31, 2014 10:36 pm

Agreed. A Nexus release would be great. I am looking forward to playing this.
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Darsithis
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Re: [Mod] Stronghold of Daemurra

Post by Darsithis » Sat May 31, 2014 11:19 pm

I think I uploaded it right - I've never published to Nexus before:

http://www.nexusmods.com/grimrock/mods/377/?

Darsithis
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Re: [Mod] Stronghold of Daemurra

Post by Darsithis » Sun Jun 01, 2014 7:03 am

I'm submitting a quick update to Nexus. Hopefully no one has gotten far!

Turns out I made a mistake in level 7 and it's impossible to complete it. There are no return teleporters from either side. I've added return teleporters. As well, the skeletons, once dead, in the opening area will prevent you from ever continuing. These skeletons now respawn forever if killed.

eLPuSHeR
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Re: [Mod] Stronghold of Daemurra

Post by eLPuSHeR » Sun Jun 01, 2014 10:52 am

I hope version 1.1 includes this update.
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Darsithis
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Re: [Mod] Stronghold of Daemurra

Post by Darsithis » Sun Jun 01, 2014 3:53 pm

eLPuSHeR wrote:I hope version 1.1 includes this update.
Yes that is 1.1 :D

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leewroy
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Re: [Mod] Stronghold of Daemurra

Post by leewroy » Sun Jun 01, 2014 4:18 pm

Downloading!

eLPuSHeR
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Re: [Mod] Stronghold of Daemurra

Post by eLPuSHeR » Sun Jun 01, 2014 11:34 pm

This mod is awesome. I am playing it and loving it.
Intel i7 5960X
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Darsithis
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Re: [Mod] Stronghold of Daemurra

Post by Darsithis » Sun Jun 01, 2014 11:51 pm

I've been finally playing through it myself for the first time without the aid of the editor. Aside from a few texture mistakes (one prison wall on level 4 and 3 northern dungeon grates in level 6) it seems solid. Level 5 is hard, though, and I am thinking of toning it down, along with removing the ice lizards from level 6 and replacing them with more spiders.

Thoughts?
eLPuSHeR wrote:This mod is awesome. I am playing it and loving it.
Thank you!

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