New Mod Live - The Crack of Doom

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Lord_Foul
Posts: 49
Joined: Wed Dec 09, 2015 6:05 am

New Mod Live - The Crack of Doom

Post by Lord_Foul »

Version 1.01 is now available on the 101 thread
please post comments or questions on that thread ty.

The Crack of Doom is Live

classic dungeon style mod
21 levels
first run aprox playtime 20hrs
average lvl on completion 20


zip contains new portraits(dark elf), the dat file
and a text guide in case you get stumped/lost.
https://1fichier.com/?x8nkije9rm

promo pics here
viewtopic.php?f=22&t=12896

TECH ISSUES
playtesting was done on win xp computers with 2g of ram or less.
No tech issues/mem leaks were experienced by any of the
4 play testers on high resolution settings.

However, all 4 computers also had the editor files (my computer
would be unusable for periods of time so I worked on one
of the others - so all had upto date editor files.)
^^this my be the root of the problem as it seems
I am not getting an "objective export".
I am currently investigating.


So current tech reports
Dark Elf race sounds not working so you will get error messages everytime you are hit etc.
--reported by minmay

mem leaks on high tex settings resulting in crashes/corrupt savegames.
--reported by minmay but not experienced by everyone. Many are playing
without this prob.

an invalid connector message - annoying but not game ending
-- reported by minmay and azel


If you know how to get an "objective export" pls pm me.
Currently I have been unable to replicate any of these errors.



*The Crack of Doom*
A new class has been created as a firearms
alt to the alchemist. Note that the rogue
is still the king of ranged combat.

New character class: Musketeer
+1 accuracy per level when wielding a light weapon in your primary hand.
+2% per level to critical hit chance with a firearm.
50% less chance of firearms malfunction.

New Race: Dark Elf -1/str and vit, +2/dex 15% cooldown bonus
New trait(Dark Elf only): Munitions expert (+1 damage per level with firearms)



**********************************************
-more meat per minute-
-not enough plot to clot-

The Crack of Doom is an ancient chasm that is
rumored to stretch to the very center of the
world. It has always been home to the foulest
creatures and the greatest treasures. Recently
it has fallen into the hands of the growing
snake cult.
Many rulers fear what trouble might become
of a malevolant cult in such proximity to
undeniable evil. It is time to put an end
to the horrors that have plagued the lands for
centuries and destroy the dark one that rules
the Crack of Doom.
To do this you must infiltrate the pale sect
of the snake cult (the nudist sect) as believers,
locate the Crack of Doom and begin your
assault...naked.

FEATURES
*levels start simple and grow in complexity
the deeper you go.
*Mithril Forge - collect mithril lumps and forge
weapons and armor.
*many reskinned/textured monsters for
variation, difficulty scaling and
experience rewards.
*new weapons, armor and trinkets.
*exploration based adventure, limited puzzles,
heavy action.

DUNGEON MASTER NOTES v1.0
**limited healing crystals: after 350ft depth
(level 7) healing crystals appear every other
level,not at all, or hidden as a secret**

-still a few texture glitches (some day...)
-one known bug: zarchton(blue fishy guys) can
become stuck in the leap forward animation
and block a square without being in it. Just
shoot them or try and hit them from another
angle.
*********************************************

Reviews and/or comments can be posted here.
Positive or negative it doesnt matter.
I often find the "negative" review convinces me
to try/buy something.
eg I played a mod here because someone didnt like it.
All the things they didnt like about the mod
sounded like good things to me (lack of
healing crystals etc). It was a damn fine mod.
Guy got torched for his review so i wont fan the flames
by naming names lol.
So everyone has their own opinion, likes and/or dislikes.
Post your own but please no spoilers except for the one
I am gonna give now lol.

This is an action/exploration mod.
On the first level when you are naked with a bone club
there are green slime, a spider, a crab, a rat, and a
snake. You do not neccessarily have to fight them
but this essentially sums up the style of the mod.
Go hard or go home.

If you are looking for a deep/rich puzzle experience you
will not find it here. There are puzzles but this is not
a puzzle based mod.

This mod is for "adrenaline junkies". The pace is fast and heavy
with almost zero backtracking required. Full steam ahead for
21 levels/ 20 hrs. You will shriek like a schoolgirl
at least once if not regularily. Streams of curses
were common during playtesting.

difficulty settings
easy - tourist mode with ample muggings.
normal - for people with coconuts.
hard - for people with huge coconuts.

and if you need an even greater challenge
read the guide included in the zip for
info on "speed crack". (at the end of the guide)
- this is for people with planet sized coconuts
and a deep need to be punished.


enjoy :)
Last edited by Lord_Foul on Wed Jul 27, 2016 2:45 am, edited 3 times in total.
User avatar
Torst
Posts: 128
Joined: Tue Mar 06, 2012 12:41 pm
Location: Germany

Re: New Mod Live - The Crack of Doom

Post by Torst »

Very challenging at the beginning with a lvl 0 group. Thats the way i like .
Good atmosphere ,interesting and nice leveldesign !


Thx for that.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: New Mod Live - The Crack of Doom

Post by Azel »

I'm looking forward to exploring this Mod. Although I may do so with an imported high-level party instead of a new party since there seems to be some early challenges:
SpoilerShow
My level 1 party encountered a Crab fairly quickly, armed only with a Bone Club and Rapier. Not a difficult fight but taking over 10 minutes of square dancing.
Also, when the game loaded, I saw this message up top:
warning! invalid connector target: <select target>

No crashes, just the warning message.
minmay
Posts: 2768
Joined: Mon Sep 23, 2013 2:24 am

Re: New Mod Live - The Crack of Doom

Post by minmay »

I do not believe your claim that this dungeon has been extensively playtested. In fact, I doubt this version has been tested at all. Immediately after starting, I can see that:
- there is an empty connector as Azel mentioned
- you did not include the dark elf portraits in the .dat in the correct place, so they don't appear as options in the standard portrait menu - forcing players to use them as custom portraits
- dark elves are completely missing damage sounds, resulting in console warnings every time they are hit
- COMPLETE RELEASE BREAKER: the mod uses too much memory to save with full texture resolution, forcing players to use Medium texture resolution. This means that 75% of the texture data in your mod will never be seen!
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
Lord_Foul
Posts: 49
Joined: Wed Dec 09, 2015 6:05 am

Re: New Mod Live - The Crack of Doom

Post by Lord_Foul »

thx guys for posting

please post other problems if you encounter them.

playtesting was done with myself and 3 other people who lived in my building,
so not a big group for error checking.

i setup the mod on thier comps. None of us got the invalid connector but yes
portraits are for custom - figured everyone would know what to do with them.

"- dark elves are completely missing damage sounds, resulting in console warnings every time they are hit
- COMPLETE RELEASE BREAKER: the mod uses too much memory to save with full texture resolution, forcing players to use Medium texture resolution. This means that 75% of the texture data in your mod will never be seen!"

^^thats disturbing - but some changes were made after my testers left so it seems i pooched something somewhere.
Looking into it.

Thanks again m8s for posting,
i lost my guinea pigs near the end
so thanks for stepping in.

Please keep posting errors if you encounter them.
Shaf
Posts: 53
Joined: Fri Jan 11, 2013 8:56 pm

Re: New Mod Live - The Crack of Doom

Post by Shaf »

On Level 250' is there a way to enter the Smithy, I don't see any wall buttons.
User avatar
Torst
Posts: 128
Joined: Tue Mar 06, 2012 12:41 pm
Location: Germany

Re: New Mod Live - The Crack of Doom

Post by Torst »

Shaf wrote:On Level 250' is there a way to enter the Smithy, I don't see any wall buttons.
SpoilerShow
You found the solution a level down at the "from weakest to strongest" mystery
Shaf
Posts: 53
Joined: Fri Jan 11, 2013 8:56 pm

Re: New Mod Live - The Crack of Doom

Post by Shaf »

I found the solution, Level 350' is hard, got past fireball area now trying to get past paralysis and poison throwers.
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Torst
Posts: 128
Joined: Tue Mar 06, 2012 12:41 pm
Location: Germany

Re: New Mod Live - The Crack of Doom

Post by Torst »

I guess we are on the same level atm. Fireball part is hard but makeable.
User avatar
Lord_Foul
Posts: 49
Joined: Wed Dec 09, 2015 6:05 am

Re: New Mod Live - The Crack of Doom

Post by Lord_Foul »

good 2 see some folks playin it.
Still looking into tech issues.

go forth and conquer.
there is a guide included in the zip if you get lost.
guide just covers whats required to complete a level - no secrets etc.
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