The Allure of Nightfall - Version 1.1

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Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: The Allure of Nightfall - Version 0.04

Post by Slayer82 » Fri Mar 30, 2018 11:01 am

Thanks, Khollik and Andyroosta.

I have had times where I have just felt overwhelmed and wanted to give up, but that won't happen.

All the assets and hard work by other modders have really inspired me to continue the mod. I will also involve you (Andyroosta) in the testing phase, so that I don't have to release ten different updates <lol>.

I do my best to make updates and I also try to work on the mod when I have free time. It'll still be several months, but it'll be finished.

Lastly, some advice for people currently modding or contemplating making a mod; do it! It's amazing to hear positive comments on your work, to fill people's lives with a bit of fun, and to create a bit of art/entertainment for others. If it wasn't for Vanblam, Zimber, Skuggasveinn, Mutman, THOM, Isaac, Minmay, and the rest of the community, then I would have given up.

I look forward to finishing it, so that you can all play it. :D

Cheers!
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

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Torst
Posts: 119
Joined: Tue Mar 06, 2012 12:41 pm
Location: Germany

Re: The Allure of Nightfall - Version 0.04

Post by Torst » Sat Mar 31, 2018 12:19 pm

Slayer82 wrote:
I look forward to finishing it, so that you can all play it. :D

Cheers!
Thx for the update. Cheers! :D

Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: The Allure of Nightfall - Version 0.04

Post by Slayer82 » Wed Apr 25, 2018 2:50 pm

Image

I'm working on a side quest that doesn't affect the main mission.

It's a hidden chamber with a few puzzles, items, secrets, a stalker, and a 'caretaker'. I'm still contemplating how difficult it will be to discover and/or whether it'll be a part of the an main quest...

More updates to come soon. :)
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: The Allure of Nightfall - Version 0.04

Post by Slayer82 » Wed May 16, 2018 10:21 am

Time for another update.

This past few weeks have been good for work on the mod. I am in the process of flushing out some ideas on levels I was previously stumped with.
I have tried to create some aesthetically pleasing stages, which allows for some nicer experiences when adventuring.

I have attached some screenshots for this update:

https://imgur.com/ap4US9m
https://imgur.com/V8ULiYE
https://imgur.com/kbzgyHY
https://imgur.com/qkJz4XA
https://imgur.com/vVeLALR
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

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Curunir
Posts: 332
Joined: Fri Mar 30, 2012 11:19 pm

Re: The Allure of Nightfall - Version 0.04

Post by Curunir » Wed May 16, 2018 3:51 pm

Just my opinion - go easy on the elevation tool. The base game only uses it heavily in the desert map and outside of that, it's only ever used in Twigroot forest, for a small, even hill, and on the beaches.

I understand the desire to create a more dynamic landscape, but it usually just looks bad when overused.

minmay
Posts: 2690
Joined: Mon Sep 23, 2013 2:24 am

Re: The Allure of Nightfall - Version 0.04

Post by minmay » Thu May 17, 2018 4:30 am

I disagree, I wish modders would use the heightmap much more. I do hate it when people use extreme elevation changes (going straight from 0 to 2 without a 1 in between) but I don't see any of that in the screenshots.
Grimrock 1 dungeon
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.

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Curunir
Posts: 332
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Re: The Allure of Nightfall - Version 0.04

Post by Curunir » Thu May 17, 2018 8:14 am

I just think it messes up terrain decoration and props way too much to justify extensive use beyond a slight bump to 1 here and there.

Slayer82
Posts: 302
Joined: Thu Feb 05, 2015 10:19 am

Re: The Allure of Nightfall - Version 0.04

Post by Slayer82 » Thu May 17, 2018 12:07 pm

Just my opinion - go easy on the elevation tool. The base game only uses it heavily in the desert map and outside of that, it's only ever used in Twigroot forest, for a small, even hill, and on the beaches.

I understand the desire to create a more dynamic landscape, but it usually just looks bad when overused.
Huh? The elevations aren't that high or low, plus I used the same elevations throughout Isle of the Deranged and I haven't heard any criticism regarding elevations for that mod.
Anyway, it's all good. The mod's slowly coming together... Still a lot more to do, though.

I'll try to create a short clip soon to show how the mod will play.
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

minmay
Posts: 2690
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Re: The Allure of Nightfall - Version 0.04

Post by minmay » Fri May 18, 2018 2:12 am

Curunir wrote:I just think it messes up terrain decoration and props way too much to justify extensive use beyond a slight bump to 1 here and there.
You can offset/rotate your decorations to match the curvature of the terrain though (quick example). But I agree that it looks pretty bad if you don't do that.
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.

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Curunir
Posts: 332
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Re: The Allure of Nightfall - Version 0.04

Post by Curunir » Fri May 18, 2018 7:21 am

Hrumph, offset as in 'use the position -> height tool'?

I could never get the forest border rocks to look like that in elevations - they either float or are buried for me.

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