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Re: [MOD] The One Room Round Robin Part 3

Posted: Thu Jan 02, 2020 4:45 pm
by Pompidom
I'm just tossing in suggestions that can be used as inspiration to come up with something that's both enjoyable and easy to implement.

With quicktime events I simply mean a limited time to cure the patients in time.
A patient starts laughing uncontrollably with the "text balloons" (like the ratlings blahblah blah), so you'll have to give him a potion of sorrow or something like that.

Meanwhile you're creating a potion of sorrow another patient lights himself on fire and so on as they're driven to madness.
Giving the illusion to the player that you need to act quickly while eventually, none of it matters in the end.

Something like that.

Anything "timed" in this mod is like a quicktime event then like for example having to stop projectiles with the party. Or even dodging spike traps. Yet they are in both in the default game and mods as well.

I liked ORRR 2 for the rooms with exotic contraptions. Having to deal with some default puzzle like this one feels like 2 steps back.

Re: [MOD] The One Room Round Robin Part 3

Posted: Thu Jan 02, 2020 5:56 pm
by THOM
All your feedback must be adressed to the author. In this case sps999, who is not very often in the forum these days.

In ORRR3 the authors of the rooms were totatly free in designing their space. Some minimal guidelines were given to support the main story. Other than that, the team did not (and will not) affect the concept of the rooms or of puzzles.

Re: [MOD] The One Room Round Robin Part 3

Posted: Thu Jan 02, 2020 6:31 pm
by Pompidom
I understand from the perspective out of courtesy towards the room creator, but I believe some quality control could have improved some rooms a lot. I simply expected more and was slightly disappointed of the outcome of certain rooms. That's all.

If I can't muster the effort to solve a simple puzzle like that and you have people confused on how to tackle the puzzle, then it clearly needs improvement :)

Re: [MOD] The One Room Round Robin Part 3

Posted: Thu Jan 02, 2020 9:46 pm
by minmay
There was really never any hope of this mod being anywhere near as playable as ORRR2. ORRR2 was a miracle among exquisite corpse projects because most of the contributors had significant experience and knowledge of modding Grimrock. By the time ORRR3 was announced most of those people had moved on to greener pastures. And for whatever reason the Grimrock 2 modding scene never attracted as many people as the Grimrock 1 one.

(also why is this thread stickied)

Re: [MOD] The One Room Round Robin Part 3

Posted: Thu Jan 02, 2020 10:48 pm
by Isaac
minmay wrote: Thu Jan 02, 2020 9:46 pm ... And for whatever reason the Grimrock 2 modding scene never attracted as many people as the Grimrock 1 one.
My guess is the change to the component model for scripting; a powerful improvement, but breaks old scripts, and old habits.

*I think that if they had released LoG2 with some support for internal [fallback] objects that behaved the way the ones in the first game did, that they might have been able to support limited backwards compatibility with existing LoG1 scripts.

**For some reason, I like the look (and sound) of the original game better than the followup; I definitely like the intro music from LoG1 a lot more.

Re: [MOD] The One Room Round Robin Part 3

Posted: Fri Jan 03, 2020 9:20 pm
by hansbleeb
what happend in the tower bestiary?
SpoilerShow
i lure the monster on the triggerplate and destroy him i have now an orge statue who generate a monster for 2 sec.. is there more in that room??

Re: [MOD] The One Room Round Robin Part 3

Posted: Fri Jan 03, 2020 11:45 pm
by THOM
hansbleeb wrote: Fri Jan 03, 2020 9:20 pm what happend in the tower bestiary?
SpoilerShow
i lure the monster on the triggerplate and destroy him i have now an orge statue who generate a monster for 2 sec.. is there more in that room??
Nope.

Re: [MOD] The One Room Round Robin Part 3

Posted: Sat Jan 04, 2020 12:15 pm
by Moorsailor
THOM's room IMJW
SpoilerShow
I have reached a point where I have a projectile whizzing about above me that I have to redirect to a receptor. I was given a partial solution on the Nexus Forum, but I am still not able to do anything to the projectile apart from get in it's way. Please I need more than drop something on the floor
Regards
Moorsailor

Re: [MOD] The One Room Round Robin Part 3

Posted: Sat Jan 04, 2020 12:51 pm
by THOM
Even I don't know, what you have already done, here is some help.
Hint 1Show
There are several options how to influence the path the blob spell takes. Sometimes you have to remove a barrier, sometimes you have to turn on teleporters.
Hint 2Show
Different devices control this. Some of them hidden. Buttons, pads... make sure, the right ones are really switched on.
Hint 3Show
At one moment a green button appears in the mainroom. But it is not switched on then.
Hint 4Show
At one moment the blob runs a circle path. Then you have to switch on another turning device. Look at the walls for a hint...

Re: [MOD] The One Room Round Robin Part 3

Posted: Sat Jan 04, 2020 1:43 pm
by Dr.Disaster
Moorsailor wrote: Sat Jan 04, 2020 12:15 pm THOM's room IMJW
SpoilerShow
I have reached a point where I have a projectile whizzing about above me that I have to redirect to a receptor. I was given a partial solution on the Nexus Forum, but I am still not able to do anything to the projectile apart from get in it's way. Please I need more than drop something on the floor
Regards
Moorsailor
Acrtually all you miss is the place to do this. Now recall this strange note on the wall you might have seen ..