Saturday The 14th : The Day After - Director's Cut
Saturday The 14th : The Day After - Director's Cut
Okay, in 3 hours (where I live) it will be Friday The 13th. I was waiting until tomorrow, because I thought it would be the most appropriate release date ever, considering the theme of my mod.
but here it is. (I guess, not here exactly)
It's not on the nexus yet, but I published it to Steam Workshop. You can find it under "recent items".
here is the link to the Nexus, and my file for download http://www.nexusmods.com/legendofgrimrock2/mods/59/?
but here it is. (I guess, not here exactly)
It's not on the nexus yet, but I published it to Steam Workshop. You can find it under "recent items".
here is the link to the Nexus, and my file for download http://www.nexusmods.com/legendofgrimrock2/mods/59/?
Last edited by FeMaiden on Fri Nov 13, 2015 9:44 am, edited 1 time in total.
Re: Saturday The 14th : The Day After - Director's Cut
link would be appreciated. Also uploading somewhere else than just nexus will be fine.
Re: Saturday The 14th : The Day After - Director's Cut
actually I feel kind of dumb again...how do I share a download link? I don't have my own website or anything.Drakkan wrote:link would be appreciated. Also uploading somewhere else than just nexus will be fine.
Do i use dropbox?
Re: Saturday The 14th : The Day After - Director's Cut
dropbox is ok solution for sure. Also just url of nexus if it is uploaded there is fine.FeMaiden wrote:actually I feel kind of dumb again...how do I share a download link? I don't have my own website or anything.Drakkan wrote:link would be appreciated. Also uploading somewhere else than just nexus will be fine.
Do i use dropbox?
Re: Saturday The 14th : The Day After - Director's Cut
yeah I'm gonna try the Nexus, because dropbox.com I keep getting "this webpage is not available" I can't log inDrakkan wrote:dropbox is ok solution for sure. Also just url of nexus if it is uploaded there is fine.FeMaiden wrote:actually I feel kind of dumb again...how do I share a download link? I don't have my own website or anything.Drakkan wrote:link would be appreciated. Also uploading somewhere else than just nexus will be fine.
Do i use dropbox?
Re: Saturday The 14th : The Day After - Director's Cut
http://steamcommunity.com/sharedfiles/f ... =553513381Drakkan wrote:link would be appreciated.
http://steamworkshopdownloader.com/view/553513381
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Saturday The 14th : The Day After - Director's Cut
I updated my original post with the nexusmods link.
I had no idea it would be so annoying to upload lol
I had no idea it would be so annoying to upload lol
Re: Saturday The 14th : The Day After - Director's Cut
Hassen, Hassen, Hassen. Step up your game, man. You're supposed to be the slasher here, not me. Yet, I must have cut down a good hundred creatures in your camp. It's also highly impolite to whisper loudly into my ear whenever I'm just taking a casual stroll. I'm sorry, what was that? I couldn't hear you over the intense volume of your cave music!
Silliness aside, this was a fairly reasonable 4-hour experience. I'm personally not the biggest fan of long paths in the woods you traverse multiple times because they'll be empty after the first time of clearing all the critters, but I guess it's not that bad when you can discuss with your stalker where he should strike next. The overall map layout was supposed to be on the realistic side anyway.
There are absolutely no puzzles, but the two riddles you present are thematically suitable. I do have a problem with the shooting range devouring your arrows permanently, but it's nothing an F9 couldn't fix.
So, where's the value in this mod? There is a satisfying sense of growth for sure. There's virtually no enemy progression, so it's almost like you're conquering the camp as you level up. The Custom in Custom Dungeon is also strong with this one, looking at all the stuff you rewrote and rebalanced. Otherwise, it's really a matter of what this passion project is all about, and that's the references to other horror and kinda-horror movies. Also, the kids in this camp were all f*cked up, bloody hell. There's a good amount of dialogue going on too, neither too serious nor too wacky. And holy pie, finally another mod with COMPETENT ENGLISH!
This mod is not for everyone, but for what it's trying to do, it's mostly doing a good job. Especially Johnny's maze had me going "Will you look at that? That's actually pretty ingenious." I'm seeing potential here. Maybe next time you could break away from the tropes and build your own story with more grimrocky elements if you're up for it. Maybe ToHate (Germany says hello) could make a glorious return and be...less predictable and one-dimensional.
Just some food for thought~
Silliness aside, this was a fairly reasonable 4-hour experience. I'm personally not the biggest fan of long paths in the woods you traverse multiple times because they'll be empty after the first time of clearing all the critters, but I guess it's not that bad when you can discuss with your stalker where he should strike next. The overall map layout was supposed to be on the realistic side anyway.
There are absolutely no puzzles, but the two riddles you present are thematically suitable. I do have a problem with the shooting range devouring your arrows permanently, but it's nothing an F9 couldn't fix.
So, where's the value in this mod? There is a satisfying sense of growth for sure. There's virtually no enemy progression, so it's almost like you're conquering the camp as you level up. The Custom in Custom Dungeon is also strong with this one, looking at all the stuff you rewrote and rebalanced. Otherwise, it's really a matter of what this passion project is all about, and that's the references to other horror and kinda-horror movies. Also, the kids in this camp were all f*cked up, bloody hell. There's a good amount of dialogue going on too, neither too serious nor too wacky. And holy pie, finally another mod with COMPETENT ENGLISH!
This mod is not for everyone, but for what it's trying to do, it's mostly doing a good job. Especially Johnny's maze had me going "Will you look at that? That's actually pretty ingenious." I'm seeing potential here. Maybe next time you could break away from the tropes and build your own story with more grimrocky elements if you're up for it. Maybe ToHate (Germany says hello) could make a glorious return and be...less predictable and one-dimensional.
Just some food for thought~
Re: Saturday The 14th : The Day After - Director's Cut
I must say, I enjoy reading your game analysis, Zu. Not just reviews on Mods (including the fun one you did for my Mod on Nexus), but also your general reviews on things like "Protection vs Evasion" (on the General Discussion forum).
Not to hijack this thread, but I would welcome some background info on your gaming experience. Your first RPG, your favorite RPG, maybe some memorable RPG' moments.
I'll carry on the discussion in the appropriate forum:
http://grimrock.net/forum/viewtopic.php?f=10&t=12877
Not to hijack this thread, but I would welcome some background info on your gaming experience. Your first RPG, your favorite RPG, maybe some memorable RPG' moments.
I'll carry on the discussion in the appropriate forum:
http://grimrock.net/forum/viewtopic.php?f=10&t=12877
Re: Saturday The 14th : The Day After - Director's Cut
thank you for not tearing me to shreds...lol.
I know my mod was repetitive.
I'll lower the volume on the cave music and see if I can re-upload the new version. I did raise it to 4, because when I listened to it in the editor it sounded weird, like it was too soft. from the quality of the recording, I guess I overcompensated.
I admit, once I started making this mod, I realize that I limited my own creativity just by virtue of the subject matter that I chose.
the mod was supposed to be a remake of Friday the 13th for the NES. The only enemies in that were zombies, crows, wolves, bats and of course Jason Vorhees and his mother.
I tried my best to adapt it to Grimrock but maybe this was not the best place to do that. and there were zombies in the lake, which I used the zarkons to represent those.
I was originally just going to do it for fun and not even share it. I was actually afraid to share it, and I almost regretted it.
I realized early on as I was writing dialogue for the characters, i had a Scooby Doo vibe going on and I just ran with it.
I thought this idea is so silly, the only way it would work is as a parody.
the toughest part of making this mod was writing the dialogue. I probably went overboard on that.
I would love to make a more classic dungeon, I'm sorry that this one...I had a tough time making the puzzles fit in logically.
sorry for not making enough puzzles.
basically the puzzles are
I also wanted to see if it was possible to make a custom dungeon that was focused around combat instead of puzzles, but again perhaps this was the wrong game to try that in.
I know there are people who were turned off by the puzzlecentric gameplay of Grimrock. if you look at the steam forum for a game called Fall of The Dungeon Guardians, you will see many posts comparing it (unfairly) to grimrock. some people think it's a grimrock clone, but recognize that game is combat centric with light puzzle elements, and the secret buttons are mostly all in logical places. People are praising it for its "superior" combat claiming they think it is more fun than Grimrock.
I still love Grimrock, I just wanted to do something "different" for my first project.
I was following advice given to me to "start small". I don't think I could have started any "smaller" than this.
I also tried to balance it so that a more "Casual" player ..like someone who is not that good at solving puzzles might be able to get through my mod without too much trouble.
I've seen some of the puzzles in the other mods, and I've been stumped by a good many of them. I did not want to force my players to walk back and forth for 2 hours trying to solve a single puzzle just to progress. although in a way, the entire mod is one big puzzle in and of itself.
I'm also sorry for the long wilderness paths. maybe there was a better way, but I based my map on the map of the camp from the NES game, all the exits on the edges of the map coincide with the exits on the NES game map. I don't know how to connect the exits from the outdoors area except by putting them on the edges of the map. I noticed that in the main campaign, they also utilizes all 32x32 tiles for every outdoors area as well.
the part at the end, where you had to
I know my mod was repetitive.
I'll lower the volume on the cave music and see if I can re-upload the new version. I did raise it to 4, because when I listened to it in the editor it sounded weird, like it was too soft. from the quality of the recording, I guess I overcompensated.
I admit, once I started making this mod, I realize that I limited my own creativity just by virtue of the subject matter that I chose.
the mod was supposed to be a remake of Friday the 13th for the NES. The only enemies in that were zombies, crows, wolves, bats and of course Jason Vorhees and his mother.
I tried my best to adapt it to Grimrock but maybe this was not the best place to do that. and there were zombies in the lake, which I used the zarkons to represent those.
I was originally just going to do it for fun and not even share it. I was actually afraid to share it, and I almost regretted it.
I realized early on as I was writing dialogue for the characters, i had a Scooby Doo vibe going on and I just ran with it.
I thought this idea is so silly, the only way it would work is as a parody.
the toughest part of making this mod was writing the dialogue. I probably went overboard on that.
I would love to make a more classic dungeon, I'm sorry that this one...I had a tough time making the puzzles fit in logically.
sorry for not making enough puzzles.
basically the puzzles are
SpoilerShow
arts and crafts, the library, the firing range, the archery range, there's a secret in the middle of the lake. and of course the fireplaces.
there's actually a trick to the firing range and the archery range. one of the notes you find mentiones a boy "cheating" to win the contest. as a matter of fact, you could have used your rocks to solve it instead of the arrows. the firing range, I tried to fix it so that only the bullets would work but there is another way, you could also use your rocks to solve that one. I merely put the arrows in there as a joke...originally those kids bows only had 1 attack power but I beefed them up a little to make them viable and also so I could but the slingshot in there, the bow had to be better than a rock at least. the mod had to have arrows in it, because Jason's mother used arrows to kill people in the first movie. The way George was killed , that was one of Jason's mothers kills in the first movie, also the cabin with the bed with the skull on it and the arrow, that was a reference to Kevin Bacon's character and how he was killed...Kevin Bacon does have big nostrils IMO..
there's actually a trick to the firing range and the archery range. one of the notes you find mentiones a boy "cheating" to win the contest. as a matter of fact, you could have used your rocks to solve it instead of the arrows. the firing range, I tried to fix it so that only the bullets would work but there is another way, you could also use your rocks to solve that one. I merely put the arrows in there as a joke...originally those kids bows only had 1 attack power but I beefed them up a little to make them viable and also so I could but the slingshot in there, the bow had to be better than a rock at least. the mod had to have arrows in it, because Jason's mother used arrows to kill people in the first movie. The way George was killed , that was one of Jason's mothers kills in the first movie, also the cabin with the bed with the skull on it and the arrow, that was a reference to Kevin Bacon's character and how he was killed...Kevin Bacon does have big nostrils IMO..
I know there are people who were turned off by the puzzlecentric gameplay of Grimrock. if you look at the steam forum for a game called Fall of The Dungeon Guardians, you will see many posts comparing it (unfairly) to grimrock. some people think it's a grimrock clone, but recognize that game is combat centric with light puzzle elements, and the secret buttons are mostly all in logical places. People are praising it for its "superior" combat claiming they think it is more fun than Grimrock.
I still love Grimrock, I just wanted to do something "different" for my first project.
I was following advice given to me to "start small". I don't think I could have started any "smaller" than this.
I also tried to balance it so that a more "Casual" player ..like someone who is not that good at solving puzzles might be able to get through my mod without too much trouble.
I've seen some of the puzzles in the other mods, and I've been stumped by a good many of them. I did not want to force my players to walk back and forth for 2 hours trying to solve a single puzzle just to progress. although in a way, the entire mod is one big puzzle in and of itself.
I'm also sorry for the long wilderness paths. maybe there was a better way, but I based my map on the map of the camp from the NES game, all the exits on the edges of the map coincide with the exits on the NES game map. I don't know how to connect the exits from the outdoors area except by putting them on the edges of the map. I noticed that in the main campaign, they also utilizes all 32x32 tiles for every outdoors area as well.
the part at the end, where you had to
SpoilerShow
go back and forth killing Hassen then his mom than back out to kill him again, I realized that was too tedious and I added the shortcut in the cave at the last minute so it would be less annoying, so right after killing his mom and getting the round key, you could take the north east staircase to get to the north east woods with the first "True" encounter with Hassen, and then go back down and kill her for the second time then take the north west staircase to get to the hedge maze to kill him the second time.