[Custom Dungeon] [The Tomb of the Firestaff] Feedback

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Christopher

[Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by Christopher »

About that torch on the first level. When I grabbed it, the game froze. I assume this dungeon was tested before being sbmitted so is it also safe to assume that I'm the only one having this problem as well?
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PaulH
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by PaulH »

The torch SHOULD be ok, as I only used the ones that were in the original dungeon therefore didn't hex edit any torch holders (ie to get them to toggle) so there can't be a problem there. As has been demonstrated before, freezes seem to occur on certain machines, and not others which seems to be the case here. However, I will check it over (I admit I never used any of the torches when testing!).

Paul
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PaulH
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by PaulH »

The torch is fine on my set up, in fact I am wondering around the 'introduction' with it using Halk. I don't know why you are having so many problems I guess it is pretty frustrating. Are you using V3.4 of DM? Don't know if earlier versions make any difference but 3.4 is certainly the last release.
As for other bugs with my dungeon, it is probable that there are a few, as remember I only have had the editors for a couple of weeks so my dungeon is really a tester for myself. I thought I'd post it though, to let people have a look as someone might find it OK if they have a few afternoons free! I am working on something new at the moment starting from scratch, and I have read the hex guide completely through (thanks Beowuuf) so this one will be different. It will be a few weeks yet but hopefully will be worth the wait! And if people have downloaded my dungeon and are giving it a whirl, I would appreciate any feedback because, as the saying goes, you learn from your mistakes and I expect I have possibly made a few...

Paul
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beowuuf
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by beowuuf »

Started to play it, what i will say is i like the twists on the original dungeon puzzles so far - only started level 6 though, so see how time goes to play through the rest. I wouldn't say that the first 6 levels are boring, but maybe not challenging to people that have played through DM many times - unexpected scorpions are fun though

I'm back from holidays but my internet is basically sucky right now - mail me if you have any questions and i should be able to get back to you, i think the hex manual can be wordy and unclear alot of the time
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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PaulH
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by PaulH »

Thanks for the feedback. I only realised that Chaos could go walkabout a couple of days ago when I replayed the game and he just wouldn't turn up... I looked at Dmute and he was wondering round somewhere else, so I thought 'oops!'
I wasn't happy with the Ninja bit either (the 'long throw'), but at the time I think I had ran out of teleporters so left it how it was. I am glad you liked level 12 I thought it might have been a bit too hard at the time.
My new dungeon is coming along nicely, I have learnt a lot from in the last few weeks and have a few new ideas to execute. Its finding the time to do everything.
Thanks again.
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by beowuuf »


np - i thought having the elemental infront of the dragon a bad idea - the dragon's fireballs are absorbed, and you can fling anythign non-fireball at it, like poison clouds - no dragon!
but the rest of the end stuff was cool

did i miss solving a room at the end, or do you have to keep hold of the green gem from earlier to complete the game?
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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PaulH
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by PaulH »

Yes the Dragon/Firepit scenario was badly executed. The idea was to fight the firepit as the dragon recharged it, (like a stand-off) but the speed you could kill the firepit far outweighed the healing effect from the dragon. And the dragon had nowhere to go if you poison clouded it (as you pointed out), and if it could go anywhere then it wouldn't have been able to recharge the firepit anyway...
In my test game my team wasn't very magically advanced so I had to hack the pit to death with the vorpal blades. Mana disappeared quickly, sleeping to regain mana brought the other Dragons behind you (if not dead) or Chaos (if not vacated) and exiting the area generated that pit on the 'walk of fire' which was just more work. But a strong team just laughed at the poor Dragon!

The extra green gem? Aha, the logic behind that was so people would ask me that exact question which tells me people haven't been peeping with dmute and are exploring everything! And it was a bonus later on if you couldn't get the final green gem, which wasn't particularly difficult anyway, but you never know some people might struggle!
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by beowuuf »


ah, so what did i miss in the golem room then? Another tiny switch (you'd think someone that checks every wall for secrets would manage to spot a switch, wouldn't you...). Because i did check for a green gem for a further element to the room, but found it deceptively plain...
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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PaulH
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by PaulH »

If my memory serves me correctly, there were three golem rooms, one with teleporters in (blue gem), one with the key and orange gem, and a plain looking room with four pillars and a golem, with a magic box in the middle of the pillars. The trick was to freeze the golem on the tile where the green box was which opened a secret room... and that's all I am going to say because there are two outcomes at the end of this depending on your curiosity!
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beowuuf
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by beowuuf »


Ah, i went for option 3) which was stand toe to toe with him and thump him repeatedly until he went down (had enough potions and mana to shrug it off, the orange gem path was actually quite easy in this respect) - should have released right away a sectioned off area and a freeze box meant soemthing!

Oh, I noticed something in the case of bugs - the game was fine going down, but when I came back up to search for things i'd missed, and food, then i hit so many graphical glitches one level 4, and everyone's favourite, the cloned object with a spell effect hovering over it (level 10). Don't know what would cause this so rapidly in your game - usually it would be a sign of a loooong DM game, and without the graphical glitches attached!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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PaulH
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Re: [Custom Dungeon] [The Tomb of the Firestaff] Feedback

Post by PaulH »

Very odd. Don't understand why that would happen. Level 4 is fairly basic (apart from the pink Rusters!). I shall send my men up to investigate, and if I can't find out the problem (i have a feeling its monster based for some reason) then I might have to ask you for your save file.
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