Legend of Grimrock

Legend of Grimrock

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Temple of Chaos
File Size
0.468 MB
Nov 6, 2012 @ 7:19pm
Nov 24, 2012 @ 12:48am

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Temple of Chaos

Version 1.22
-Designed for a level 1 party.
-Estimated game time: 2-5 hours.
-For players getting stuck, in the first room in the entry halls, the center tile will make a noise when you step on it. Stand on that tile for 10 seconds to access the walkthrough room.

Version History:
-Adjusted several hints and monsters.
-Added a walkthrough room.
-Adjusted the Cave of Induction and Entry Halls a bit.
-Added and tested an introductory floor, designed to ease the player into understanding the mechanics of the dungeon.
-First version that was completable.
-Confirmed dungeon completability.
-Layout completed, monsters all placed, puzzles supposedly working.
-One of the doors wasn't working properly and so teh dungeon could not be compelted.

Technical Notation:
*Lots of graphical glitches in Mindlock, these do not hinder completion of the dungeon.
*ToC bears no relation to anything going by the same or a similar name.
*Minimal LUA scripting. This was intentional.
*A lot of the "edicts" are silly, don't take them to heart.

Special thanks to Enginseer Sius for his timely feedback.
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James  [author] Nov 11, 2012 @ 1:27pm 
Alright, I've appended a Cave of Induction floor. Hopefully this accomplishes the goal of easing a player into the feel of things so they don't explode right from the get go. Not sure if this accomplishes the goal of smooth induction; feedback is always appreciated (from anyone, it doesn't have to be Sius).
Enginseer Sius Nov 11, 2012 @ 12:16am 
Thanks SirLorack - you get how to use the map kit well so if you're willing to add / mod you'll have something solid I'm sure.

I think a common problem with custom maps is that they are too quick / keen to show off or do fancy things rather than just being a more gradual slow burn.

I've done a few custom maps now, and things like a changing maze of epic size that alters depending what path you take or 6 ogres / trolls only 2 minutes into a new game when you barely have a single dagger (I know the point is to avoid, but really...) just comes over as kids playing hardball too far, too fast.

Keep what you have, but make it more... accessible, have the usual snails, slow build up of items before hand - make the newly created characters for the maze feel like they have been fairly treated or have investment in the level and they will stick with the challenging sections, so pick and mix the challenges with standard dungeon crawling sections.

Thanks once more, and good luck!
James  [author] Nov 10, 2012 @ 10:56pm 
Sius, I'm glad you put in the twenty minutes to give it a shot. Also sorry it wasn't to your liking.

While I was browsing the workshop, I noticed a lot of incomplete releases and didn't want to put up yet another incomplete dungeon. Unfortunately, that left me a bit lacking for feedback and so the dungeon ended up a lot more oldschool than I had wanted. :/

I'd be willing to go back and tweak things here and there to make it less frustrating (particularly that second room), just need some feed back or suggestions from people.

Anyway, thanks again for giving is a shot.
Enginseer Sius Nov 10, 2012 @ 7:58am 
Gave this one 20 or so minutes (v1.1), but can't say it was for me.

Can see its more 'old skool' in its approach, fireballs flying everywhere, teleporting around and a few traps right at the start just broke any induction like flow for me to bother continuing further.

Good try mind, but a too irritating / frustrating to bare going further. Keep working at it though.