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Legend of Grimrock - Remake
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File Size:
Posted:
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17.596 MB
Mar 8, 2013 @ 5:30am
Mar 16, 2013 @ 7:27am
2 change notes ( view )
Description
Legend of Grimrock - Remake is a full re-creation of the original game, made with the dungeon editor.

There are some known issues (mostly with how dreams work and how the final boss interaction and battle works), but for the most part everything should be identical to the original game (with some exceptions noted in the CHANGES list below).

One benefit of playing Legend of Grimrock in this manner is that you now have the option to import a party and begin the dungeon at a higher level, such as if you found the game to be too hard or if you just feel like defeating everything with one hit!

The larger purpose of this project was, first of all, to learn the editor better, and secondly, to open up the original dungeon's puzzles so others who are using the editor can see how it all was done. The source files are available as a separate download on Grimrock Nexus (grimrock.nexusmods.com), including the main dungeon editor file which contains lots of notes and comments on how I discovered the way things were set up and how I approached certain puzzles and problems.

Please message me (official Grimrock forums) about gameplay problems or important differences you may notice, thanks.

Enjoy!
Komag

PS - If your console is enabled you will see a lot of debug print messages that I used to figure out how things worked. You can turn them off (and on again) by pressing Z and X at the same time.
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------- CHANGES --------

I made quite a few minor changes from the original game for various reasons. In general I wanted to stay quite faithful to it, but here and there I judged a change was called for.

LIST OF CHANGES I MADE ON PURPOSE
(petri fixed a couple of these in v1.3.6)

LEVEL CHANGE

- 0 added magic spell generic sound for enchanting arrows
- 1 added fall landing sound, health damage, and proper individual damage sounds depending on race/gender of champions
- 2 walk back puzzle, very tiny increase in time
- 2 moved sling a little to make it more visible
- 4 added extra "soundAt" for herder teleport sound, in the first room
- 4 changed Time and Tide chitin alcove secret activation (mask taken, not alcove empty)
- 4 rotated hint scroll after Menagerie to be on N side of square, consistent with other three scrolls around central teleporter
- 4 changed how lever works to turn back on teles (toggle) in main room after trap sprung
- 5 reduced "legs carry you here" plate to 6 deactivates (from 8)
- 6(5) Toorum "scroll" changed to a note (THIS WAS FIXED IN v1.3.6)
- 6 crystal dreamPlate - I "fixed" and added the missing dream, unlocked here
- 7 added ceiling shaft to light in N pits room
- 9 "removed" mistake extra pillar at end of pillared hallway
- 10(9) rock throw puzzle (basement of 9), I made it more real according to note instead of easy/fake original version
- 10 S of inner sanctum, fixed red gem alcove door behavior (THIS WAS FIXED IN v1.3.6)
- 10 added ceiling shaft to lights in sanctum
- 11 added rock, in case needed for tomb W (THIS WAS FIXED IN v1.3.6)
- 11 added ceiling shaft to light in tomb E
- 11 fixed burnt torch problem (now allowed)
- 13 spread out armor in supply room
- 12,14 DREAM and CUBE changes are not so much design choices as they are editor constraints.

UPDATES:
v1.0 public release
v1.01 very minor fixes to dungeon, changed preview pic
50 Comments
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Komag  [author] Sep 11 @ 7:56am 
@blind3rdeye - I hear you, and thinking about it some more I think I'll take that off. Thanks.
blind3rdeye Aug 27 @ 2:01am 
I hate being explicitly told to upvote things.
a.elfwind Mar 13 @ 8:46am 
Thanks for the info. Will have to finally take Master Quest seriously! Been putting it off for a while now. Even though it is such a great map!
Komag  [author] Mar 13 @ 8:42am 
You only get rewarded for that final battle in Master Quest, where there is a little more game to play after!
a.elfwind Feb 22 @ 6:05pm 
It seems I have another question. This one does not relate to any actual problems while playing. It is just pure curiosity. Do we get any xp for defeating the cube? Or is there no reward for defeating the boss? This question has been bugging me for a while now. :)
a.elfwind Feb 22 @ 12:38pm 
Komag, thank you for the answer. :)
In fact, I already figured it out, but it took a while. I even went into walkthroughs, but there was nothing about the 5th part, so I decided to listen to the writing on the screen. xD
Still, you did great job recreating the whole thing.
Komag  [author] Feb 22 @ 8:30am 
There is a 5th part (implemented due to editor contraints, one of the only real changes from the original). Visit the crystal.
a.elfwind Feb 18 @ 11:26am 
I took all the parts out of the cube. I'm sure of it. However, I still cannot damage it... Am I doing something wrong?
the lone ranger Jan 8 @ 1:07pm 
well i make everything in the editor to kill a cube all of them run out hes not damaged
Komag  [author] Jan 8 @ 11:34am 
@Ronnie: In the original game and in this duplicate remake (and in Master Quest) you can kill the cube.
@Dingus: There is little reason to download this other than to tinker around with it or import a higher level party at the start. What you probably want is Master Quest, which is not the same.