New mod auther needs some play testers.

Post » Wed Mar 30, 2011 10:16 am

So I just loaded up the new version, walked in, and HOLY CRAP. It's like it's a brand new experience. Will update as I run through.

Edit: Main room, clutter is nice, but the "Torn Sack of Grain" had a Foxglove Nectar in it. I don't think that's a grain, might wanna check on that :) My light spell is getting a serious workout now.

Maze Room: torch and light are my friends. Noticed in this corner all the sacks were empty. The crates and chest were fine. Bug?
http://i42.photobucket.com/albums/e332/gstark1/ScreenShot0.jpg (Where my player is, not my cursor)

Water Button Room: You SOB you added a trap. LOL
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Samantha Jane Adams
 
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Post » Wed Mar 30, 2011 6:38 am

Good concept. Shooting the buttons with arrows was easy enough to figure out. Now I'm stuck in a small room though, where the tablet tells me to wield the power of flame. I've tried casting flare on all the objects I could see in the room, like the ayleid crystal thing, the tablet itself, the chest, etc. I even tried just equipping a torch, but nothing seemed to trigger anything.
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Shannon Lockwood
 
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Post » Wed Mar 30, 2011 9:51 am

Good concept. Shooting the buttons with arrows was easy enough to figure out. Now I'm stuck in a small room though, where the tablet tells me to wield the power of flame. I've tried casting flare on all the objects I could see in the room, like the ayleid crystal thing, the tablet itself, the chest, etc. I even tried just equipping a torch, but nothing seemed to trigger anything.


Hint: Ever go through the Mage Guild quest where you had to figure out the pillar puzzle? It's kinda like that.
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A Dardzz
 
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Post » Wed Mar 30, 2011 4:51 am

Second run through done, new sound fx worked this time, nice classic touch. Boss needs to be a tad smaller in size...I was able to easily defeat him by standing in the hall going into the room because he can't fit through the doorway.

Nice updates overall. Good job.
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+++CAZZY
 
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Post » Wed Mar 30, 2011 1:30 am

I figured out what to do. It was mostly by sheer accident though. I think there needs to be a more clear indication/hint for that part.
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Stacyia
 
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Post » Wed Mar 30, 2011 1:23 am

So I just loaded up the new version, walked in, and HOLY CRAP. It's like it's a brand new experience. Will update as I run through.

Edit: Main room, clutter is nice, but the "Torn Sack of Grain" had a Foxglove Nectar in it. I don't think that's a grain, might wanna check on that :) My light spell is getting a serious workout now.

Maze Room: torch and light are my friends. Noticed in this corner all the sacks were empty. The crates and chest were fine. Bug?
http://i42.photobucket.com/albums/e332/gstark1/ScreenShot0.jpg (Where my player is, not my cursor)

Water Button Room: You SOB you added a trap. LOL


Alright, I'll check out the sacks and see about the loot making it more 'grain'ish.

I don't think the sacks have 100% chance to have loot, I'll check.

Second run through done, new sound fx worked this time, nice classic touch. Boss needs to be a tad smaller in size...I was able to easily defeat him by standing in the hall going into the room because he can't fit through the doorway.

Nice updates overall. Good job.


I'll adjust his size a bit so he fits in the hall.

I figured out what to do. It was mostly by sheer accident though. I think there needs to be a more clear indication/hint for that part.


I'll try to figure out a way to give a visual clue to the proper place to shoot for that puzzle

Again, thanks for all the feedback everyone. In the process of sproosing this dungeon up to finalize it I am working on a new one thats going to turn your view of oblivion dungeons upside down! :o
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Brentleah Jeffs
 
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Post » Tue Mar 29, 2011 9:42 pm

- Updated, fixed the torn grain sacks to have more 'immersive' loot.
- Scaled down the final boss, and took away the possibility for the player to hide in the hallway at the back of the room. (Now you can only LoS with the pillars, and the front hallway but he can still get to you in both cases).
- Added a visual clue to the fire challenge (However the clue is hidden in the darkness of the room). Bring a torch, or find the ones I provided in the dungeon.
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Tanya Parra
 
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Post » Wed Mar 30, 2011 8:43 am

Updates:

- The entrance has been moved to a more permanent location in the wilderness.
- Map Marker added for finding/fast travel.
- Name of the Sound folder has changed to make it share locations with the future Dungeons I intend to make
- Updated link and first post description to more accurately depict my plans
- Link is no longer beta

Would still love to hear peoples thoughts on it and if they want more similar concepts implemented in a more challenging aspect.
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Miss K
 
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Post » Wed Mar 30, 2011 10:58 am

Am currently in the middle of a reinstall of Oblivion.Will check it out once everything is set up right.Sounds like fun!!I loved The Legend of Zelda seriesEdit:So MMM will be required then?I'm already putting it in but just to make sure of the requirements.
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Natalie Taylor
 
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Post » Wed Mar 30, 2011 6:02 am

Am currently in the middle of a reinstall of Oblivion.Will check it out once everything is set up right.Sounds like fun!!I loved The Legend of Zelda seriesEdit:So MMM will be required then?I'm already putting it in but just to make sure of the requirements.


Oblivion.esm is the only requirement.
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Alexander Horton
 
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