Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
- Messages
- 28,591
Ugh... I heard talk about a good Grimrock mod, thought I'd check it out. "Toorum's Manor" has the party visiting the manor of Toorum the Battlemage (I thought he was a Ranger?) which is built atop an old haunted mine. The party is sent there because nothing has been heard from Toorum for quite a while.
I made it as far as Level 3 in earnest before giving up, this mod is horribly designed.
= It's a story-based mod, but I'm not exactly seeing much depth to the story, mostly it's just the party commenting on things.
+ It has around 25 levels, making it one of the larger mods released so far.
+ It adds some new items, including a melee weapon that's actually useful to a rear-rank Mage.
- It also screws things up a bit by having seperate ammo for seperate bows. Those steel arrows will only work in steel bows, and that Elven bow will only fire Elven arrows.
- The writing is in Engrish, which presents extra challenges when solving the puzzles.
- Spells are unchanged, but you MUST first find the scroll to "learn" the spell. Pointless.
= This mod is not for a new party, as the difficulty is all over the place. It's alright at the start, discounting the fact that your party takes constant damage from the cold. A few encounters with small critters, then suddenly tougher monsters start spawning quite rapidly all around you. Just as you find the first life crystal, you open the nearby door and... Ogre in your face. In that same room are stairs going up AND down. What's beyond them? 1 Ogre beyond each. That's 3 Ogres within 10 steps of one another.
- Then once you reach the Catacombs (Level 3) you get Undead Legionaires and Archers spawning all over the place in large numbers.
+ It does have at least one new monster, a slobbering beholder-type creature. Caught me off-guard when I first met it.
- It's stupidly easy to miss out on game-vital items. Over at the Grimrock forums a recent user asked how he could get back to the start of the mod to retrive an item. The designer's answer?
Which would be a fair point, if the item in question wasn't pretty cleverly hidden. Seriously, an average player will have to try to force his way into every square to have a chance to find this item.
- But by far the worst thing about this mod are the traps. There are the usual "step-on-a-plate-and-a-demon-head-spits-stuff-at-you" that are usually not a problem. But there are also boulder traps, and these INSTAKILL your party. What's worse, they're in long narrow passages, meaning your only choice is to outrun the boulder, and they appear WITHOUT WARNING. Absolutely NOTHING about the environment even suggests what's about to happen, and they're set up so that you have a second at the most to react before SPLAT!. I've run into two of these traps now, and they completely kill this mod for me.
This mod is just too crap to be worth the time. I also strongly question the mental health of the designer.
I made it as far as Level 3 in earnest before giving up, this mod is horribly designed.
= It's a story-based mod, but I'm not exactly seeing much depth to the story, mostly it's just the party commenting on things.
+ It has around 25 levels, making it one of the larger mods released so far.
+ It adds some new items, including a melee weapon that's actually useful to a rear-rank Mage.
- It also screws things up a bit by having seperate ammo for seperate bows. Those steel arrows will only work in steel bows, and that Elven bow will only fire Elven arrows.
- The writing is in Engrish, which presents extra challenges when solving the puzzles.
- Spells are unchanged, but you MUST first find the scroll to "learn" the spell. Pointless.
= This mod is not for a new party, as the difficulty is all over the place. It's alright at the start, discounting the fact that your party takes constant damage from the cold. A few encounters with small critters, then suddenly tougher monsters start spawning quite rapidly all around you. Just as you find the first life crystal, you open the nearby door and... Ogre in your face. In that same room are stairs going up AND down. What's beyond them? 1 Ogre beyond each. That's 3 Ogres within 10 steps of one another.
- Then once you reach the Catacombs (Level 3) you get Undead Legionaires and Archers spawning all over the place in large numbers.
+ It does have at least one new monster, a slobbering beholder-type creature. Caught me off-guard when I first met it.
- It's stupidly easy to miss out on game-vital items. Over at the Grimrock forums a recent user asked how he could get back to the start of the mod to retrive an item. The designer's answer?
I never thought that the player did not pick up the whitewood wand in the 1st level, as it can be useful for a mage, before you get something greater. Why did you not pick it? There is no way to return back to level 1 after you enter the manor.
Which would be a fair point, if the item in question wasn't pretty cleverly hidden. Seriously, an average player will have to try to force his way into every square to have a chance to find this item.
- But by far the worst thing about this mod are the traps. There are the usual "step-on-a-plate-and-a-demon-head-spits-stuff-at-you" that are usually not a problem. But there are also boulder traps, and these INSTAKILL your party. What's worse, they're in long narrow passages, meaning your only choice is to outrun the boulder, and they appear WITHOUT WARNING. Absolutely NOTHING about the environment even suggests what's about to happen, and they're set up so that you have a second at the most to react before SPLAT!. I've run into two of these traps now, and they completely kill this mod for me.
This mod is just too crap to be worth the time. I also strongly question the mental health of the designer.
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