I HATE the Trollmire

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Message
Author
Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: I HATE the Trollmire

#16 Post by Aquillion »

Does it mark the Trollmire as completed in your quest screen after you beat Plox? I forgot.

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: I HATE the Trollmire

#17 Post by tiger_eye »

I'd just like to point out that Eruan appears to use the same level generator as Trollmire, but uses different graphics. Eruan is also one of my favorite zones, because it looks and feels great. Perhaps one issue people have with the Trollmire is the trees right now make it difficult to see which tile is blocked and which isn't.

Anyway, improving the Trollmire to make it more interesting and thematic would probably be a good thing to do. As an idea, perhaps the first half or third of the very first level could be an abandoned lumberjack camp. Have dirt trails, felled wood, and, er, some bloody writing or marks on the abandoned buildings, plus whatever else might be interesting. Also, give people a friggin' pickaxe in one of the buildings! ;-)

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: I HATE the Trollmire

#18 Post by Aquillion »

Maybe make the trees get denser the further you go in? Have it start out as it is now, and slowly turn into something closer to the Old Forest. This would make the Bill section fit in more, too.

And I agree about the tileset there; the trees are annoying, since they make it hard to tell where you can walk.

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: I HATE the Trollmire

#19 Post by martinuzz »

I must say, the Trollmire is my least favourite level.
For one reason, and that is the pain it is to navigate.

I know I share some OCD with a lot of players, in that I do not like to leave a tile unexplored in a level.
The combination of tree density, randomness, and most of all, the addition of a tree graphic to some of the walkable tiles in the new tilesets, make the trollmire a drag, and take ages to explore completely.

I think removing the tree graphics from tiles that are walkable would help a *lot*

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: I HATE the Trollmire

#20 Post by marvalis »

Upping bill is a bad idea. He is one of the top killers of new characters. That means he is balances (especially for the weaker classes, and the game is still the same no matter what class you play).

I think the consensus is:
1) change the layout. Easiest and fastest to do. Harder: Make a road. Easier/faster: revert to old forest layout
2) change lore. Some agree to add/change/streamline, whatever the lore
3) A few suggested changing the starting zone. No consensus

Of all the options, it would seem the most obvious to revert the layout to the old forest, and then work on improving it.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: I HATE the Trollmire

#21 Post by Frumple »

Re: Bill. Thinking on it some more, it seems like it wouldn't be a bad idea to up this guy, through the simple process of applying vault-leveling (10+ levels on the player) to the whole encounter. Maybe add a little extra loot. Since Bill isn't Trollmire's boss anymore, having an 'introductory vault' (that's pretty likely to kill someone unprepared, like many vaults!) at the end of the mire could be a valuable learning lesson for starting players. Namely that vaults are dangerous and can kill you. Add a new achievement (something along the lines of "Proximity Alert!") for killing Prox at level 1 and leave Kill Bill for the utterly insane. It'd make Bill something more meaningful than 'Trollmire's other boss' and put a degree of separation between Prox and Bill, who are kinda' samey. That would be nice.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: I HATE the Trollmire

#22 Post by Zonk »

I don't hate the Mire as much as others seem to(though I wouldn't object to change, either). The one thing I really dislike is having to hunt for all the lore pieces to face Bill. Sometimes they're really well hidden, or even surrounded by trees you have to dig...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Kemsha
Higher
Posts: 58
Joined: Thu Aug 26, 2010 3:46 pm

Re: I HATE the Trollmire

#23 Post by Kemsha »

Yeah, I don't like the layout either. I think it can be a bit confusing to find the stairs and it's easy to get surrounded since there are no corridors. For a starter dungeon, it should be more like the old forest. Maybe the two layouts could be switched?

As for the lore, it's an optional quest. If we don't feel like looking in every inch of the map, we can always come back later (or get the lore from the other place, never thought of that myself).

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: I HATE the Trollmire

#24 Post by Aquillion »

Kemsha wrote:Yeah, I don't like the layout either. I think it can be a bit confusing to find the stairs and it's easy to get surrounded since there are no corridors. For a starter dungeon, it should be more like the old forest. Maybe the two layouts could be switched?
God no. The Trollmire is at least optional. The Old Forest realistically isn't, not if you want the chest etc.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: I HATE the Trollmire

#25 Post by Canderel »

I am working on a patch that will create a "path" through the trollmire, hopefully with prox at the end of it. Though actor generation is still unknown to me.

It *should* be done before b32.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: I HATE the Trollmire

#26 Post by marvalis »

Zonk wrote:The one thing I really dislike is having to hunt for all the lore pieces to face Bill.
If Canderel manages to create a path, then the lore could be spawned on that path. As long as the path is not a straight line, this should be fine.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: I HATE the Trollmire

#27 Post by Canderel »

Patch is committed, lore is not currently on the path, or even checked that it is accessible, but Bill is the #1 killer, we want to hide him from n00bs. :-)

So there is a road "leading" through the forest leading to Prox (with his pot of stew).

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: I HATE the Trollmire

#28 Post by Grey »

Just hope the escorts don't merrily trod down that road and straight into his pot ;)
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Post Reply