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The map for Level 14 is missing a few walls and a secret door at 15,12. Level 5 is missing a Stud square in the western cluster of rooms. Level 8 is missing a stud square at 22, 12. There are probably other missing features I've overlooked.

New images taken from Braindead's editor should probably be uploaded. --Nudibranch 18:35, 1 April 2006 (EST)

Even Level 1 is missing an anti-magic square, too. Braindead's Editor images are slighty different, they shouldn't be used. Let see what my 1337 photoshopping skillz can do [img]/style_emoticons/default/wink.gif[/img] Mister 18:50, 1 April 2006 (EST)

Best to start with Braindead screencaps and Photoshop those, IMO (easier and less-error prone), but since you're doing it, do it as you like.  ;)

Sure, with the edits I'm doing now, there can still be errors, but editing Braindead's screecaps would be LOT of work. Open the editor and compare the images for any level, you'll see that even the size of the image is different. Mister 19:07, 1 April 2006 (EST)

Fixed all but 11

Fixed all maps but level 11, by visually comparing with Braindead's editor and editing when necessary. Basically a few missing doors/anti-magic/stud. This is comprehensible if the original images where taken from someone's game.

However, on level 11, look at that strange square on the top, near the middle (13, 30). It seems to be an extinguish+antimagic square. However, Braindead's editor has a simple extinguish square there. What gives!? My guess is a bug on the editor. Mister 19:29, 1 April 2006 (EST)

Extinguish squares are also effectively anti-magic squares as well. If you try to cast a spell on an extinguish square, the game will say "Anti-Magic area!" and it will paint that square as both extinguish and anti-magic. So it's not a bug in Braindead's editor.

Didn't know about the visual discrepancies between the editor and the automap. Thanks for fixing the maps either way. --Nudibranch 19:42, 1 April 2006 (EST)

I assume since Prospero took the screenshots he did the screenshots with his editor and not mine, looks like there might be a few bugs in the special feature square detection there... Say mister while you are editing the images wouldn't it be neat to also mark the lair locations on the maps in a different color? Braindead 03:45, 2 April 2006 (EDT) It might also be best to delete the old images since I don't have too much space to play with, at the moment I'm using 150MB of the available 200MB... [img]/style_emoticons/default/smile.gif[/img] Braindead 03:55, 2 April 2006 (EDT)

Ok, I'm also going to add the coordinates (as shown in the game with the map maximized) and convert them to png (a little smaller than gif) Mister 04:18, 2 April 2006 (EDT)

They look great, Mister. If it's not too much trouble, could I ask you to add a few more lairs? There are a few monsters in the game that are not laired-only but whose lairs are still important dungeon features -- namely:

  • Twisted Dwarf on 1
  • Slaver and Slave Masher on 2
  • Goblin Guard and Shaman on 3
  • Element Mage on 4, also possibly Dwarven Guard (part of Dwarven Lord lair complex)
  • Poltergeist and Cockatrice on 5
  • Zbrats and Medusa on 6 (possibly Snake Servants too)
  • Vampire on 9
  • Holy Warrior on 10, also possibly Lava Giant, Meeshi (part of Giant King lair complex)
  • White Dragon and Golden Centaur on 11
  • Sun Dragon on 14
  • Lamurian Mage and Lamurian Lord on 15 (part of Lamurian High Priestess lair complex)

-- Nudibranch 15:31, 2 April 2006 (EDT)

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