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  #1  
Old December 24th, 2004, 04:28 PM

DarkStar DarkStar is offline
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Default Re: Christmas module (v 1.05 released)

Thanks for the update! I like the idea of changing the module to me non-Christmas. I agree about the keys I'm almost done with the game and have so many of them.

Miner's Helmet is an awesome idea. I always hated the fact you couldn't have light and still fight. Switching between the light source and a weapon all the time was a pain.

It might be just me but the download link doesn't seem to work.
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Old December 24th, 2004, 06:30 PM

ace joh ace joh is offline
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Default Re: Christmas module (v 1.05 released)

Yeah, good idea to release it as a seperate module, we can always use more . Although you'd have to figure out a new story...

Donwload link in the sig doesn't work, but the attachment certainly does.

Also, in case you haven't seen yet, DOWW2 alpha is released
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  #3  
Old December 24th, 2004, 07:04 PM
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henk brouwer henk brouwer is offline
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Default Re: Christmas module (v 1.05 released)

Quote:
ace joh said:
Yeah, good idea to release it as a seperate module, we can always use more . Although you'd have to figure out a new story...

Well, the storyline off the christmas module itself obviously wasn't much work, I should be able to come up with something of simillar quality without much problems .

Can't wait to play the DOWW2 module .

edit: Hmm I guess the teleport trick would be possible, but it seems quite hard to pull of, anyone who manages to do it probably had to work harder for it than someone who took the official route . the same trick would probably also work for passing locked doors in the other modules.
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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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