I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I know your huge work, and time you invested in this map, but, its hard to control unit, attacking etc, enemies are ugly, i dont feel diablo in this map. UI is advanced i know, but it isn't simple, clear .. I liked this diablo rpg from starcraft 1 it was fun, and well made, but this i dont like.
my Controls:
- Left click and shift / right click
- Spell is right click / pressing 1 to 5 / F1 to something for hotkeys (not fully implemented yet)
-> default Diablo 2 controls with a small addition
HINT:
Everythime you are in combat, hold down your shift key and target into the direction of an enemy. The enemy detection in shift mode nearly detects in an arc of 180 degrees. So it is fairly easy to melee, too.
- Press ALT to display item names on the ground.
- Press I or C to toggle inventory and character stats window.
- Press ESC to close opened windows.
- Press 1 to 5 to use potions/activate some scrolls/spells.
SC1 controls:
- a + left click
- use a hotkey and another one to cast a spell / click on a unit inside a dropship (I don't know how exactly it is made in the map you are refering to)
- if it was made horrible, you have to move units to beacons to use.
There might be a small lag, but the lag is existent in SC1, too (just smaller). You get used to the lag after a short time and I can't do something about it.
In editor testings the controls are instant but that cannot be achieved by the current battle.net system. But I guess they could improve the key and button press detection delay in bnet because the unit orders do not lag.
UI interaction:
- Everything is triggered with left click (sadly because of lack of right click detection on buttons). Right clicking buttons would be a great addition for the editor capacity.
-Grabbing an item in inventory is equal, setting it back to another slot is different because I can't change the cursor to the item. So I'm using the top left edge as an anchor for placement. The color shows, if it is placeable at a specific space.
-Dropping items: yes, it is strange and sucks at start.
-Selling items: yes, it is a little bit different because of the lack of right click, but I've never used the right click selling in D2. Grabbing and placing the item somewhere in the merchant's inventory is the other way how you could sell something in D2.
Since I needed a repair, too. The window might look different at Griswold because there is the repair option, too. Just force yourself to click on the upper area of the inventory and you won't accidentally repair items instead of selling.
-Repair all button has been added -> cool
-Quit button for every dialog -> I've added one to the inventory in my latest version.
-grouping items at merchant: equal to D2. There is only the movement of all items, after you bought an item. Maybe I will change this one day, but atm, it was the easiest and most efficient solution.
-Spell menus are equal to D2 or D1. I will add a whole spell window in which you can define hotkeys and place spells in the "belt" area.
-I've had someone dropping items instead of selling them, but that happened only once.
- This might be the case, but I've tried to come close to the original one which I achieved as far as I can now I think.
There aren't many models for sc2, yet. But I've used some WoW models that are going into the direction and I've tinted the monsters to differ their type and strength. The tinting was made in D1 and D2, too. Monsters in D1 were very colorful sometimes.
i dont feel diablo in this map.
I feel more diablo in this map than in any other diablo map I've ever played. Most maps I've played only have names... nothing more. SC1's mapping capacity is very limited and because of that you can't really compare Diablo with a SC1 map without the map having very huge workarounds. I've hit SC1's trigger limit with my SC1 try. Mainly because I've tried to simulate arrows and detailed combat formulas like chance to hit in SC1 which doesn't support all basic math in triggers or copying values directly. In addition I've created an item system similar to diablo, too (random magic items which have durability and need to be repaired).
Thx for the more in depth feedback. Sadly none of your points made me think about changing something because I'm limited to something or I've already tried my best.
In addition, comparing my map to a SC1 map instead of D1 or D2 is really strange and makes me wonder, if you have played Diablo at all.