Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 13 14 15 16 1754 >
 

Jun 16 2011, 1:27 pm Ahli Post #281

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


^ new NPC window

edit:
-Griswold refuses to repair cursed magic items
-buttons got a new color now

Post has been edited 1 time(s), last time on Jun 17 2011, 3:38 pm by Ahli.




Jun 24 2011, 3:35 am Ahli Post #282

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

-Added original monster sounds
-Made buttons yellow-gold
-Added even slower health regeneration
-Added gamble window background that I don't really like.




Jun 24 2011, 3:51 am Raitaki Post #283



"Even slower health generation"...Does that refer to monsters, or did you added health generation in some update I missed? :3



None.

Jun 24 2011, 9:16 am Ahli Post #284

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Raitaki
"Even slower health generation"...Does that refer to monsters, or did you added health generation in some update I missed? :3
It's slower than mana regeneration.




Jul 6 2011, 10:22 am Veta Post #285



So Ahli, is this going to have random dungeon layouts or is it going to be a set layout for the whole map? If the former then kudos because that's pretty crazy.



None.

Jul 6 2011, 2:03 pm Ahli Post #286

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Veta
So Ahli, is this going to have random dungeon layouts or is it going to be a set layout for the whole map? If the former then kudos because that's pretty crazy.
I'm using Ramdom Dungeon levels made out of units. I wish I could paint the ground with triggers, too :S

Cathedral levels are pretty easy to create because you start with a random room and try to add a random room onto a random wall and then you just repeat that 2000 times.

I've already created a first version of the general cave layout created by an algorithm.
But that algorithm takes a while to perform because it can create areas caves with holes that I do not allow.
So the general cave layout will be redone several times which is time consuming.
I've done it like it is explained here




Jul 6 2011, 3:15 pm NicholasBeige Post #287



Quote from Ahli
Quote from Veta
So Ahli, is this going to have random dungeon layouts or is it going to be a set layout for the whole map? If the former then kudos because that's pretty crazy.
I'm using Ramdom Dungeon levels made out of units. I wish I could paint the ground with triggers, too :S

I've worked on a method that sort of allows you to do this :P..

I've got a custom model that is 2048x2048x1 in size; so basically a terrain tile model. The downside is that you can't have opacity / blending terrain and you have to basically paint at 100% of a new texture. Might be useful if you want to distinguish between Cathedral (tiles?) to Caves (dirt?) to Hell (char-dirt?)



None.

Jul 6 2011, 3:22 pm Ahli Post #288

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from name:Cardinal
Quote from Ahli
Quote from Veta
So Ahli, is this going to have random dungeon layouts or is it going to be a set layout for the whole map? If the former then kudos because that's pretty crazy.
I'm using Ramdom Dungeon levels made out of units. I wish I could paint the ground with triggers, too :S

I've worked on a method that sort of allows you to do this :P..

I've got a custom model that is 2048x2048x1 in size; so basically a terrain tile model. The downside is that you can't have opacity / blending terrain and you have to basically paint at 100% of a new texture. Might be useful if you want to distinguish between Cathedral (tiles?) to Caves (dirt?) to Hell (char-dirt?)
Won't you see the whole terrain unit through the fog, because you scouted it? If the map is covered in gray fog, it should work, I guess.




Jul 6 2011, 4:37 pm NicholasBeige Post #289



Ah, I just use it as a Doodad model. So it is always visible and doesn't have annoying UI stuff popping up / cause players to automatically target the unit (and require fancy flag settings).



None.

Jul 13 2011, 12:54 am Ahli Post #290

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

-I've fixed a bug regarding ogden's speech bubble.
-Moved quest notifications to the debug message area to avoid overlapping with party member info area.
-Hopefully fixed the appearance of the "can't control this unit"-error messages.
-Made lever bigger, so they are easier to spot.

I really need to change the spell damage. Atm it is super overpowered like 4 hitting Leoric with holy bolts.
They do so much damage because they currently scale with base magic points so a level 7 Sorcerer with high magic just overkills every undead.
Firebolt seems ok with its damage.

Some information about current flawed spell damage:
Code
CALCULATION INFO:
R(x) = Random 0 to x-1
Rec(a,b) = (b*9)/8 for 'a+1' times
Rec(a,b,c,d) = (b*c)/d for 'a+1' times
itt(a,f(x)) = sum of 'a' times the calculation of f(x)

NAME             DAMAGE

firebolt         R(10) + slvl + mag/8 + 1
fireball         Rec(slvl, 2*(R(10)+R(10)+clvl)+4)
charged bolt     1 to 2 + mag/2
lightning         R(clvl/2) + R(6) + 4
firewall         (R(10)+R(10)+clvl+2)/8
inferno         (3* (R(clvl)+R(2)) +6) /16
Nova             Rec(slvl, (R(20)+R(20)+R(20)+R(20)+R(20)+clvl+20),17,16))
Flash             3 * Rec(slvl, itt((clvl+1), R(40)+1)) / 2 ) / 64
FlameWave         R(10)+clvl+1
holybolt         baseMag+5 to baseMag+10


I should add spell levels influencing the damage, too...

Post has been edited 1 time(s), last time on Jul 13 2011, 11:45 pm by Ahli.




Jul 27 2011, 8:20 pm Ahli Post #291

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Just implemented a function that let's me spawn multiple arrows.





Jul 27 2011, 8:28 pm NicholasBeige Post #292



I am getting concerned that all the maths functions and triggered stuff is going to cost the games performance :(



None.

Jul 27 2011, 9:28 pm Ahli Post #293

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from name:Cardinal
I am getting concerned that all the maths functions and triggered stuff is going to cost the games performance :(
I've still around 90fps with my desktop pc.
The activity still remains below 100. I would guess in average it's barely below 50.

The multi shot consists out of a loop and simple math to get the angle for each shot:
arrowAngle = aimingAngle - 45 + (45/sumOfArrows) + spawnedArrows * (90/sumOfArrows)

So the arrows will be split into equal parts and will be centered in the middle of where you are aiming...




Jul 27 2011, 10:16 pm Decency Post #294



What is this multi-shot shit in my Diablo 1 Classic? =/



None.

Jul 28 2011, 11:18 am Ahli Post #295

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from name:FaZ-
What is this multi-shot shit in my Diablo 1 Classic? =/
I'm adding skills to the game.

Most skills will become stronger with arcane magic, so reading books can improve every class.

Ideas I've written down a few weeks ago. But everything might change, if people give me better ideas.
I'm not a genius game designer... so it might be lame what I'm doing.
Code
Rogue Skills:
-multishot             (fires multiple arrows)
-fire arrow             (+firedmg% based on arcane spell levels)
-lightning arrow         (+lightningdmg% based on arcane spell levels)
-magic arrow             (+magicdmg% based on arcane spell levels)
-Dodge                 (chance to dodge)
-                 (party buff that raises movement speed)


Warrior Skills:
-Natural Selection         (raise 0.2hp per second)
-Bloodthirst             (raises hp per 0.1% dmg per hit)
-Leap                 (jump with AoE +magicdmg%)
-Bashing             (longer stuns)
-Battle Cry             (party buff that raises armor/damage)
-Seismic slam             (AoE in an area in front of the caster +firedmg%)
-Whirlwind             (AoE around moving Hero +lightningdmg%)                


Sorcerer Skills:
-stronger arcane fire         (raises mana costs and damage by 5%)
-stronger arcane lightning     (raises mana costs and damage by 5%)
-stronger arcane magic         (raises mana costs and damage by 5%)
-passive resistances         (raise by 1 per level)
-passive mana regeneration     (raise by 0.1 per second)
-                 (give party resistances for 3 min)
-                 (raise spell chance to hit +5)





Jul 28 2011, 12:15 pm NicholasBeige Post #296



I still think you would be better off going for a more Diablo 2 route for Skills and Abilities... :awesome:



None.

Jul 30 2011, 4:36 pm Ahli Post #297

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I've hosted some games on sc2mapster's EU map night and just answered some feedback from TheAlmaity aka TheWatcher.

Quote from Ahli634
Quote from TheAlmaity
Lack of spells
I'm currently creating skills with data editor. Atm, I've a leap ability that still needs a damage integration and multishot (multiple arrows).
In the long run I try to make the Warriors/Rogues to cast their skills that will have elemental effects, if they are boosted with spell levels (example: sum of spells) would buff the leap damage).

The variety of available spells increases over time.
Currently implemented are:
Fire Bolt, Fireball, Charged Bolt (currently starting spell), Lightning, Firewall, Healing (self), Inferno, Town Portal, Teleport, Flame Wave, Holy Bolt.

There are some that aren't implemented, yet, but which are already findable:
Chain Lightning, Golem, Mana Shield, Nova, Flash


I also heard the comment about fighting other sorcerers to reach a bookshelf first.
I need to implement a better way to place bookshelves in the dungeon generation system. Atm there are 4000 tries to place a bookshelf on the side of a wall (checks both sides) in each dungeon level and often no shelf will be spawned (max are 2 shelves). I will double the tries for now.

You can obtain books through 2 ways atm:
- Adria (the person who sells Mana potions, too) always sells exactly 1 book
- bookshelves (0-2 will spawn in each cathedral level; I would like to make the 0 rare)
When I add unique monsters (random monster with mob and buff and random name) they will have a chance to drop books, too (will drop magic item or book)
I just added rare book drops in chests that aren't in level 1.


Quote from TheAlmaity
extremely low mana regen makes the sorcerer pretty much useless. I know that'll change in the future, but maybe increase the mana regen at the start... Also, I didnt see any mana potions in the shop, only health and rejuvenation.
Then you didn't find the witch in the south east across the river. She sells Mana potions. I should reveal the NPCs on minimap then that new players see that there is something.
The mana regeneration in Diablo 1 was originally not existing.
Also I'm not sure what I should do with the starting staff. I could give it a mana regeneration spell with charges, an attacking spell with charges, or a constant spell level increase (Diablo 2).

Atm some spells are overpowered like the holy bolt spell (it currently scales 1:1 on base magic and that's way to much).

Quote from TheAlmaity
Looked really well made. Tbh, i dont really have more to say, it was just a good yet incomplete map. It looked great, it worked perfectly, but just wasn't done.
Thanks. I keep working on it. ;D People who give me compliments about my map are pushing me pretty much in continue the work.

Quote from TheAlmaity
Oh yeah, I had problems attacking stuff. I guess it was because I spam clicked on units, which interrupted my attack. Also, if I clicked a unit outside of melee range.
That's a control usage problem. For fighting, the SHIFT key is pretty important because it stops your movement and forces you to fight into a direction.
I need to add some tutorial overlay for new users to explain the controls...

Also, I've designed the controls a way that you don't have to spam clicks. Clicks are laggy. You can hold the mouse buttons instead. And it's better for the mouse instead of spamming clicks like in Diablo 1 (click for every strike) or Diablo 2 (click to start attacking target).

Also do not move the mouse around to much while fighting melee. The system orders you to attack every 0.25 seconds, if you aren't attacking the unit that the system thinks you are aiming at (in either directional in front of you, if holding shift, or in a small area below your mouse, if you aren't holding shift).

If you click on enemies to attack them, the ground on that you clicked will be used as a target point instead of the unit that you clicked on.

Sadly it's the only chance I have to test my map in full multiplayer and I'm not happy about the multiplayer situation.
So I might reduce the monster respawn count and buff the monsters for multiplayer.

edit:
other changes:
- made positive magic effects' color easier to read. It's now the same as the magic item name.
- leap ability deals damage

Post has been edited 2 time(s), last time on Jul 31 2011, 12:08 am by Ahli.




Aug 2 2011, 11:57 am Ultraviolet Post #298



Why are you making new skills? I thought the idea was to make a Diablo 1 replica, and I really liked the idea of that. Making it mostly similar with a few random additions doesn't seem as cool :/ I was looking forward to the really old school feeling of playing Diablo again. I've tried to do it before on old bnet, but no one was on :(




Aug 2 2011, 2:44 pm Ahli Post #299

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Ultraviolet
Why are you making new skills? I thought the idea was to make a Diablo 1 replica, and I really liked the idea of that. Making it mostly similar with a few random additions doesn't seem as cool :/ I was looking forward to the really old school feeling of playing Diablo again. I've tried to do it before on old bnet, but no one was on :(
I'm adding that because the original mostly consisted out of slow movement [except sorcerer: teleport like a mad man] and attacking and 90% of the players ask me about skills... Rogue had no need for any skills because she owned everything herself. The warrior had huge problems versus ranged in caves or hell. That's the biggest problem in Diablo when I want to create a more balanced game between the classes in the end.

If you look at some Diablo mods like The Hell by Mordor (I think it's the best mod ever made and it's way better than the original or hellfire), you can see that he added some spells for the fighting players like Aegis and Fury. They raise damage, dexterity, health for a few seconds or provide you with a damage reduction (%) buff.

It's not my goal to create a 100% replica of Diablo 1. I'm trying to create a fun game based on Diablo 1.

Another problem is that there is no physical damage reduction on the monsters existing. So there is no point in shooting fire bolts as a warrior (you are better with a bow than with any spell because your strength raises bow damage). The only reduction existing is on the spell damage which makes it less worth than physical damage.

So if I add physical resistance, the elemental damage becomes more important than before. But Warriors aren't good in dealing elemental damage, so I add skills that deal physical + elemental damage. The amount of elemental damage will be raised by books which will give every player a general need of books.
-> Then I need to add a stash that the player can have a magic raising equipment to read books (like in D1). Else the Warrior won't benefit from that.

I'm still thinking about how I will base the elemental damage on the skills. I'm convinced to use a % increase (with the % set by the read book count of the element: e.g. fire). I want every class to read books to raise their power. Because of the low starting magic, the Sorcerer should get the first books and the higher spell tiers first. The other classes get their magic with gear later on and boost their skills more. But the main improvement should come from the first spells for the class.

So I have to think about the spell damage's base to maintain the arcane magic to deal the higher elemental damage than the skills, so that these skills will be used versus physical immune enemies. I could add higher cooldowns, but that would suck for some skills like the Warrior leaping into a group of enemies and can't leap out, so he is trapped (same with whirlwind, if I add that, it's most likely).

The Sorcerer will maintain to use the original spells. His skills will mostly be passive boosting the spells' Chance to Hit or mana cost or cast delay or damage increase with mana cost increase [-> higher DPS].

Every class will receive at least one party spell, too. It will most likely be a time based buff.
Like Sorcerers raise the resistance, Rogues raise movement speed and Warriors raise damage or defense.

I'm not sure about how many skill levels I use. There are 50 level Ups possible atm. I'm thinking about a cap of around 12. But I don't want characters to max out a skill at level 12. I would like them to force to spend their points in multiple skills.
Anyway, I can continue thinking about that, if I have all skills together.

And I need to change arcane spell system, too. Lowering mana costs for attack spells while raising damage doesn't fit well together. The Sorcerer just owns more and more as further the game progresses [cast cast cast cast cast cast cast cast, drink potion, repeat]. So the mana cost need to raise slowly, too.

If you have suggestions regarding skills, that would be cool to know. I think you can understand my thoughts on skills now.

edit:
news:
- fixed some bugs like leaping through walls [sometimes I forget that the trigger unit search (only middle of unit) works different than the data unit search (can be the edge of the unit)] or a bug related to data teleport only possible into areas where you have vision (Blizzard really needs a flag to control that).
- fixed bookshelf spawn (now it is very likely that 2 shelves will spawn in every level). Now they have a proper orientation, too.

edit:

^ Tome
news:
- made a cool tome window out of cain's journal page from the diablo3 homepage.
- added vision on bridges, added small monster size variation, abolished some blob shadows on dungeon stuff

edit:
more news:
- If a Fallen dies, there is 50% chance that a nearby Fallen runs in fear for 1 to 5 game seconds instead of fighting (this is data only :D )
- added life and mana leech to bows
- fixed a bug with teleport
- improved monster respawns to check for pathing distance instead of distance

edit:
- spells deal at least 1 damage, if the enemy is not immune (before, small resistances could negate all spell damage) [inferno should deal damage versus resistant enemies now]
- fixed a bug that made you try to leap over grates, if a path to the other side exists
- raised gold drop amount in the first level by 50%.

edit:
- added traps to chests. Traps won't attack/deal damage to monsters.
- added some stones lying on the cathedral ground
- fixed a bug with "repair all" repairing 2 handed items twice (basically what payne reported long time ago :( ).
- Butcher's room door has blood on its texture and a special tooltip

edit:
- added ogden's sign and magic banner quest

edit:
- doubled hit recovery amount for monsters
- added hit recovery marker over the head of the units

Post has been edited 12 time(s), last time on Aug 18 2011, 9:26 pm by Ahli.




Aug 19 2011, 2:41 am Moogle Post #300

Predator of Bed Chambers

can we dupe items -_^ lol?

This map is looking good ahli keep up the hard work.



If all else fails, crowbar the fucker

Options
Pages: < 1 « 13 14 15 16 1754 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
Vrael -- thats less than half of what I thought I'd need, better figure out how to open SCMDraft on windows 11
[2024-4-20. : 8:09 pm]
Vrael -- woo baby talk about a time crunch
[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
Please log in to shout.


Members Online: Roy, RIVE, IlyaSnopchenko