I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Very impressive, looks quite polished too. The atmosphere is great. Only minor things were the dungeon floor texture and the distance zoomed out from your character; the zoom may be intentional though.
Most of the athmosphere came from the light map I added and comes from the settings that you use. High settings seem to be the best ones in terms of performance and less visual bugs (ultra = blacksmith appears black because he uses swain's model from the campaign's story mode). If you play on low, everything is a bit brighter...
The cathedral (cellar) floor really needs a more fitting texture, yes.
The distance is ok. You need the range to have time to react with the laggy online system. I didn't experiment with a more close camera, but I foresee problems appearing with it. Atm the camera has sc2 default angle and zoom.
Quote from name:Dem0nS1ayer
I still think you should just name it "Teufel." ;o
"Teufel" is a German word and I don't like to name the map "Diablo - Teufel" (Spanish? + German word for devil... great).
The name should somehow reflect the story part as a chapter in the whole Diablo story. If someone can come up with a good name, please tell me.
I would choose Dark Exile :3
IskatuMesk says: (lazy guy can't be bothered commenting here)
Remaster the sounds
Decay effect on corpses would be good
Why blue text?
Record in higher res
well if you wanted to be accurate to diablo you could angle the camera to an isometric kind of style and zoom in more, rescale stuff like chests to be smaller and such
if you need textures, there's a few games you can rip from
or packs you can find
the editor has a console command to increase bsp texture density seeing as the datedit option for the same efect doesn't work but that's irrelevant if you're modeling your own terrain
WoW models should be reskinned to make them darker and grittier
And they need normal maps, generated by using ndo (photoshop plugin) or similar.
And apparently in diablo 1 objects were bigger according to sixen.
- The sounds lagged a bit during recording as you can hear due to the recording load. Some sounds are to quiet because it's using different sound classes (voice, combat, death) and I didn't change the sound settings for distance. So what needs to be done?
- I've already some troubles with death animations in slow motion because of my "hit-recovery" behavior which slows down the time scale for the unit. Fallen Ones have that inbuilt into their model. WoW models just vanish after their animation (like zombie).
- Which blue text especially?
- I would like to record in higher res, but I can't record higher than 1280x1024 due to my monitor. If someone can tell me how I can improve the quality of my recordings as youtube videos. I'm using Sony Vegas 9.
- Panning the camera was suggested to me before. It would make it slightly harder to use the minimap, but I would need to test it and see how it works out.
- What's the effect of normal maps? Shadows onto the unit? I can't edit models.
Also, I need some more models (stairs, town portal, something for items on the ground that can be noticed and be clicked and resembles the item type (ring, amulet, sword, blunt, axe, armor, helm, staff, bow, book, scroll, mana potion, healing potion, rejuvenation potion, quest items), fix for sorcerer and warrior model for their stomach, shoes, right finger errors [also, when I need to export more animations, it would need to be fixed again... -> low priority])
- Objects were less in diablo 1, there were more tiles per dungeon level. But which objects were bigger? There were 2x1 tile objects like the sarcophagus or doodads like the wooden thing at a catacombs wall. So which objects should be bigger? If I make many of them taller, spells will go right through them. Atm, you can shot over most objects.
Also, in which chat did you meet them? ;D
Post has been edited 1 time(s), last time on Oct 5 2011, 10:07 pm by Ahli.