Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 15 16 17 18 1954 >
 

Oct 5 2011, 8:50 pm Jack Post #321

>be faceless void >mfw I have no face

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.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 5 2011, 8:54 pm Dem0n Post #322

ᕕ( ᐛ )ᕗ

Quote from Ahli
OK, it's time to name my map. Here some of my ideas...
Quote
name ideas:
Diablo - ...

The Sin War
The Great Escape
The Black King
Lord of Terror
Tristram Terror
The missing Child
Scourge of War
Prime Evil
Mortal Realm
Scourge of Tristram
Holy Abomination
The lost Prince
Shroud of Darkness
Mortal Shroud
Hellspawn
Dark Exile
Rebirth
Reborn
Corpus Delicti
No offense, but these names sound kinda lame. A lot of them sound way too childish and comical. "Tristram Terror" sounds like some arcade game where you kill zombies or something. I think Lord of Terror sounds the best, but it's still kind of.. eh..

I still think you should just name it "Teufel." ;o




Oct 5 2011, 9:05 pm Jack Post #323

>be faceless void >mfw I have no face

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.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 5 2011, 10:01 pm Ahli Post #324

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

Quote from Jack
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. :)

Quote from Jack
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.




Oct 5 2011, 10:07 pm Dem0n Post #325

ᕕ( ᐛ )ᕗ

Oh, you're including Diablo in the title? I thought you were just naming it something completely different.




Oct 5 2011, 10:09 pm Ahli Post #326

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

Quote from name:Dem0nS1ayer
Oh, you're including Diablo in the title? I thought you were just naming it something completely different.
Yes. Else people will have no clue what they are playing.




Oct 5 2011, 10:45 pm Jack Post #327

>be faceless void >mfw I have no face

Mesk says:
1 - The sounds flat because they're directly out of d1 and are likely 22hz or something lower. They need to be remastered to take advantage of higher frequencies and overall have higher fidelity.

2 - decay I mean you can probably set up an actor that spawns on death to make a persistent body using the last frame of death animation that stays there and slowly sinks or such.

3 - record at full res and in properties/render options for vegas make sure the res is set to the same, make sure it's set to progressive
but I don't use vegas for sc2 stuff I encode directly to x264 using megui

4 - well, can you angle the minimap?

5 - normal maps add surface detail. you can rip models from WoW for all of the above things (the potions and stuff)

as for scaling, I don't think most of the chests were so much bigger than the char



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 6 2011, 12:49 am Ahli Post #328

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

Quote from Jack
Mesk says:
1 - The sounds flat because they're directly out of d1 and are likely 22hz or something lower. They need to be remastered to take advantage of higher frequencies and overall have higher fidelity.

2 - decay I mean you can probably set up an actor that spawns on death to make a persistent body using the last frame of death animation that stays there and slowly sinks or such.

3 - record at full res and in properties/render options for vegas make sure the res is set to the same, make sure it's set to progressive
but I don't use vegas for sc2 stuff I encode directly to x264 using megui

4 - well, can you angle the minimap?

5 - normal maps add surface detail. you can rip models from WoW for all of the above things (the potions and stuff)

as for scaling, I don't think most of the chests were so much bigger than the char
1 - I don't know how one would improve sound quality. I think the quality is ok as it is as it uses "little" map space.
4 - I don't think that I can angle the minimap :D


New short youtube video with better quality and me dieing several times as a Sorcerer




Oct 6 2011, 1:00 am Jack Post #329

>be faceless void >mfw I have no face

Yep I doubt you have time or ability to remaster sounds that only a few people will care about quality, don't worry about that.

video iz naize.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 6 2011, 1:53 pm Ahli Post #330

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

news:
- Corbo made a D1 cathedral shrine model.
- Jack will pimp cathedral walls
- Fixed a bug with saving and picked up items in the inventory (it will be saved & loaded properly now).
- If you click on the ground with a grabbed item in the inventory, it will be dropped.

Yay for modeler support. :)

edit:
- map has a loading screen picture now
- added slightly better Diablo title picture.

Post has been edited 1 time(s), last time on Oct 6 2011, 5:16 pm by Ahli.




Oct 7 2011, 3:02 pm Ahli Post #331

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

Due to the unexpected, tragic death of my father, I need time for my family, so I have no idea how much energy I will be able to invest into this map in near future.
I need to be there for the rest of my family in this hard times...
I will devote this map my loving father. Rest in peace! You will always stay a memory in my heart! :-(




Oct 9 2011, 11:25 am Moogle Post #332

Predator of Bed Chambers

I myself like Diablo - Mortal Shroud.



If all else fails, crowbar the fucker

Oct 11 2011, 10:46 am Jack Post #333

>be faceless void >mfw I have no face

You have my sincere condolences about the death of your father.

When you feel up to it and have time, can you remind me what models had problems such as shading not affecting them, and what problems you wanted fixed with them?

Post has been edited 1 time(s), last time on Oct 11 2011, 10:53 am by Jack.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 12 2011, 8:35 pm TheKeyToKilling Post #334



looks nice ahli



None.

Oct 16 2011, 7:30 pm Ahli Post #335

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

Ok, I'm back.

Post has been edited 1 time(s), last time on Oct 16 2011, 8:06 pm by Ahli.




Oct 16 2011, 8:31 pm NicholasBeige Post #336



Condolences for your father, Ahli.

Glad to see a lot of progress on this ;)

I'm in South Africa at the minute but as soon as I'm back I'll be available for modelling/texturing/testing/designing etc - just lemme know what you need ;)



None.

Oct 17 2011, 3:24 pm Ahli Post #337

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

Quote from name:Cardinal
Condolences for your father, Ahli.

Glad to see a lot of progress on this ;)

I'm in South Africa at the minute but as soon as I'm back I'll be available for modelling/texturing/testing/designing etc - just lemme know what you need ;)
Thanks and cool, more modeling support.

Created a buff UI similar to the dota2 buff UI:


The left duration is visualized with a shrinking progress bar that goes around the buff's icon.
Good buffs have a green duration bar, bad buffs have a red bar. The buff UI is updated every 2 seconds, at the end of a more important buff (not: hit recovery) or at start of a buff.

edit:
- gave this map a name
- added splash screen to first post ;D

Post has been edited 1 time(s), last time on Oct 17 2011, 5:35 pm by Ahli.




Oct 18 2011, 3:11 am Tempz Post #338



Only major complaint from me is that your hero is too small but than again it helps to keep down lag.



None.

Oct 21 2011, 5:32 pm xXdRaGoNrIdDeRXx Post #339



i was wondering how you got the exocet font into the game as i would like to do the same with my diablo 2 map



None.

Oct 23 2011, 5:29 pm Tempz Post #340



Maybe it was a model instead of an actual text



None.

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