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Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
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Oct 23 2012, 9:48 am Ahli Post #641

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

Quote from Alzarath
Really the most prominent issue seems to be the size of the monsters selection 'hit-box'. I'm too used to it being pretty large in other similar games, I'd often click nearby them and not directly on them. I'm sure that'd be an easy thing to change, right?
Make a screenshot and draw the area you would like to be used for the mouse over thing.




Oct 31 2012, 10:00 pm Alzarath Post #642

Praetor

Sorry for the lateish response. I hardly find a screenshot necessary. Maybe 1.5-2x the actual size of the enemy would be a nice place to start. It's all up to experimentation, though.



None.

Nov 2 2012, 6:44 pm shayoko Post #643



been a long while since i been here been buys with anime and ps3 games :D
that's maps alot better then it was back then :D its sad tho that compared to sc1 people don't play user maps like they used to ...it could also have to do with the game hosting setup they have now...open games fixed it alot but its still broken...
sitting in lobby's for a dam hour to get people sometimes... no more on sc1 even when it was 10 years old 3-10 minutes at the worst i would have a full lobby on a 6 slot game...
wanna shout out to payne if he still checks this. if you made the impossible probe map with franck both of your names are on it wanted you to know i love that map :D its just way to long to play after 3.5 hours i quit :/

above statement i never had problems with attacking enemy's.i don't know why he does.currently i am less interested in this map as i had been still a awesome map i guess i just replayed the same parts to many times :( hopefully if this map is still being worked on it will be done or much better a year from now ill play it then.



None.

Nov 9 2012, 9:14 pm payne Post #644

:payne:

Quote from shayoko
wanna shout out to payne if he still checks this. if you made the impossible probe map with franck both of your names are on it wanted you to know i love that map :D its just way to long to play after 3.5 hours i quit :/
:awesome:
Here's the thread if you want to provide feedbacks: http://www.staredit.net/topic/11770/



None.

Nov 15 2012, 10:08 pm payne Post #645

:payne:

- It seems like everyone gains the same exact amount of XP from fighting in groups, which leads to everyone leveling at the same time.
- Your "Party" button is buggy. I didn't notice it before someone left. We were then 3 left playing. And what was displayed was utterly buggy. The name of only one player would be shown to Inspect, but I'd actually get to inspect that guy, and myself (or at least, it was my name once I clicked on that button). And actually, the name of the guy was changed to "Lightning" in his color. Then, the displayed inventory images were stretched, or at least the one I saw of a sword.
- The Quest Log for the King Leoric is just a tiny bit too long and goes out of the graphical box.
- The Mage party-member had problems finding out who was selling Mana Potions. It should be more obvious that that witch exists down there.

The game was really fun with a Full House of pubs. Definitely PROPS. :)



None.

Nov 15 2012, 10:36 pm Ahli Post #646

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

Quote from payne
- It seems like everyone gains the same exact amount of XP from fighting in groups, which leads to everyone leveling at the same time.
- Your "Party" button is buggy. I didn't notice it before someone left. We were then 3 left playing. And what was displayed was utterly buggy. The name of only one player would be shown to Inspect, but I'd actually get to inspect that guy, and myself (or at least, it was my name once I clicked on that button). And actually, the name of the guy was changed to "Lightning" in his color. Then, the displayed inventory images were stretched, or at least the one I saw of a sword.
- The Quest Log for the King Leoric is just a tiny bit too long and goes out of the graphical box.
- The Mage party-member had problems finding out who was selling Mana Potions. It should be more obvious that that witch exists down there.

The game was really fun with a Full House of pubs. Definitely PROPS. :)
Thanks for the feedback and bug reports.
Which resolution do you use? It influences the size of texts.

The party window was pretty much untested, but I didn't hear reports about it before.
It seems I need to make an update in the next days to fix these problems in addition to another problem that hasn't been reported. But I won't enable caves in the update.

Also, I'm not sure when I will find time to work on the caves. I've exams during december and will write my bachelor thesis next year. I guess I will make a major update some time after HotS release.




Nov 16 2012, 3:52 am payne Post #647

:payne:

Quote from Ahli
Which resolution do you use? It influences the size of texts.
The recommended one. Not sure what it is.



None.

Nov 19 2012, 6:20 pm Ahli Post #648

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

Quote from Alzarath
Sorry for the lateish response. I hardly find a screenshot necessary. Maybe 1.5-2x the actual size of the enemy would be a nice place to start. It's all up to experimentation, though.
This would make it hard to click not on an enemy (D3 has that problem because it's using those huge hit boxes). Also, I don't want to add a button to force movement orders...

news:
- fixed 2 problems within the party window (wrong player name, item images)
- ALT now only shows names of items that are visible to you at the time you hit the button
- Found out where to alter the camera size to camera borders created by the map's edge. Camera acts now better near the map edges. Also, widescreen resolutions should now be able to see as much as 4x3 resolutions or more.




Nov 28 2012, 9:01 pm Ahli Post #649

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

Today, I noticed that my triggers are causing the editor to have a terrible performance (saving trigger changes takes 2 and a half minutes). This was the main reason I'm doing only slow progress.
Mille25 from StarCraft Universe saves his huge amount of triggers within a few seconds. So, maybe I will be motivated to work on this again when the saving + testing doesn't take that insanely long...

This means, Blizzard needs to identify the problem... I might know more about this later.
The problem exists with my map in the HotS editor, too...

edit:
appropriate image:


Post has been edited 2 time(s), last time on Nov 28 2012, 9:13 pm by Ahli.




Dec 2 2012, 9:57 pm SeraphicStar Post #650

A Taste of Divine Crystalline Goodness

Hi there, I have been playing your map and I must say it is awesome! I have always enjoyed the original Diablo and you made it really look and feel like the real thing! ^^

I did however come across a type of bug though. When I used a blue stone of scrambling to reroll the affix on my amulet of thorns, it added a 1/1 durability on it. Now being as though I have played Diablo 1 a ton and I am sure you have as well, we both know that jewelry almost never has durability in the game. I don't know if you have been told about this bug already but I figured I would make mention of it. :|

Anyways here is a screenshot of the bug. You will see the Durability on the amulet in the picture. :ermm:



None.

Dec 2 2012, 11:13 pm Ahli Post #651

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

Oh. Great find. :)
I fixed it. The scrambling's DUR change code didn't check for the item being a ring or amulet and therefore applied the normal logic onto it which caused the item to have normal durability values.




Dec 4 2012, 3:27 am SeraphicStar Post #652

A Taste of Divine Crystalline Goodness

Hey Ahli, I have still been enjoying your map, however I do have a few more possible bugs to relay to you. Again I am unsure if you have already been told about these but I figure I might as well share them just in case.

I have noticed for instance when you receive the +1 spell levels and +5% mana shrine boost, it only gives you the spell level increases if you use a spell book to learn a higher level spell. I am unsure if this is the only fix for it and I also noticed that any shrine that said it would give you a percent boost to health or mana did not seem to translate out to an actual boost in your stats. :ermm:

Also there is another bug I found with the Ogden's Sign quest. When you try to return the sign to Ogden, it goes through the normal quest completion dialogue, but he never gives you the harlequin crest cap. Also if you try to talk to him again after the first failed attempt, it shows the second half of the text describing him giving you the cap but plays the full dialogue from the start and still you do not receive the cap. This one isn't too big of a deal but a necessary consideration if you are looking for making as close of a map to the real game as it looks like you are doing. ^^

Hope any of this helps you and thank you again for making such an awesome Starcraft 2 map! :D

P.S. I forgot to ask, are you planning on putting harder difficulty levels in the game similar to the ones they have in the original Diablo? Or are you more concerned with just getting all of the map layers done for the normal difficulty. I believe that even if this map did not have difficulty levels, it is still a very well done piece of work and I also really like the fact that it saves your character! :D

Post has been edited 1 time(s), last time on Dec 4 2012, 3:34 am by SeraphicStar.



None.

Dec 4 2012, 4:13 am Ahli Post #653

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

Quote from SeraphicStar
Hey Ahli, I have still been enjoying your map, however I do have a few more possible bugs to relay to you. Again I am unsure if you have already been told about these but I figure I might as well share them just in case.
I always want them. :)
Also, I really dislike it when people talk about bugs in map reviews and don't go into details. =/
Atm, I've 8 bug fixes in my unreleased version.

Quote from SeraphicStar
I have noticed for instance when you receive the +1 spell levels and +5% mana shrine boost, it only gives you the spell level increases if you use a spell book to learn a higher level spell. I am unsure if this is the only fix for it and I also noticed that any shrine that said it would give you a percent boost to health or mana did not seem to translate out to an actual boost in your stats. :ermm:
Yes, there is a bug. The hero stats aren't updated after applying the buff. Only another update caused the spell level changes to be in effect. Life and Mana changes via buff are always instantly as no trigger logic is involved with those.
So, 9 fixes now. :D

Quote from SeraphicStar
Also there is another bug I found with the Ogden's Sign quest. When you try to return the sign to Ogden, it goes through the normal quest completion dialogue, but he never gives you the harlequin crest cap. Also if you try to talk to him again after the first failed attempt, it shows the second half of the text describing him giving you the cap but plays the full dialogue from the start and still you do not receive the cap. This one isn't too big of a deal but a necessary consideration if you are looking for making as close of a map to the real game as it looks like you are doing. ^^
You receive a rare, non-cursed helm, atm. In case I add the harlequin crest unique, I will add it as a reward for the quest.

Quote from SeraphicStar
are you planning on putting harder difficulty levels in the game similar to the ones they have in the original Diablo? Or are you more concerned with just getting all of the map layers done for the normal difficulty. I believe that even if this map did not have difficulty levels, it is still a very well done piece of work and I also really like the fact that it saves your character! :D
I try to complete the normal mode. Adding harder difficulties should be easy then as they only consist out of a few modifications to make it harder.




Dec 4 2012, 7:38 am SeraphicStar Post #654

A Taste of Divine Crystalline Goodness

Ah yeah, I just realized I have to talk to Ogden around 3 times for the quest status to confirm complete and yes I did receive a rare cap from him. I suppose I should have tried more then 2 times before I posted it as a bug so that was my fault there. :(

Also about the harder difficulties:
1. You will have to make sure the monsters are actually able to give exp at the higher levels players will most likely be entering said difficulty at.
and 2. If you are following Diablo 1's model you would most likely be increasing the base gold drops and certain magic item possibilities etc. :)

Of course for the exp thing you could just follow Diablo 1's basic rule of minimum level 20 to enter Nightmare and 30 to enter Hell respectively and then just build exp models off of those standards. :ermm:

I also like how the exp curve relates to the exp curve existing in Diablo 1. However, due to the similar exp curve in Diablo 1, I will probably never get past around level 30 in the completed version of this. I just can't stand that much exp grinding anymore heh... :unsure:

Edit: I just reached level 19 on your map. Fairly long level grind considering by this point I am normally in the cave systems, can't wait to see when that is done! Are you still working on the map layouts for it or the quest content?

Post has been edited 1 time(s), last time on Dec 4 2012, 12:13 pm by SeraphicStar.



None.

Dec 4 2012, 1:01 pm Ahli Post #655

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

Quote from SeraphicStar
Ah yeah, I just realized I have to talk to Ogden around 3 times for the quest status to confirm complete and yes I did receive a rare cap from him. I suppose I should have tried more then 2 times before I posted it as a bug so that was my fault there. :(
I know that problem, but I don't know any good solution for it. =/

Quote from SeraphicStar
Edit: I just reached level 19 on your map. Fairly long level grind considering by this point I am normally in the cave systems, can't wait to see when that is done! Are you still working on the map layouts for it or the quest content?
Both.




Dec 4 2012, 2:29 pm TF- Post #656

🤙ðŸ¾

Quote from Ahli
Today, I noticed that my triggers are causing the editor to have a terrible performance (saving trigger changes takes 2 and a half minutes). This was the main reason I'm doing only slow progress.
Mille25 from StarCraft Universe saves his huge amount of triggers within a few seconds. So, maybe I will be motivated to work on this again when the saving + testing doesn't take that insanely long...

This means, Blizzard needs to identify the problem... I might know more about this later.
The problem exists with my map in the HotS editor, too...

edit:
appropriate image:


Have you tried using more custom dependencies for assets? As far as I know, you can't save triggers without saving the whole map, and having a lot of imported assets will slow down the save process immensely, probably some compression going on.



🤙ðŸ¾

Dec 4 2012, 7:32 pm Ahli Post #657

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

Quote from TF-
Have you tried using more custom dependencies for assets? As far as I know, you can't save triggers without saving the whole map, and having a lot of imported assets will slow down the save process immensely, probably some compression going on.
Blizzard has my map to identify what's going on, if it is a problem in the trigger compiler.

The map doesn't need any other data besides triggers to save slowly. I tried deleting all data things and all imported files... no success.

edit:
news:
- finished Black Mushroom quest

Also, I think, if you give the sign to Ogden while the fourth level is not fully loaded, it should bug. I will add a few things to make it work properly...

edit:
Oh, there is a bug that makes a few threads never stop because there aren't enough unique items.

Post has been edited 2 time(s), last time on Dec 5 2012, 12:57 pm by Ahli.




Dec 6 2012, 12:04 am SeraphicStar Post #658

A Taste of Divine Crystalline Goodness

Quote from Ahli
edit:
news:
- finished Black Mushroom quest
Nice that you finished the Black Mushroom quest. I really like that spectral elixir reward from there! The only sad part is if a character maxes out one stat before doing the quest then they would have wasted those 3 extra points. Oh well, that's just the way it goes I guess. Technically if you wanted to prevent this you could have it do the normal +3 to all stats except for if one is maxed instead you could give level up stats equal to the extra's left over? I know that isn't how traditional D1 does it, just figured I would make that suggestion. Also I don't know how hard that would be to implement, but having it work just like the original is fine anyways. :)
Quote from Ahli
Also, I think, if you give the sign to Ogden while the fourth level is not fully loaded, it should bug. I will add a few things to make it work properly...
Hmm, how do you see if the fourth level is fully loaded? Do you have to make sure there are no red exclamations in the upper left before you try to turn it in? :0_o:
Quote from Ahli
edit:
Oh, there is a bug that makes a few threads never stop because there aren't enough unique items.
What do you mean by "not enough unique items" ?


Also on the multiplayer thing, do you plan on making it scale up the difficulty as more players are in the map and scale up the experience rewards like Diablo 2? Or are you mostly just going for direct port of Diablo 1 with a few hellfire modifications.

I also wanted to mention I really like the whirlwind skill of the warrior, very fun to use! I kinda wish the lightning trap of the rogue was more useful though, maybe I should try using it on champions or bosses for more useful effect. :| Also I wanted to ask if you plan on putting zero level skills from the original into the game. The warriors repair I never really used in the original since it did not repair to full durability, however I believe maybe adding it in and giving possibly a 3/4 of full price gold cost for "materials" would be a cool bonus for the warrior. I just don't know if that would make the warrior too OP?

I really liked the trap disarm skill of the rogue from the first one as well but I cannot remember if it gave any experience boost when used. I suppose that could possibly be a pretty big boost considering how frequently traps appear in this version. If you did put it in and decided to give her an exp boost for using it, I would say something small like maybe a flat 100 exp per success, or a really small percentage of the max exp required to level up on that level. The only problem is you would somehow have to have a way of the rogue class seeing traps on chests, which I don't know how hard that would be to implement either heh. I really enjoy her multishot skill though, a very good addition to rogue class play! :D



None.

Dec 6 2012, 12:52 am Ahli Post #659

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

Quote from SeraphicStar
Nice that you finished the Black Mushroom quest. I really like that spectral elixir reward from there! The only sad part is if a character maxes out one stat before doing the quest then they would have wasted those 3 extra points. Oh well, that's just the way it goes I guess. Technically if you wanted to prevent this you could have it do the normal +3 to all stats except for if one is maxed instead you could give level up stats equal to the extra's left over? I know that isn't how traditional D1 does it, just figured I would make that suggestion. Also I don't know how hard that would be to implement, but having it work just like the original is fine anyways. :)

That's what I'm doing. The extra stats do not count to the max body stats.

Quote from SeraphicStar
[quote=name:Ahli]
Also, I think, if you give the sign to Ogden while the fourth level is not fully loaded, it should bug. I will add a few things to make it work properly...
Hmm, how do you see if the fourth level is fully loaded? Do you have to make sure there are no red exclamations in the upper left before you try to turn it in? :0_o:
Quote from Ahli
edit:
Oh, there is a bug that makes a few threads never stop because there aren't enough unique items.
What do you mean by "not enough unique items" ?
It tries to calculate a unique item, but it keeps failing because there are no unique items for all levels that can be dropped by every monster, yet.


Quote from SeraphicStar
Also on the multiplayer thing, do you plan on making it scale up the difficulty as more players are in the map and scale up the experience rewards like Diablo 2? Or are you mostly just going for direct port of Diablo 1 with a few hellfire modifications.
The experience, the life, the gold and the item amount is scaling, I believe. I'm to lazy to look it up right now.

Quote from SeraphicStar
I also wanted to mention I really like the whirlwind skill of the warrior, very fun to use! I kinda wish the lightning trap of the rogue was more useful though, maybe I should try using it on champions or bosses for more useful effect. :| Also I wanted to ask if you plan on putting zero level skills from the original into the game. The warriors repair I never really used in the original since it did not repair to full durability, however I believe maybe adding it in and giving possibly a 3/4 of full price gold cost for "materials" would be a cool bonus for the warrior. I just don't know if that would make the warrior too OP?/quote]
It's just a random idea for a skill. Feel free to make suggestions on skills and on changes to skills I created.

[quote=name:SeraphicStar]I really liked the trap disarm skill of the rogue from the first one as well but I cannot remember if it gave any experience boost when used. I suppose that could possibly be a pretty big boost considering how frequently traps appear in this version. If you did put it in and decided to give her an exp boost for using it, I would say something small like maybe a flat 100 exp per success, or a really small percentage of the max exp required to level up on that level. The only problem is you would somehow have to have a way of the rogue class seeing traps on chests, which I don't know how hard that would be to implement either heh. I really enjoy her multishot skill though, a very good addition to rogue class play! :D
I don't plan to include these types of skills. Also, I think disarm trap didn't give experience. It only had a chance to disarm a trap.

If you have ideas for skills, feel free to suggest them. I really would like to add class skills to the game with possibly a skill tree, but I can't design cool skills. I'm more a refinement person than a complete game designer. So, that's something I would like to have input from the people that like my map.

edit:

news:
- Zolden, a Russian sc2 mapper, helped me to fix problems with catacombs models and 2 wow models.
- With the new HotS patch, I can save my triggers within 15 seconds instead of 150. Also, I've read in the NA forums that HotS beta will receive Arcade... So, I can't wait to step up to be able to work more efficient (due to faster editor).

Post has been edited 1 time(s), last time on Dec 6 2012, 4:13 am by Ahli.




Dec 6 2012, 2:22 pm SeraphicStar Post #660

A Taste of Divine Crystalline Goodness

Hey I had a few questions regarding this map and the new HotS Expansion coming out. Are you going to make this map only playable via HotS players? Because I am afraid I cannot afford to get the new expansion right away if that is true... :(

My other question is if you are going for an exclusive HotS Expansion version of the map, do you consider leaving a non-updated version of the map available for those without the expansion by chance? :???:



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