STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Played the map for 5 hours today -- boy did time get away from me! Very nostalgic. You did a phenomenal job, Ahli!
A couple suggestions:
1. I never liked how the Diablo spell swapping system worked. It always felt clunky to me, where hitting a hotkey swapped the skill on your right mouse button rather than just casting the ability. Back in the day, it was on the F1 to F* whatever keys, way up there on the keyboard and difficult to use comfortably. I'm glad you're at least using Q through T, but I wish it was more modern by actually just using the ability when pressed.
2. I've played Path of Exile quite extensively, and like how you included their "item finessing" system. However, I think even that system could be improved. Both here and in PoE, you are innately encouraged to horde these items. They are too rare to waste on low-level loot; you want as many as possible saved up for later when you try rolling for your 'perfect' end-game gear. Because they are items, they also demand a lot of micro-management.
I've thought about how PoE's system could be better, and one idea is to move all the functions onto the Blacksmith or an Enchanter, and have a gold cost based on the action and the level of the item it is being used on. This removes the hassle of juggling tons of little 1x1 items, and opens the system up to players at all stages of the game with the scaling gold cost. The downside is you lose out on the loot-drop excitement, and each function is less limited (if I only have two of a type of oil, I can only use it twice). You could achieve some limitation through additional tiered crafting reagents, though.
Another idea would be keeping these items, but giving them 'charges', where lower-level items consume less charges than higher level items. It'd still have the tedium of item management, but you keep the "ooo what just dropped?!"
"Diablo" is a word that I can't use. The editor won't publish the map with such a filename. I still wanted to name it Diablo in some way because that's what I've created, so I added a space into the name to be able to publish it.
When I search for "Diablo" I get two maps by a dude named MarineDiablo and a third map titled SanDiablo 1.0. This tells me you can circumvent Blizzard's limitation by attaching a few other letters onto it.
If you were to name your map "DiabloMortalShroud", it should come up on searches for Diablo. You could play around with the name in other ways, too. Maybe "iDiablo - Mortal Shroud"? You get the idea.
No... at least not in the current development progress... I planned to add it in some way, but I've a space problem... so it's not that easy. I guess I will do what I did to allow myself to add hell: permanent removal of dungeons after certain actions.
I see. Well, here's to hoping!
You're probably already aware, but the whole Secret Cow Level came about from a Diablo 1 hoax that said if you clicked on the cows enough times, like a SC1 critter, a portal would open to a secret level. I think it'd be kinda cool to make that hoax a reality. =o)
I think the file size might be unlimited now.
At least, you were always able to push your imported files into mods and add a dependency to them. That's how you can use more.
Also, battle.net doesn't delete files (it's just hiding them), so, in theory, you got unlimited space, if you delete your published mods after adding the dependency into your map...
So when a user tries to play a map with a 100mb custom mod dependency, they download both the map and the mod archive, right? That's crazy! But, why even have the size limitation on maps when it can be circumvented like that? Is there some sort of tradeoff? I don't get it.
The unlimited size trick sounds utterly
lolzy!
Post has been edited 1 time(s), last time on Jul 28 2013, 3:46 pm by Hercanic.