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Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
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Feb 8 2016, 9:57 pm giantkillergeneral Post #1041



Nevermind, I figured it out now.

For anyone that runs into the same problem, you need to go back to hell level 3 after killing lazarus and look for a new portal somewhere on the map that takes you to hell level 4.



None.

Feb 8 2016, 10:00 pm Ahli Post #1042

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

Nevermind, I figured it out now.

For anyone that runs into the same problem, you need to go back to hell level 3 after killing lazarus and look for a new portal somewhere on the map that takes you to hell level 4.

Yes. There used to be a pentagram on the portal's place, so you might have been able to find it before facing Lazarus. But atm, the marker was bugged in 3.0 and is currently not displaying. This can lead you into thinking that you have seen everything in that level.




Feb 9 2016, 12:44 am LoveLess Post #1043

Let me show you how to hump without making love.

So when can we expect Ahli to make his own ARPG? Are you going to use Unity? Unreal? Custom-built?



None.

Feb 10 2016, 2:31 pm JCarrill0 Post #1044



is it possible (since i have a crappy connection) to download and play this in offline mode?
I'm sure I can download it on Battle.net but I should be able to play it offline after that right?




Feb 10 2016, 4:36 pm Ahli Post #1045

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

Quote from JCarrill0
is it possible (since i have a crappy connection) to download and play this in offline mode?
I'm sure I can download it on Battle.net but I should be able to play it offline after that right?

I have no idea. I imagine that you might not be able to play with your online characters anymore, though.
Please tell me, if that is working and if you are able to use your online heroes or not.

Quote from LoveLess
So when can we expect Ahli to make his own ARPG? Are you going to use Unity? Unreal? Custom-built?
Never. I will be busy for the next 13 months (unless I fail my masters degree) and then I will work somewhere.




Feb 10 2016, 4:51 pm giantkillergeneral Post #1046



Any chance you could put in full stat reset and full skill reset buttons eventually? Resetting only the most recent 3 skill points doesn't really cut it if you need to reset a bunch of your early skill points.

It would be a shame to not allow people to try out different builds, or to have to remake characters all over again.



None.

Apr 22 2016, 7:17 am sraw531 Post #1047



Bugs:


1: Storm Shield seems to spawn errantly - In my case, it spawned around my friend but not around me. We tested that it was not him spawning it (I stood close to him and let him be hit, but not me), and the reverse, and when he was not in combat and I was, the lightning was wasted.

2: Optic Amulet - Infravision - Does not seem to do anything. Invisible enemies were still invisible. (Luckily, can be seen with the ripples anyway)

3: when below 2 mana, orb appears to fill completely, briefly. (Graphical Bug only)

4: Caves lava turns off (Graphical Bug only, probably known), Bridges also go into the middle of the lava and end, and your character can "fall" into the lava around corners and such.

Attached replay, not that I think its actually necessary. (Bugs probably listed somewhere around hour 2, of 3)


- - - - - -


Suggestions:
(Take it with a grain of salt, not really in the realm of "recreating D1" as much after a while, but taking some personal liberties)

Sorcerer ability improvement seem lackluster in a lot of cases. More-so the scaling of each ability. Possibly tune spells based on how effective you think the ability should be. Using a "talent" for +0-1 damage, and +4 accuracy, for +1 mana, seems like a bad investment in general (Consider the Damage per Mana, as well as the Damage Per Second). I also thought that sorcerer talents were going to be more "empower the existing spell" rather than a new spell, so I would actually like "both", if the goal of the new spell is to have a different style to the effect. (Talents affect base spell, and the new spell)

Resetting skills completely would be desireable, even if it cost a large quantity of gold ( Skills refunded ^ 1.5 * 285g?) Could also do stats ( (Stats refunded / 5) ^ 1.5 * 285g?). I would think that making characters should always be around "Whom do I play with" instead of "I want a different build character of this particular class".

Might be nice to have the ability to stash gold in town, as there is a death penalty to gold. More so because you might want to be able to put gold on other characters of yours. I would also like increased storage, but I understand that eats up a lot of data. Personally, I dislike D3's system of gold being automatically shared on all characters, as I do not know which character "Contribute" and which characters "Leech" instinctively.

Windows? Maybe make those fences more common, but also have some that dont ever go away? I remember one strategy for killing the butcher in D1 was to get a bow, hide behind a door that had a window next to it, and kill him. Obviously, lack of door usage would nullify the strategy, but I feel like a lot of times I dont know what rooms are adjacenet to me as much as I would want.

Catacombs seem to have a huge amount of nooks-n-crannies. Can be annoying when people "trap" you inside (usually briefly)

Is it intentional that people cannot go from Catacombs T1 to Cathedral T4, and be behind a fence? Maybe it would be a good idea to have the fence be "one way" somehow, so people can get into the level proper, but cant pass the fence till the quest is completed? Or just put a lever to open the fence from inside (Not as ideal in my opinion). Only real issue is if someone goes down there without town portal capability (Lol?)

Might be a good idea to sort the auras based on the synergies. Maybe "Columns" is synergies, and "rows" is effect (if the effects are similar, such as the resistance ones). Loosely speaking.

Post has been edited 2 time(s), last time on May 4 2016, 9:21 am by sraw531. Reason: strikeout, minor text



None.

Apr 25 2016, 7:32 am sraw531 Post #1048



Disregard bug 2, my friend couldn't figure out what it did.

Bug 5: on nightmare and hell modes, respawning mobs spawn as normal mode monsters. (Attached screenshot)

Bug 6: quest rewards in nightmare and hell grant normal-mode items, including 100% drop items from bosses (such as butcher) and chests (such as the armor from the blood stone quest)

Suggestion:
Make it more obvious whether a creature is "immune", "hevily resistant", or just "resistant" in the tooltip.
No where on the UI does it display what spell hit does
Maybe have a "Gamble" option that will give a random gem of random quality, or a random oil/crafting material of random quality, etc. That way, the RNG gods can still ruin your chance of getting specific ones, but not ones in general.

Attachments:
Screenshot2016-04-24 22_54_41.jpg
Hits: 1 Size: 506.98kb

Post has been edited 1 time(s), last time on May 4 2016, 9:16 am by sraw531. Reason: "and hell"



None.

Apr 25 2016, 11:38 am Ahli Post #1049

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

Thanks for the bugs and feedback. :)

It might take a while before I patch it again due to my workload at university atm and general de-motivation as patch 3.0 broke a ton of things.

@gold drops
Gold are not item-like drops to improve the performance. But in theory, I could make them items, too. The impact should not be too big.

@fence in cathedral level 4
The fence is part of the quest and is intentional.




May 4 2016, 9:06 am sraw531 Post #1050



I meant more of "Is it intentional that you cant go backwards through the cathedral". I suppose its probably an acceptable loss if not.


** The elixir quest seems to drop N elixirs for the individual turning the brain into the healer, all of which are flagged for that individual character. This means that the character must grab and drop them to distribute the elixirs evenly among the party.


- Mana shield evaporates when you run out of mana and are hit. (probably as intended, but figured I would ask for this to change, if not for this spell than the wizard-only versions, since its almost certain they would want it up always)

- Maybe instead of increasing the range at which mobs spawn from floors, you could decrease their reaction time on the initial load? Not sure how this would work, but if the mobs waited 1.5 seconds (more) before charging it might be helpful. (Especially since it lags right at the moment for floors often)

- Wirts Gambling does not include some higher-requirement items, when viewed by low characters. It might be nice to have them visible but unpurchasable, so you could "plan" your build based on requirements with a little more foresight. (In-Game glossary)

- The witch does not restore mana (probably as intended, but figured I would ask for this to change)

- Teleport sometimes makes your character "smart" move away from a wall, just to teleport to that wall. Experienced when using the mini-map for teleporting.

- Casting a spell on the ground where your character cannot see, causes the character to run to the location (potentially far away), instead of running into a place where it could be seen (such as a doorway). I doubt this could be "fixed".


? Wirts Gambling seems less likely to generate sockets, especially on rings.

? It seems to me (and my friend) that gems/crafting items drop more frequently on warriors, and less frequently on sorcerers. This is almost certainly observational bias.

? A lot of spells seem to hit "Flat Numbers" upon reaching level 16. I would rather that was 15, just for minor OCD.
Edit: ? Character stats also are not flat (5 per level, 9 total per each from Elixirs). I am very happy that elixirs grant points for "previous difficulties" (Unless I am unaware of something else that grants stats)

? From what I observe, bookcases drop books based on character level, and not based on tier of content. Did not test extensively. (I would prefer if it was based on *both*)


Not sure if my previous posts are unclear just because each time I am writing, its because I just finished a 2+ hour session and am quitting because I am tired.

In closing, Keep up the good work! My friend is basically addicted to this map. I had to ask him to not outlevel me whenever I am away from sc2 for the weekend. Several times.

Post has been edited 1 time(s), last time on May 4 2016, 9:10 am by sraw531. Reason: additional ocd



None.

Oct 15 2016, 7:10 pm Psojed Post #1051



Hi, I just killed Diablo on normal. This map is great, it brought back the feels of original Diablo 1. I really hope that you'll work on the map when you can Ahli.

During the play I encountered only a single bug - the Book of Blood stayed open and I couldn't close it. I even returned to town with the book interface still open :D

http://imgur.com/a/EyFLK

Otherwise, I started with bow Rogue and she feels very underpowered. With the addition of chance to hit mechanic, even with pumping nearly all points into Dex, I was having difficulties hitting monsters in the Caves (no mana shield used). When I reached Hell, I couldn't progress, so I switched to Sorcerer.

Sorcerer was a breeze compared to Rogue! Spells had an easy time hitting and if I got surrounded, I just switched to my staff of Nova and everything died. Dunno if it is intended, but you can get staves with spells much sooner than you will find the books for them. I mean, I got a staff of Nova from Wirt's gambling while clearing Catacombs, but my first book of Nova dropped in Hell. Maybe I was just unlucky with the book drop, but Mana Shield staff vs. book was a similar story. I have some comments on the skills you created for Rogue and Sorcerer, so if you want to hear it, I can write more..

And I believe there's something wrong with Payne's cloak unique drop, since that item dropped 5 times during my playthrough, once with Rogue and 4 times with Sorcerer, and I didn't get any other unique drop until Diablo kill.



None.

Oct 19 2016, 10:15 am Psojed Post #1052



No response, I'll post some feedback then:

- Inferno spell can be used to damage monsters through walls.
- Fireball skill is crap. It barely adds any damage above firebolt, which was the main reason for its popularity in Diablo 1, and thanks to the high resistances in Hell, it's barely worth using (you'll only drain your mana faster than with firebolt or inferno).
- If you already have an active buff (Thrill of the Hunt, Mana Shield, whatever) and cast it again, the duration is halved, at least by looking at the visual indicator.
- Clicking a storytelling tome in the dungeon twice in a quick succession will cause the book interface bug I mentioned in my previous post.
- If you take Mana Shield from a shrine, then cast Energy Shield, indicator will say you have Energy Shield active, but you will have no shield at all and you cannot fix it until the buff fades.
- Warrior's skills are overpowered. Self-buff to double your mana and HP, another self-buff to have much higher block % and over 300% defense bonus with the Defiance aura and permanent 95% chance to hit everything when using blessed aim? Also two auras at once? This needs some serious changes. Without socketed items, it would still be overpowered, but now that you can insert extra hit rating into any piece of your gear and damage gems into your weapon, it's outright crazy.


Quote from Ahli
Nevermind, I figured it out now.

For anyone that runs into the same problem, you need to go back to hell level 3 after killing lazarus and look for a new portal somewhere on the map that takes you to hell level 4.

Yes. There used to be a pentagram on the portal's place, so you might have been able to find it before facing Lazarus. But atm, the marker was bugged in 3.0 and is currently not displaying. This can lead you into thinking that you have seen everything in that level.

The pentagram is displaying when you have SC2 graphics set to "High", but not displaying when you set them to "Low". I didn't explore the specific setting which causes this.



None.

Oct 19 2016, 11:40 am Ahli Post #1053

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

Thanks for posting and for your research, Psojed.

I currently have to deal with unforeseen issues in my life that limit my available time. I hope to be able to address some of the problems at some point. But unfortunately, this is one of three projects I am doing/maintaining and it has the least amount of audience. Thus, I cannot say when I come back to this. :( The other projects are the GameHeart Observer UI and AhliObs Observer UI for Heroes of the Storm which are both commonly used in e-sport broadcasts.




Nov 6 2016, 6:58 pm srcs Post #1054



How would I mod in passive mana regen? (using belzebub 1.045)



None.

Nov 7 2016, 4:57 am Oh_Man Post #1055

Find Me On Discord (Brood War UMS Community & Staredit Network)

What did you think of the D1 remaster news from Blizzcon?




Nov 7 2016, 7:07 am Ahli Post #1056

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

Quote from srcs
How would I mod in passive mana regen? (using belzebub 1.045)
Are you aware that belzebub is a HD mod of Diablo 1 made by a different person?
I made a SC2 map that is like a remix of Diablo 1. These are two entirely different games, approaches and gaming experiences. :D
So, you should ask in the HD mod's forum here and at some point try out my map on the StarCraft 2 Arcade. ;)

Quote from Oh_Man
What did you think of the D1 remaster news from Blizzcon?
Well, their D1 remake is merely a hommage to D1. You still play D3 with D3 heroes, D3 mechanics, D3 monsters and D3 dungeons. They just crippled/modified their usual content to make it appear a bit more like D1, but it does not come close to D1 in most aspects. It's a nice gimmick, but it is not enough to be called D1 remaster or remake (Blizz did not officially call it that way, I believe). It's a nice reminder for their old game which might make some D3 players explore the previous games. It's like a huge easteregg that returns every January and if you don't see it as more, you won't be disappointed and potentially love its yearly nostalgia effect.
So, it's cool, it's a reference between the franchise' games, it's nothing huge, it's a nice thing in a great game D3 was turned into since its release.




Nov 7 2016, 8:16 am Oh_Man Post #1057

Find Me On Discord (Brood War UMS Community & Staredit Network)

Well I'm salty we're not getting a new xpac




Nov 11 2016, 6:05 pm Ahli Post #1058

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

So, I've played the D1 event on the D3 PTR and overall I like it.

pros:
- nostalgia factors: old sounds/music, item graphics and names, monster names
- old quests included (just Snotspill wasn't guarding the entrance to level 5 and he had no quest; Gharbud was just a monster, no interaction)
- D3 monster models and D3 dungeon tilesets were well chosen (only Toad Demons had unfitting models)
- that graphic filter thing is great
- bottom panel's UI is nice, I might steal that

cons:
- monster properties were not always correct (Gloom, Blink, ...) or missing (Acid Beast's puddle on death, ...)
- hell area had bloated corpses while cathedral area had no Zombies (if I remember it correctly)
- the 8 direction thing is a little bit weird when you can still walk freely into all directions, but oh well, it has been created, so they can just keep it in.

Since it will be a yearly event and not a permanent dungeon, I think Blizz did great.

Obviously, if you love D3 and rifts, you will most likely hate that dungeon because it's slower and different. But that's not the point of the event.




Nov 14 2016, 4:12 pm Fresh Post #1059



Hey Ahli,

First things first, great game. I've played on and off for about 2 years and it's one of my favorite games. I've been playing offline on my laptop because I was over-seas for a year and now I have returned home where I have internet again. I want to share this game with my friends and play with them online, but I have a problem...

I can't play my laptop's characters on my main desktop. My desktop has a year old lvl 23 wizard save file while my laptop has all of the last year of offline play I accomplished. My question to you is:

Where/how do I transfer/update the save file from my laptop to my desktop? I am not using my cheapo laptop anymore.

I tried to simply play online using my laptop, then logoff, then play online using my desktop thinking it would update the save file via the internet but that didn't work. I have tried running searches on both computers looking for the save files to transfer but cannot find them. I didn't know if the characters were saved via internet or hard drive. I am guessing hard drive since I have 2 computers with different saves that I can play on the same account online.

Please help me be able to play my fully progressed account on my desktop instead of a having to repeat a year of work!

Thank you :)

Post has been edited 1 time(s), last time on Nov 14 2016, 4:14 pm by Fresh. Reason: Added ? mark



None.

Nov 15 2016, 3:09 am Ahli Post #1060

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

Quote from Fresh
Where/how do I transfer/update the save file from my laptop to my desktop? I am not using my cheapo laptop anymore.

SC2 saves arcade game information in bank files on each computer separately and does not transfer nor store them online as you figured out.
These files are stored in the document's folder of your operating system, e.g. on Windows 10:
Quote
C:\Users\Ahli\Documents\StarCraft II\Accounts\106150927\2-S2-1-245229\Banks\2-S2-1-245229\diabloSaves.SC2Bank

The name of the bank file is "diabloSaves", so finding that one on your Laptop and your computer should be possible.

There are a few numbers in this path, which I will try to explain, so you won't be too confused:
106150927 - some ID of your battle.net account
2-S2-1-245229 - your own SC2 license ID, the first number is the region you play in. 2 would be Europe, 1 would be Americas, etc.
2-S2-1-245229 - the last folder, that's my SC2 license as SC2 only lets you open bank files of different users

Before your override your desktop's save file, please make a backup copy of it to ensure you do not loose all data in case this won't work for some reason.
Then, proceed to copy the save file and put it into the same path on your desktop. You will overwrite your old save file. Then test it. This should work if it is the same account.




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