View Full Version : ♥ [Map]Diablo II
Amuse
12-21-2010, 12:04 AM
Not sure how many of you have played the Diablo II map from WC3, but this is based around that. Both legion and hellbourne sides work, and after the start area the rest of the map is close enough that the two sides may fight.
Not going to release this just yet, as I obviously still have a ton to do, but figured I'd post to check interest in it.
Current Progress:
Act 1: 50%
Sorceress: 75% Lightning, 100% Fire, 0% Cold
Druid: 90% Werebear 20% Werewolf
Items: 5%
Gamble System: 100%
Custom UI Inventory: 0%
Custom Character Selection: 0%
Final Hopes:
Fire, Lightning, Cold Sorceress
Werebear, Werewolf, Summoning Druid
Combat, Warcry Barbarian
Trap, Martial Arts Assassin
Javelin, Bow, Spear Amazon
Summoning, Poison & Bone, (possibly curse) Necromancer
Combat, Aura Paladin
Fleshed out Act 1
Majority of the items
Screenshots
http://i93.photobucket.com/albums/l57/D3luxe/shot0007.jpg
NEW 1/5/10
http://i93.photobucket.com/albums/l57/D3luxe/shot0008.jpg
Once I finish Act 1 and get another character or two finished, I'll post up a download so people can test it.
LonJAXsoN
12-21-2010, 12:22 AM
Looks great :)
Saifox
12-21-2010, 12:40 AM
Awesome, looking forward to this!
Amuse
12-21-2010, 02:54 AM
Thanks guys.
So unless I can figure out a stable map size that is a lot larger than the current one, theres no way I'm going to be able to fit all 5 acts on it. At the size it is right now, this part of act 1 is roughly 1/4 of the map...so I'd rather just have a very awesome, fleshed out Act 1 rather than tiny itty bitty acts squeezed into this map.
I'll see what I can do about making the map size bigger, though. I know theres been issues with the editor about certain map scales, so it may have to wait until theres an editor update, but we'll see.
FlameStick
12-21-2010, 03:54 AM
Thanks guys.
So unless I can figure out a stable map size that is a lot larger than the current one, theres no way I'm going to be able to fit all 5 acts on it. At the size it is right now, this part of act 1 is roughly 1/4 of the map...so I'd rather just have a very awesome, fleshed out Act 1 rather than tiny itty bitty acts squeezed into this map.
I'll see what I can do about making the map size bigger, though. I know theres been issues with the editor about certain map scales, so it may have to wait until theres an editor update, but we'll see.
if you figure it out tell me how i need to make my map just a little bigger too :)
btw : GL with this cant wait to play it seems awesome!
Amuse
12-21-2010, 12:48 PM
Got 4 items ported over, as well as coded a loot table for buildings and bosses to drop randomized loot. Coding a "gamble" item right now that will give you a random item based on the loot table, so you have a better chance of getting "normal" items, and a lesser chance for "unique" items, with the chance reducing the stronger the "unique" item is.
Coming along nicely, though.
poison2003
12-21-2010, 03:09 PM
very cool if only s2 would allow custom multiplayer in the game
Amuse
12-21-2010, 08:57 PM
So I've made the map bigger, it seems. I need to do a bit more testing to make sure everything will work ok for it, but right now I'm using these settings:
Map Size: 9
Map Scale: 128 (default 32)
Texture Scale: 8 (default 16)
and no crashes from the editor.
EDIT: Scratch that..if you make a map with those sizes you can edit it fine, but if you try to load it later it crashes..ugh.
EDIT 2: Nevermind, I derped. Working nicely.
EDIT 3: Seems that cliffs kinda screw up when you shrink the map size..Not sure if this is gonna work.
I also have a few more items ported over, as well as finished that Gamble item.
Amuse
12-22-2010, 04:31 PM
I've decided that since I can't get the map any bigger at the moment, I'm just going to really flesh out "Act 1".
I've updated the first post with the current progress of the map...it's coming along nicely, I'll post up a test version in a couple days so you guys can try it out.
Stranger
12-26-2010, 09:05 AM
Keep up the good work.
Amuse
12-26-2010, 12:16 PM
Works been slow cause of the holidays, but I should have an update within a couple of days =]
Thanks for the comments, everyone.
Jordan
12-26-2010, 12:45 PM
it's people like you who are going to make this game much more interesting and innovative. Awesome job
RuntCash
12-27-2010, 08:28 AM
good job dude look forward to trying it
FlameStick
12-27-2010, 08:51 AM
it's people like you who are going to make this game much more interesting and innovative. Awesome job
agree :)
it's people like you who are going to make this game much more interesting and innovative. Awesome job
I third this. Keep up the good work!
Amuse
01-03-2011, 04:53 PM
First off, thanks to everyone for the words of encouragement =]
Still been working on this, just been extremely busy so I havn't had too much time. I plan to have this posted on DREAM by the weekend, though, for people to start trying out. Not all of the heroes or items will be available, but the entire Act 1 will be open for people to fight through. Currently I'm figuring out a layout that will work well for the map, but it's close to completion.
I'll post up screenies later.
Pixologic
01-03-2011, 04:59 PM
Oh, I have played this map on wc3, it is f***** awsome!
Keep working on it dude, i really wanna see this in the future.
IsolatedGame
01-03-2011, 09:16 PM
I remember this map, man i was so addicted to it! GOod luck man im quite excited for this .
Amuse
01-04-2011, 01:30 AM
Thanks guys =]
So I think I've decided on condensing what I have a little bit and creating just the first 4 acts from the original D2. I really wish we could increase map size, but this should still give enough playtime for the map. It should add enough variation to the map to keep you from getting bored while playing through it, as well as add a few small breaks from teamfights when each team gets to the new act.
I'm currently focused on working on the map, so if all goes as planned tonight I should have a preliminary layout of the map posted up in a couple hours.
EDIT: Too tired tonight...I got a lot done on the layout and this seems like it'll work good, but I need sleep. Layout should be finished tomorrow, minus details (trees, props, etc), but yeah. Screenie will be up tomorrow.
Dewdler
01-04-2011, 06:00 PM
Looks just like the WC3 one and potentiality better. Will be checking in to see further updates on your progress.
Keep up the good work.
Amuse
01-05-2011, 01:04 AM
Updated the first post with the current progress.
While working on the map, I've been looking into custom UI's and other systems through that. My plans, depending on how extensive I can mod the UI, is to actually create an inventory system with equipment slots, so you can only have one armor, one weapon, etc equipped. This will open up a lot of abilities that I can add in, that are possibly item-specific and what-not as well.
Still planning on having the first release this weekend.
Hero_of_Noob
01-05-2011, 01:50 PM
Great idea! Will there also be voice acting in this? I would LOVE to volunteer myself as a voice actor for whatever you need! Send me a pm!
freshderp
01-05-2011, 01:52 PM
this will be epic ))
Amuse
01-05-2011, 02:10 PM
Great idea! Will there also be voice acting in this? I would LOVE to volunteer myself as a voice actor for whatever you need! Send me a pm!
At the moment I'm using the actual sounds from Diablo II. This may change down the road to custom voices, and if it does I'll be sure to let you know =]
Thanks guys for the comments.
Amuse
01-05-2011, 03:34 PM
I have the inventory UI made..However I can't get the inventory slots to actually work. They're limited to 12 (char inv + stash), and I can't find where that limit is defined.
If anyone has any ideas on where to look, please help! I'm not even positive this is possible, but I don't see why there would be a hard-coded limit on it. All of the slots are just currently greyed out scrolls, with a red O sign in the top left..Ugh.
EDIT: Pretty sure the limit is hardcoded. I havn't found anywhere where it specifies the available amount of slots, and slots are shared between pretty much everything..spells, inventory, stash, etc. Lame.
Oloko
01-05-2011, 04:36 PM
I searched a bit about this when I was working on the WH40k project, here is what I found:
I tried adding more abilities to a hero, but it looks like you are limited to 9 abilities you can edit/remove, but you can't add more:
0- Ability_1
1- Ability_2
2- Ability_3
3- Ability_4
4- Ability_AttributeBoost
5- Subability_A (like :souls:)
6- Subability_B (like :souls:)
7- Subability_C (like :souls:)
8- Taunt
For the other coders here is what I found:
The way the engine handles abilities is so broken right now since a big part of it seems to be hard-coded. The abilities are stored in "inventory" slot and the engine uses those "inventory" slot for different things. For example, the inventory slot #9 is used to store the state "you can shop" when you are near a shop. It looks like all slot from 9 to 40 are reserved for different stuff. I tried to add my ability on slot #41 and even #9000 but it doesn't work, so it must be hard-coded.
I think the inventory is using this "inventory slot system".
Amuse
01-05-2011, 04:54 PM
Yeah, that's pretty much what I've found as well. I have the added inventory slots going from #41 to #70, and they all just show up as the greyed out scrolls. I can set them to share the current inventory/stash slots (#28-#40 I believe) and it just shows the item in both slots (the new inventory as well as the normal 6-slot inventory), but that's not enough slots for what I am trying to accomplish.
ImpBloody
01-15-2011, 10:53 AM
any ideas on how to make the map save load??
Amuse
01-16-2011, 09:47 PM
any ideas on how to make the map save load??
None what-so-ever. This map isn't going to be centered around your character though, it's going to be focused on the competitive aspect, just as HoN is.
Sorry for the uber delay on posting this up..My Uni classes have started back up and have really been bogging me down, I've barely had any time to work on the map. :(
Oloko
01-16-2011, 09:57 PM
any ideas on how to make the map save load??
I know it's not relevant now that Amuse said it is not something you would want on this map, but I still wanted everyone to know:
You can save/load a character and game progression in an external database online, but I don't know if you could do a "save" on a local file.
Amuse
01-17-2011, 02:43 PM
I know it's not relevant now that Amuse said it is not something you would want on this map, but I still wanted everyone to know:
You can save/load a character and game progression in an external database online, but I don't know if you could do a "save" on a local file.
Essentially, could that be shared between maps then?
Not for this project, but just going to use this as an example..I had one map as Act 1, huge and fleshed out. By the time you finish it, you're around level 15-20 on your hero. When you leave the game, it saves your progress to the database.
You then start up the next map, which is Act 2. It can load the progression from your Act 1 map.
Could make things very interesting for a future project, since map size is limited.
Oloko
01-17-2011, 04:34 PM
Essentially, could that be shared between maps then?
Not for this project, but just going to use this as an example..I had one map as Act 1, huge and fleshed out. By the time you finish it, you're around level 15-20 on your hero. When you leave the game, it saves your progress to the database.
You then start up the next map, which is Act 2. It can load the progression from your Act 1 map.
Could make things very interesting for a future project, since map size is limited.
You could, but be warned that saving is actually sending a html request to a web server. That means, anyone could actually create a html form and save what they want into the database, without having to actually play the map. There might be some way to do it correctly, but I only did a quick prototype of this, so I don't really know.
Edit: I did it using this thread info: http://forums.heroesofnewerth.com/showthread.php?t=83857
Amuse
01-17-2011, 06:10 PM
So there'd need to be some kind of verification that it's coming from a legitimate client..
I'm sure there's a way to do it correctly, but as I said I won't be using it for this map anyway so I'm not gonna be looking too deep into it at the moment. Thanks a lot for the info, though.
FlameStick
01-22-2011, 07:58 AM
good to see the gambling system is working :P
``OmgImSoBad
01-29-2011, 09:58 PM
Looks cool! Keep working on it man!
Amuse
02-01-2011, 01:25 AM
Thanks guys.
I've kind of lost motivation to work on this due to the fact that we still are unable to play online. It'd be so much funner to work on if I could share it with my friends, and we could play through testing balance together..It gets awfully boring playing through the same parts over and over by yourself..
FlameStick
02-01-2011, 04:37 AM
Thanks guys.
I've kind of lost motivation to work on this due to the fact that we still are unable to play online. It'd be so much funner to work on if I could share it with my friends, and we could play through testing balance together..It gets awfully boring playing through the same parts over and over by yourself..
Agree on that.
It gets pretty old pretty fast to do the same things without even being to test the simple things in multiplayer.
Nemesis
02-07-2011, 03:42 AM
gl making it as pro as the WC3 map, dont think its gonna work
Danda
02-10-2011, 03:45 AM
Sounds awesome :D
Keep up the good work!
Rinsaku
07-08-2011, 08:11 PM
*drool*
Swiss
08-08-2011, 01:41 PM
Wow awesome!!