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Dia Blo - Mortal Shroud

    #1 Nov 06, 2011 at 01:35 UTC - 0 likes

    Dia Blo Mortal Shroud is a nice Remake of Diablo 1 for Starcraft 2.

    The Creator is Ahli, and its Published in EU and US

    It has alot of Features:

    -Hero Creating and Loading system
    -Quest System
    -Original Diablo 1 Story and Dialogs
    -Inventory and Equipment System from Diablo 1
    -Completely Random Dungeons
    -Custom and Importet Models

    Its a Demo, so not all Features are Included.

    But i really like the map.

    Gameplay: http://www.youtube.com/watch?v=A0iCPb1rLBk

    Last edited Nov 08, 2011 by Swordman1
    #2 Nov 06, 2011 at 02:00 UTC - 0 likes

    I see what you did there. ;D
    Also, you might have showed off a few more spells.

    http://img42.imageshack.us/img42/7586/signaturemj.jpg

    #3 Nov 06, 2011 at 02:35 UTC - 0 likes

    Nice ;)

    Send me a PM with any questions or comments.

    Ask questions for Newbie Wednesday here

    #4 Nov 06, 2011 at 02:36 UTC - 0 likes
    Quote from Ahli634: Go

    I see what you did there. ;D

    It's not he did, the other "he" did it.

    Looks quite fun, and capture the feeling of d1 quite well

    #5 Nov 06, 2011 at 15:49 UTC - 0 likes

    bring this on US server

    #6 Nov 06, 2011 at 16:04 UTC - 0 likes

    @egodbout: Go

    This is an insult to your diablo map on NA isnt it? lol

    #7 Nov 07, 2011 at 01:19 UTC - 0 likes

    it should be on US now.

    #8 Nov 07, 2011 at 09:42 UTC - 0 likes

    The game crashes and I get this error immediatly upon map startup (on US):

    ACCESS_VIOLATION (0xC0000005) occurred at 0023:009457AE. The memory at '0x00000008' could not be read.

    Does anyone else error?

    Last edited Nov 07, 2011 by LinkD
    #9 Nov 07, 2011 at 15:42 UTC - 0 likes

    I don't. I tried it out last night and it was fine. Btw, I was wondering if ctrl clicking an item auto sold it when speaking to a merchant.

    #10 Nov 07, 2011 at 16:37 UTC - 0 likes
    Quote from yukaboy: Go

    I don't. I tried it out last night and it was fine. Btw, I was wondering if ctrl clicking an item auto sold it when speaking to a merchant.

    No, it doesn't. But I could add it.

    Quote from LinkD: Go

    The game crashes and I get this error immediatly upon map startup (on US):

    ACCESS_VIOLATION (0xC0000005) occurred at 0023:009457AE. The memory at '0x00000008' could not be read.

    Does anyone else error?

    Is your editor running? My sc2 is crashing, if my editor is running and I try to play my published map. If not, can you try to clear your map cache ("C:\ProgramData\Blizzard Entertainment\StarCraft II\Maps\Cache") and try it again?

    Multiple people seem to be able to start it without crashing. The map can randomly crash because the exported WoW models aren't fully supported (they have random errors). If you crash, report it. Blizzard already fixed a devastating after map crash already (it used to crash at every map loading attemp after the user played my map without restarting sc2 afterwards). Also their Application needs to become more robust regarding user imported map data.

    #11 Nov 07, 2011 at 20:14 UTC - 0 likes

    A-mah-zing!!

    Could use some more polish to make it look even better. i.e. health globe color, etc. etc.. But fantastic so far.

    #12 Nov 07, 2011 at 21:27 UTC - 0 likes

    @Ahli634: Go

    Yep, closed my editor and it works now.

    The map looks amazing by the way, I REALLY hope it gets more popularity over here.

    Last edited Nov 07, 2011 by LinkD
    #13 Nov 08, 2011 at 00:08 UTC - 0 likes

    Just played it again. Combat...sorry to say...isnt very good. Is it possible to make it better somehow? I end up running all over my enemies getting crushed. And sometiems I dont attack when I target an enemy.

    Just learned it auto saves hero...that's a great feature! If only runling run had that!

    Town needs perfecting...

    Enemies constantly spawn...I dont like this...Id rather be safe knowing Ive killed everything...

    Good job!

    #14 Nov 08, 2011 at 01:19 UTC - 0 likes
    Quote from yukaboy: Go

    Just played it again. Combat...sorry to say...isnt very good. Is it possible to make it better somehow? I end up running all over my enemies getting crushed. And sometiems I dont attack when I target an enemy.

    Just learned it auto saves hero...that's a great feature! If only runling run had that!

    Town needs perfecting...

    Enemies constantly spawn...I dont like this...Id rather be safe knowing Ive killed everything...

    Good job!

    you run more than you attack:
    - use shift which makes you attack into a direction
    That's a typical mistake. Did you disable tips or did you miss both tips about that important button (controls tip at start in town and right before entering the cathedral)?

    I already tried it with a help overlay screen at start, but people couldn't even read the first line to find out that that screen could be toggled with 'H'. So I can't just smash the info into their faces. With tip usage, I can slowly throw them at you and hope that you notice AND read them.

    Town needs perfecting?
    -ok, if you mean that you pick up every item you buy, that's a mistake in some recent changes. I already fixed that on EU.
    - else, please clarify what needs improvement. I can't read your mind, sorry. ;)

    Monster respawns:
    I added these to lower the monster count per level to an amount that won't result in 40 monsters straight running into you.
    The main problem of that was that all monsters belong to a player and share vision rather than having individual vision.
    So I either lower the monster population and add respawns or I trigger sight vision of every monster itself (-> massive computing -> terrible performance) or let the players be overrun by more than 50% of the dungeon's monsters at once.
    I had the latter scenario in the beginning which always resulted in death after entering next level.

    If I lower the sight radius, monsters won't stream into your room from the rooms on the other side of the walls, but they won't even notice you and a Rogue can roflstomp each monster one by one.

    At first there will be 40 monsters per level all the time until a fixed amount of monsters respawned. For 1 player it is 40 that respawn. After that only 8 monsters remain as the minimum population per level.

    Last edited Nov 08, 2011 by Ahli634
    #15 Nov 08, 2011 at 01:39 UTC - 0 likes

    Amazing work with the customized look. Hats off to you :)

    Last edited Nov 08, 2011 by FuzzYD
    Works
    AoS2
    Coder
    Boss Bars+
    Custom boss bars
    GXML
    Dialog XML parser
    Project X
    Coder
    RandNAligning dialog labels

    #16 Nov 08, 2011 at 01:41 UTC - 0 likes

    And I never heard of this why?

    Dear Mapsters,

    I decided to develop more employable skills then mapmaking.

    Good Luck mapsters I hope to return to mapping next summer!

    Sincerely, GRENeggsNham

    #17 Nov 08, 2011 at 01:52 UTC - 0 likes
    Quote from grenegg: Go

    And I never heard of this why?

    Because I'm from staredit.net and EU and I didn't make a project page here and I didn't ask here for help, if I had problems.
    The key to all information is my signature since a couple of months.

    Quote from FuzzYD: Go

    Amazing work with the customized look. Hats off to you :)

    :)

    #18 Nov 08, 2011 at 05:48 UTC - 0 likes

    What classes are available?

    If she's not already, I'd like to see the Assassin and/or Demon Hunter in it.

    Sev: "I'm wild. And then I get dangerous. Shut up."

    #19 Nov 08, 2011 at 11:43 UTC - 0 likes

    I haven't played this map yet, but I read what you said about monster respawn etc.
    I think it is fatal to have no concept for one of the most important aspects of your game. I mean you put so much effort into it already, it would really not be a big deal to write a good custom AI (that handles things like enemies alerting each other, maybe enemies fleeing for a short amount of time after you kill them etc) seeing how much it would benefit your game. I think the enemy part of your map is far too important to not make it as close to what you want as possible. And your AI doesn't have to do ridiculous amounts of stuff, so it will probably not get too complex.

    From my point of view not having a clear AI plan (what should enemies be able to do? How should they act?) and realizing it for a map as heavily customized as this one will always be a flaw of the map and can't be compensated in the long run :)

    Last edited Nov 08, 2011 by Bommes
    #20 Nov 08, 2011 at 13:03 UTC - 0 likes

    @LongLivetheTalDarim: Go There are 3 classes atm: Warrior, Rogue, Sorcerer. I plan to add more, but there is much more stuff to do before I can even think about adding more.

    @Bommes: Go What would be a cost efficient way for vision simulation? What would be a good way to make monsters to not run straight lines to your position?
    I've never made an actual AI in my life, so I only know the basic stuff. Basically everything I know about sc2 mapmaking, I've learned while creating this map.

    A few things are already happening, but there is plenty of room for improvements:

    -All Fallen One types have a chance to flee for a short time, if one of their brethren dies (data only).
    -There are enemy archers existing that shot arrows like a hero (if they have a line of sight [= no walls in a straight path between the target and the enemy]).
    -The guardian spell searches for enemies around it itself which it has a line of sight to.
    -Melee monsters that are attacked by ranged attacks move to the attacker (despite of seeing them), ranged ones try to escape the fire.
    -The golem spell has some "AI" to stay in range with your hero. But I wouldn't consider that a real AI.

    general settings of monster behavior atm:
    -sight range: 5 for melee, 7 for ranged
    -they will chase the enemy until they lose vision, so they won't stop because you ran to far (game setting)
    -the alerting radius has been reduced from 4 to 2 (game setting).
    -respawning monsters can wander around freely, first placed monsters have a boundary of 10 to their spawn location.

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