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
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.
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...
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.
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.
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 :)
@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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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:
I see what you did there. ;D
Also, you might have showed off a few more spells.
Nice ;)
It's not he did, the other "he" did it.
Looks quite fun, and capture the feeling of d1 quite well
bring this on US server
@egodbout: Go
This is an insult to your diablo map on NA isnt it? lol
it should be on US now.
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?
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.
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.
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.
@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.
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.
Amazing work with the customized look. Hats off to you :)
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.
:)
What classes are available?
If she's not already, I'd like to see the Assassin and/or Demon Hunter in it.
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 :)
@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.