Diabolical is a hero siege highly based off of Diablo 3 classes, spells, and creeps. But at the same time it will also show some originality and changes, bending it towards my will and creativity. One thing, that both games probably have in common, but one would not expect to really see in starcraft 2, is environment interaction. While there most likely wont be something towards a destructive environment used to slay your enemies, I will have units climbing walls and jumping onto the Lanes. As well as other introductory methods. To the best of my ability the game will also feature many units with special interactions, such as a boomer would blow himself up in l4d. But, at the same time, I wish to stay away from things like the smoker in l4d that makes Co-Op almost mandatory. Not to say a hero siege isn't partially Co-Op.
Current
Should the name stay Diabolical Hero Siege? What do you want to see in the game?
What would diablo be without traps? Not much different, just diablo without traps. But still! I'm determined to add traps.
My lanes aren't very linear. Enemies can climb over the wall, jump over from a nearby cliff, or even teleport in! So the hero will probably not feel comfortable in many of the spots. Save the middle. Therefore, I can add an arsenal of traps!
Here are some of my ideas (Any suggestions to add/improve would be awesome):
Rolling Banels! (Huge, do not move towards units, just straight!) (Think of other maze ideas I could add.)
Walking, snapping, chests! (They set up a trap around them of burrowed zerglings! and drop nice loot on death!)
Wizards across from each other on lanes chanting a spell, this spell creates a wall of fire every few seconds!
Glue Banel/boomer unit!
Dividing the ground traps! (maybe? Just depends on if I'm up to it when I get to it, since it will obviously have its own problems, but it gives players a better reason to have escape spells (Which I made required).
Spells
I'm not sure how diablo 3 does it. But after seeing tiers on their spell lists, I was inspired to make this type of deal. Basically, there are 6 tiers with 2 spells each inside, but you can only pick 1 of those spells. So choose wisely!
Progress
All states of spells are either in alpha or beta, most likely, beta.
Barbarian:
5/12
Monk:
3/12
WitchDoctor:
11/12 ( The one remaining is beyond easy though, but I feel like putting it off. XD )
If you make it single player follow the mechanics closely but make it sci-fi themed, I personally hate maps that name units things like knights and use a marauder for the unit model.
If you make it multi-player make it more like Arena or RPG type maps
"Diablo 3 hero siege" :p If you don't know what that is, it's basically lanes that add up to the center point where the heroes spawn/buy/revive at, and sometimes protect. I would do a rpg, but there are multiple problems with doing so. (map size is small for one) And yeah, definetly not going to be using anything sci-fi. If possible I dont even want to use most of the zerg units or zealotish units. Btw, about to upload a video showing off the terrain and some spells. Video is up. On first comment.
I'm not personally a very big fan of Diablo, but it sounds cool. There wasn't enough good TD's in Warcraft, SC could use some.
Of course, you would need to make or have access to new models or else it won't be Diablo TD, it'll be Weird SC TD w/Diablo Names. Given that it's Diablo, it would make sense to use things from the game, but add your own touch to it (new or expanded abilities, items, characters, etc, so long as it fits in the game [i.e. not Lord of the Rings Footmen with a super Goblin mech that shoots missiles for three of it's four abilities]). Of course if you have your own ideas for the map, it would be better (I think) to make your own thing and maybe draw on Diablo and other sources to fill in the gaps.
Me being tired. Hero siege, TD... similar goals, slightly different method of achieving them.
Regardless everything I said transfers over just fine (and there were plenty of good TD's, but it takes a matter of playing games like this four or five times before you just know what to do as the AI for these games doesn't typically adapt).
Surely you have a headset. Open windows searchbar, search for "Sound Recorder". Now load up sc2. Start Sound Recorder running and load up your map while you're frapsing. That's it, job done.
lol. I would agree I dislike the typing in the video- just use youtube's text boxes. But thats not the subject of this thread, its it? I'll get back on topic. :D
I would say keep it starcraft themed UNLESS you will have all the models for diablo units. I agree with username- I dislike when people say "knight lv1" and there is rim raynor. It looks bad. And now I see why you made your zergling wall climb tutorial :D Also 1 bit of advice from me (I know its just beta so I'm not sure if this is already planned) would be to trash the default UI completely and do it all via dialogs and letting the player set abilities to mouse hotkeys. Anyway... impressive abilities, good work, keep it up.
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Yeah, ofc. Like I responded to username I plan on importing quite a bit, and I have a problem with using even the more fantasy-medieval type of units like zerg and zealots. (Though I'll probably end up having too use them a little) Atm I've a few wow models of choice loaded in. And hell yeah, the ui is going to be trashed.
I didn't even notice it. I don't think that talking would add much to the video though, not much happens that would benefit from an explanation. Besides, it looks less dumb than using the phrase "Super Dumb" being preceded with the wrong tense of the word "look" and improper punctuation and conjunction of two sentences that should have remained respective.
Sound Recorder, by the way, is a pain in the ass. I would prefer to not have audio than use that 95% of the time. And you don't actually need a headset, most headphones have a microphone in the left earpiece I think.
The terrain looks pretty good right now. The video was a little too long to keep my interest though.
And technically you're in Alpha, not Beta. So not having the proper models makes sense at this point in time, criticism of that can largely be ignored as you can't use assets you don't have yet so need placeholders (and there happen to be perfectly good models in the game to use for those placeholders...). We've been using these stick figure things for one of the games I'm working on. The walk animation has four like five keyframes.
Yeah, I've been using the words alpha and beta interchangeably on accident. I really shouldn't be though. Haha. I was referring to the spells seen as being in beta, not the whole map. My bad. And yeah, now that I think about it, I've a import shown in the map. And finally, yeah, the video was made a bit to long. I at first planned on it being all terrain and just posting in the terrain forum for help. But went what the hell at the last moment and did it this way. Normally I would separate spells and terrain videos, or at least put the boring hey look at my terrain part last.
Yeah. I think in actuality alpha is a state where the game is done save for the art assets (thus placeholders), and beta is pre-release (polishing it up, fixing bugs, etc). Anything before that is pre-Alpha. You can use whatever terms you want, I don't really care and don't think anyone else sane does, but that's what a year of classes on the development cycle of software with a psychopathic professor makes you notice and automatically point out (I failed an assignment I was supposed to be updating once because I didn't change the version number in the header from 0.5.1 to 0.5.2 because I think that the header is stupid, therefore, as far as he apparently could tell [at least that was the excuse, I'm pretty sure he just hates me], it was the same version).
Heh, not to be a downer, but I can't stand typing in the sc2 chat either. Just add some annotations in the youtube video editor or add description text. Like, 13:00 - "blah happens". The terrain looks symmetrical, good starting point - obviously there's room for a lot more details.
Yeah, I mean, I dont really mind if people comment about not liking the sc2 chat... I can fix that on future videos.. no problem... But he literally told me, because I typed on the video, the video fails and so does my entire map. I also used the chat sometimes just to buy some time for the units to spawn. :p
@zenx1: Go
You could try being, I dunno, less angry? Seriously. "your map sucks even though you just started it. Stop making it." Really? Jeez. All great maps start somewhere, and who cares if its going to be a good map or not? Every time you make a map, good or bad, it just gives you more experience and skills in the editor to make better maps....
I passed the classes so I don't care. If I failed the courses and didn't get credit then I would be more upset and would at the very least be incredibly annoying for a few months, however I also think there may have been a contact requirement that he did totally overlook (I don't typically go to class unless I have to because I think they're easy, I can teach myself the work faster usually). Then again that may have been because he didn't want to take roll... either way, I do need to at least mention that because he definitely could have failed me if there was, which redeems him to some extent. I went to like maybe four classes. But I HATE teachers that have some strict guideline to follow because that guideline is ALWAYS flawed somehow (like in some early C classes, they'll have you use structs for a lot of things because you're not supposed to know much more than that but the schools don't seem to be too keen on letting me skip half of required courses, so I did horribly in those because I take pride in most of my work and refuse to degrade the quality of what I do in order to meet a lower standard. Which you would think would actually get you a higher grade, I mean when you make work BETTER than the requirements... it's like being in an intro art class and getting trouble because you can draw better than everyone else in it).
EDIT: ^ I have no idea why it's doing that.
Also, that is typically what HERO SIEGES (not a TD, although I maintain my argument that the two are very similar) are, a few otherwise blank lanes. If they weren't blank then there would be some issues with creeps getting down them wouldn't there? Personally I think it looks pretty good. It's clean, not a lot of clutter around the screen except, it seems, in the non playable area (where it looks like you spent some time...), but that could be preferable as it gives ambience.
As I said, I'm not a fan of Diablo, and would rather see it go in a more original direction, but that's your choice. However I think you should make it darker (the lighting) and add in more local lights (not sure what the term for it is, never had to say it before now, like the flashlights in some of the TPS mods or torches or whatever). If you can, I'm not sure how much control you have over the dominant light as I haven't tried to change it yet. The darker atmosphere would be better for this type of artistic style, imo. You know, with the mountains and fog, etc, on the background, it gives it a feeling of seclusion that you should take advantage of (not a lot darker, like pitch black midnight or something, that's for horror games like mine, but like twilight-ish, where there is light to see but it's still dark enough for you to really be able to play with it). Clearly it's somewhere high up in the mountains somewhere, from the looks of the runes on the ground and the various statues it appears to be something of a religious area or something similar that is of significant importance. It is, of course, a lot harder to do work like that for something like this, since you don't see the sky or anything you can't use that to much effect (being able to design the sky makes doing work on developing ambience so much better), leaving you primarily with lighting (which you may not be able to modify as extensively as I think you can).
And seriously, people, what is wrong with the SCII chat? What if he uploads it somewhere that isn't YouTube, or doesn't want to deal with YouTube's horrendous layout to add annotations (which I can't really blame him for, I find it annoying just to upload videos), or, the most likely, simply didn't want to take time to annotate it when there is a perfectly good way of displaying what he wants faster and as he goes through it, reducing the amount of redundancy spent on a video that maybe a couple hundred people at most will watch with any real enthusiasm, of which a fractional amount will actually care what he writes in said annotations? Like, I get it, it's kinda hard to read, but HOW has that become the primary topic when there are plenty of other great things about his project to discuss that actually have an effect on the gameplay, which is what you should be concerned about?
Yeah. I have mixed arguments about making the lighting darker though. Orginally I had it rather dark, but still some light. The terrain looked fine over all like this, but the units were hard to clearly see. I also don't think diablo or a horror/gothic theme is primarily dark. Mostly, I based the terrain around this area from diablo. It's creepy, yet bright. http://static.clanbase.com/CB/images/news/2008/diablo3_016.jpg & http://www.diablo3demo.com/diablo3screen5.jpg I've changed my lighting and terrain around a little since the video. For instance, my mountains are bigger now. I realized that they weren't really to scale. I've also changed the fog a bit.
Frankly, I don't necessary see the problem about sc2 chat either, well at least not over the fact that text bubbles on youtube are also not awesome to have. But I suppose using them will make the videos pace seem faster and more fluent. Ultimately, I do agree though. The topic of this thread was rather or not I should make a map like diablo, and how much so?
Yeah, I've seen the youtube videos of it before anyway. I will probably add my own hp/mana type of deals though. Simply because I doubt Blizzard would appreciate whatever method he used to get the ui from them. It is also most likely a rather big file, and mine would also probably be a rather big file. So I will really just have to see how it goes.
I don't think they care to be honest, especially since it's going into a mod for one of their games. They only seem to have much of an issue with people that are using their IP or copyrights/trademarks because that might lose them money (someone selling assets might have an issue too, don't do that), whereas using their assets like models and textures really doesn't affect them. Obviously there are varying circumstances, but I'm the same way with all of my stuff. It really makes no difference to me if you were to take models out of a game or something of mine, even if I sued you over it I likely wouldn't get much anyway because I can't think of a way you made me lose money. Well I could make you stop, and maybe something about the EULA. But altogether it wouldn't amount to much, other than to be annoying and maybe make you pay legal fees. If I didn't make a 'reasonable' effort to contact you over it I might not even get that, and most people will stop the second they see a C&D, especially if it contains LLC, Inc, JD, or Law because that is kind of scary, like when cops knock on your door. Whereas IP or something, THAT can have a considerable affect. Even in a mod, if they a really bad job with it (which you know most mods based on other games are) then that can detract people from the product. And if you sold something using our IP then that enters a whole new thing and obviously whoever does that is pretty much gonna be fucked.
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Introduction
Diabolical is a hero siege highly based off of Diablo 3 classes, spells, and creeps. But at the same time it will also show some originality and changes, bending it towards my will and creativity. One thing, that both games probably have in common, but one would not expect to really see in starcraft 2, is environment interaction. While there most likely wont be something towards a destructive environment used to slay your enemies, I will have units climbing walls and jumping onto the Lanes. As well as other introductory methods. To the best of my ability the game will also feature many units with special interactions, such as a boomer would blow himself up in l4d. But, at the same time, I wish to stay away from things like the smoker in l4d that makes Co-Op almost mandatory. Not to say a hero siege isn't partially Co-Op.
Current
Should the name stay Diabolical Hero Siege? What do you want to see in the game?
Second Glimpse
Want To Join This Project?
Here's the projects page: http://forums.sc2mapster.com/general/team-recruitment/19143-diablo-3-hero-siege-aka-diabolical-hero-siege/
I'm only looking for UI art and Modelers
Traps:
What would diablo be without traps? Not much different, just diablo without traps. But still! I'm determined to add traps.
My lanes aren't very linear. Enemies can climb over the wall, jump over from a nearby cliff, or even teleport in! So the hero will probably not feel comfortable in many of the spots. Save the middle. Therefore, I can add an arsenal of traps!
Here are some of my ideas (Any suggestions to add/improve would be awesome):
Rolling Banels! (Huge, do not move towards units, just straight!) (Think of other maze ideas I could add.) Walking, snapping, chests! (They set up a trap around them of burrowed zerglings! and drop nice loot on death!) Wizards across from each other on lanes chanting a spell, this spell creates a wall of fire every few seconds! Glue Banel/boomer unit! Dividing the ground traps! (maybe? Just depends on if I'm up to it when I get to it, since it will obviously have its own problems, but it gives players a better reason to have escape spells (Which I made required).
Spells
I'm not sure how diablo 3 does it. But after seeing tiers on their spell lists, I was inspired to make this type of deal. Basically, there are 6 tiers with 2 spells each inside, but you can only pick 1 of those spells. So choose wisely!
Progress
All states of spells are either in alpha or beta, most likely, beta.
Barbarian:
5/12
Monk:
3/12
WitchDoctor:
11/12 ( The one remaining is beyond easy though, but I feel like putting it off. XD )
Wizard:
5/12
Demon Hunter:
0/12
@Skittles17: Go
You should
If you make it single player follow the mechanics closely but make it sci-fi themed, I personally hate maps that name units things like knights and use a marauder for the unit model.
If you make it multi-player make it more like Arena or RPG type maps
@Usernameisntworkingright: Go
"Diablo 3 hero siege" :p If you don't know what that is, it's basically lanes that add up to the center point where the heroes spawn/buy/revive at, and sometimes protect. I would do a rpg, but there are multiple problems with doing so. (map size is small for one) And yeah, definetly not going to be using anything sci-fi. If possible I dont even want to use most of the zerg units or zealotish units. Btw, about to upload a video showing off the terrain and some spells. Video is up. On first comment.
I'm not personally a very big fan of Diablo, but it sounds cool. There wasn't enough good TD's in Warcraft, SC could use some.
Of course, you would need to make or have access to new models or else it won't be Diablo TD, it'll be Weird SC TD w/Diablo Names. Given that it's Diablo, it would make sense to use things from the game, but add your own touch to it (new or expanded abilities, items, characters, etc, so long as it fits in the game [i.e. not Lord of the Rings Footmen with a super Goblin mech that shoots missiles for three of it's four abilities]). Of course if you have your own ideas for the map, it would be better (I think) to make your own thing and maybe draw on Diablo and other sources to fill in the gaps.
@Varine: Go
Where did the td come from? Xd Also wc3 had a ton of good td's.
Me being tired. Hero siege, TD... similar goals, slightly different method of achieving them.
Regardless everything I said transfers over just fine (and there were plenty of good TD's, but it takes a matter of playing games like this four or five times before you just know what to do as the AI for these games doesn't typically adapt).
Surely you have a headset. Open windows searchbar, search for "Sound Recorder". Now load up sc2. Start Sound Recorder running and load up your map while you're frapsing. That's it, job done.
@Eiviyn: Go
What's with all the dissing over simple typing on sc2. I'm a freaking map maker, not a youtube video host....
@Skittles17: Go
lol. I would agree I dislike the typing in the video- just use youtube's text boxes. But thats not the subject of this thread, its it? I'll get back on topic. :D
I would say keep it starcraft themed UNLESS you will have all the models for diablo units. I agree with username- I dislike when people say "knight lv1" and there is rim raynor. It looks bad. And now I see why you made your zergling wall climb tutorial :D Also 1 bit of advice from me (I know its just beta so I'm not sure if this is already planned) would be to trash the default UI completely and do it all via dialogs and letting the player set abilities to mouse hotkeys. Anyway... impressive abilities, good work, keep it up.
@zeldarules28: Go
Yeah, ofc. Like I responded to username I plan on importing quite a bit, and I have a problem with using even the more fantasy-medieval type of units like zerg and zealots. (Though I'll probably end up having too use them a little) Atm I've a few wow models of choice loaded in. And hell yeah, the ui is going to be trashed.
Thanks for the response. =D
@Skittles17: Go
I didn't even notice it. I don't think that talking would add much to the video though, not much happens that would benefit from an explanation. Besides, it looks less dumb than using the phrase "Super Dumb" being preceded with the wrong tense of the word "look" and improper punctuation and conjunction of two sentences that should have remained respective.
Sound Recorder, by the way, is a pain in the ass. I would prefer to not have audio than use that 95% of the time. And you don't actually need a headset, most headphones have a microphone in the left earpiece I think.
The terrain looks pretty good right now. The video was a little too long to keep my interest though.
And technically you're in Alpha, not Beta. So not having the proper models makes sense at this point in time, criticism of that can largely be ignored as you can't use assets you don't have yet so need placeholders (and there happen to be perfectly good models in the game to use for those placeholders...). We've been using these stick figure things for one of the games I'm working on. The walk animation has four like five keyframes.
@Varine: Go
Yeah, I've been using the words alpha and beta interchangeably on accident. I really shouldn't be though. Haha. I was referring to the spells seen as being in beta, not the whole map. My bad. And yeah, now that I think about it, I've a import shown in the map. And finally, yeah, the video was made a bit to long. I at first planned on it being all terrain and just posting in the terrain forum for help. But went what the hell at the last moment and did it this way. Normally I would separate spells and terrain videos, or at least put the boring hey look at my terrain part last.
Thanks for the response. =D
@Skittles17: Go
Yeah. I think in actuality alpha is a state where the game is done save for the art assets (thus placeholders), and beta is pre-release (polishing it up, fixing bugs, etc). Anything before that is pre-Alpha. You can use whatever terms you want, I don't really care and don't think anyone else sane does, but that's what a year of classes on the development cycle of software with a psychopathic professor makes you notice and automatically point out (I failed an assignment I was supposed to be updating once because I didn't change the version number in the header from 0.5.1 to 0.5.2 because I think that the header is stupid, therefore, as far as he apparently could tell [at least that was the excuse, I'm pretty sure he just hates me], it was the same version).
@Varine: Go
Haha, that had to suck. I would probably of gotten him fired or at least bitch at the school person in charge a ton.
Heh, not to be a downer, but I can't stand typing in the sc2 chat either. Just add some annotations in the youtube video editor or add description text. Like, 13:00 - "blah happens". The terrain looks symmetrical, good starting point - obviously there's room for a lot more details.
@Ultimaswc3: Go
Yeah, I mean, I dont really mind if people comment about not liking the sc2 chat... I can fix that on future videos.. no problem... But he literally told me, because I typed on the video, the video fails and so does my entire map. I also used the chat sometimes just to buy some time for the units to spawn. :p
Thanks for the response.
@zenx1: Go You could try being, I dunno, less angry? Seriously. "your map sucks even though you just started it. Stop making it." Really? Jeez. All great maps start somewhere, and who cares if its going to be a good map or not? Every time you make a map, good or bad, it just gives you more experience and skills in the editor to make better maps....
@Skittles17: Go
Did you see this? Looks kinda nice. It would be a cool UI :D Anyways good luck with the project.
I passed the classes so I don't care. If I failed the courses and didn't get credit then I would be more upset and would at the very least be incredibly annoying for a few months, however I also think there may have been a contact requirement that he did totally overlook (I don't typically go to class unless I have to because I think they're easy, I can teach myself the work faster usually). Then again that may have been because he didn't want to take roll... either way, I do need to at least mention that because he definitely could have failed me if there was, which redeems him to some extent. I went to like maybe four classes. But I HATE teachers that have some strict guideline to follow because that guideline is ALWAYS flawed somehow (like in some early C classes, they'll have you use structs for a lot of things because you're not supposed to know much more than that but the schools don't seem to be too keen on letting me skip half of required courses, so I did horribly in those because I take pride in most of my work and refuse to degrade the quality of what I do in order to meet a lower standard. Which you would think would actually get you a higher grade, I mean when you make work BETTER than the requirements... it's like being in an intro art class and getting trouble because you can draw better than everyone else in it).
EDIT: ^ I have no idea why it's doing that.
Also, that is typically what HERO SIEGES (not a TD, although I maintain my argument that the two are very similar) are, a few otherwise blank lanes. If they weren't blank then there would be some issues with creeps getting down them wouldn't there? Personally I think it looks pretty good. It's clean, not a lot of clutter around the screen except, it seems, in the non playable area (where it looks like you spent some time...), but that could be preferable as it gives ambience.
As I said, I'm not a fan of Diablo, and would rather see it go in a more original direction, but that's your choice. However I think you should make it darker (the lighting) and add in more local lights (not sure what the term for it is, never had to say it before now, like the flashlights in some of the TPS mods or torches or whatever). If you can, I'm not sure how much control you have over the dominant light as I haven't tried to change it yet. The darker atmosphere would be better for this type of artistic style, imo. You know, with the mountains and fog, etc, on the background, it gives it a feeling of seclusion that you should take advantage of (not a lot darker, like pitch black midnight or something, that's for horror games like mine, but like twilight-ish, where there is light to see but it's still dark enough for you to really be able to play with it). Clearly it's somewhere high up in the mountains somewhere, from the looks of the runes on the ground and the various statues it appears to be something of a religious area or something similar that is of significant importance. It is, of course, a lot harder to do work like that for something like this, since you don't see the sky or anything you can't use that to much effect (being able to design the sky makes doing work on developing ambience so much better), leaving you primarily with lighting (which you may not be able to modify as extensively as I think you can).
And seriously, people, what is wrong with the SCII chat? What if he uploads it somewhere that isn't YouTube, or doesn't want to deal with YouTube's horrendous layout to add annotations (which I can't really blame him for, I find it annoying just to upload videos), or, the most likely, simply didn't want to take time to annotate it when there is a perfectly good way of displaying what he wants faster and as he goes through it, reducing the amount of redundancy spent on a video that maybe a couple hundred people at most will watch with any real enthusiasm, of which a fractional amount will actually care what he writes in said annotations? Like, I get it, it's kinda hard to read, but HOW has that become the primary topic when there are plenty of other great things about his project to discuss that actually have an effect on the gameplay, which is what you should be concerned about?
@Varine: Go
Yeah. I have mixed arguments about making the lighting darker though. Orginally I had it rather dark, but still some light. The terrain looked fine over all like this, but the units were hard to clearly see. I also don't think diablo or a horror/gothic theme is primarily dark. Mostly, I based the terrain around this area from diablo. It's creepy, yet bright. http://static.clanbase.com/CB/images/news/2008/diablo3_016.jpg & http://www.diablo3demo.com/diablo3screen5.jpg I've changed my lighting and terrain around a little since the video. For instance, my mountains are bigger now. I realized that they weren't really to scale. I've also changed the fog a bit.
Frankly, I don't necessary see the problem about sc2 chat either, well at least not over the fact that text bubbles on youtube are also not awesome to have. But I suppose using them will make the videos pace seem faster and more fluent. Ultimately, I do agree though. The topic of this thread was rather or not I should make a map like diablo, and how much so?
@zeldarules28: Go
Yeah, I've seen the youtube videos of it before anyway. I will probably add my own hp/mana type of deals though. Simply because I doubt Blizzard would appreciate whatever method he used to get the ui from them. It is also most likely a rather big file, and mine would also probably be a rather big file. So I will really just have to see how it goes.
Thanks for the responses.
@Skittles17: Go
I don't think they care to be honest, especially since it's going into a mod for one of their games. They only seem to have much of an issue with people that are using their IP or copyrights/trademarks because that might lose them money (someone selling assets might have an issue too, don't do that), whereas using their assets like models and textures really doesn't affect them. Obviously there are varying circumstances, but I'm the same way with all of my stuff. It really makes no difference to me if you were to take models out of a game or something of mine, even if I sued you over it I likely wouldn't get much anyway because I can't think of a way you made me lose money. Well I could make you stop, and maybe something about the EULA. But altogether it wouldn't amount to much, other than to be annoying and maybe make you pay legal fees. If I didn't make a 'reasonable' effort to contact you over it I might not even get that, and most people will stop the second they see a C&D, especially if it contains LLC, Inc, JD, or Law because that is kind of scary, like when cops knock on your door. Whereas IP or something, THAT can have a considerable affect. Even in a mod, if they a really bad job with it (which you know most mods based on other games are) then that can detract people from the product. And if you sold something using our IP then that enters a whole new thing and obviously whoever does that is pretty much gonna be fucked.