| 07-10-2003, 03:20 AM | #1 |
Alright I know what MOST of you people are thinking. Ugh, Another Diablo 2 Map? But with TFT Edit I think I can possibly bring back some of the old diablo 2 goodness to WC3 TFT. I've already started this project about a week ago and it's going very slowly. Basic Information All Seven Classes Each Act Will be a Seperate Map Password System (Havn't Started) 15 Skills For Every Hero ( I know I know ) Every Skill has 20 Levels ( VERY LONG ) Level 100 Heroes I'm working on this about 2-4 hours a day ATLEAST. I'm already done ( No balancing ) The Barbarian Skills Bash, Multiswing (Double Swing with 3 Attacks near level 20), Shout, Howl, Frenzy, and Weapon Mastery. All of these skills/ Upgrades ( Weapon Mastery ) have 20 levels. For the 15 skills thing I know some of you are wondering. YOU CAN ONLY HAVE 5 HERO SKILLS ON A HERO. I used the new Arrow Key Commands to achieve this. Every character has 2-3 versions of itself. When a player presses Up, Down, Left, Right, What ever the heroes uses a point variable and region to switch. The new guy comming out retains the old ones exp, life, and mana. I'm also done all 5 healing potions, and there is a bug when it comes to exp. ( I don't know how it works but sometimes if you switch your guy will gain levels constantly) emote_sweat And I have a question for Mana Potions. Whenever I copy the Mana Regain (Lesser or Greater) or any of the Rejuvination Abilities They all delete the Data - Mana Gained Part of it and for rejuvination they delete both Mana and Healing. This isn't too big of a problem but. Other Features Realistic HP/Mana Realistic Regeneration System ( NONE, except mana ) I Have the Zombie Done!!! (WOOHOO!) I also have the sorceress started. I only have Ice Bolt and Ice Blast, BUT, I have to redo them due to that little &()*&#@ Black Demon Poker thing that automaticly comes with coppies of THe warden Poison Strike Skill. (Grrrrrrrr) I hope you people help me out and distribute some ideas. I would be greatful. I also will be doing about 2100 skills total......:( |
| 07-10-2003, 03:44 AM | #2 |
i think its great that your doing this but i have D1 2 and xp and i have played them so many times they great but why make it on another game also how u gonna do wepons cause im sure there would be a way when u pick up and axe it changes to an axe seeing as (so im told) wepons put on a giuy that doesnt normaly have them is created by trigs (thats what iv heard but i would like to see it when its done ps isnt it gonna take like 3 hours to dl (6 on bnet) seeing as its so big |
| 07-10-2003, 03:48 AM | #3 |
I don't think It would take that long to download. Just a whole lot of skills. I'm not adding Music or anything. The weapon thing I was trying to figure out. I'm no modeler, So I don't really have anyway of removing weapons from something...That poses a problem. I'll have to think about that one. And for why I'm doing this? I want to make a decent map to be proud of, and to put SOME of the other Diablo 2 Maps to Shame...Personally... |
| 07-10-2003, 04:39 AM | #4 |
you go! i will definately DL this map if it turns out as good as you say. but one thing, put just as much effort into making the map visually pleasant . Gameplay is the core but if the terrain is realistic and actually looks like (or is close to) the areas in d2 it will make your map all the more fantastic. |
| 07-10-2003, 11:11 PM | #5 |
If you need any help with triggers or skills just ask me... I'd like to help if I can. |
| 07-10-2003, 11:47 PM | #6 |
Well, i was ganna make a realistic diablo map like you are making, i will just skip that idea and move on to one of my many other ideas :) but to give you some help.. Was it that the mana pots wernt working, what you could just do is trigger the potions, and have the potions summon some stupid creature that gets removed right away after summoning(using mana pot) and If hero uses item mana pot-add x mana to that hero, if that helps, it would be in different default increments. For the sorc, a kewl idea would be, have 1 ice, 1 fire, and 1 lightning unit, so its organized. And dont give the heros their level 6 skills until they get pretty high in level. Also, you could for her, keep each sorc on a different exp level, so when you are using fire, it doesnt level up you ice sorc, but keep their HP and Mana the same, and any other stats. :) A thing you could also do, is set up their inventory as an equiptment thing, so they can only hold a weapon here or here, a hat here, an armor here, gloves here, and boots here, (to add more inventory space, you could have them buy backpacks(little box things that follow your hero :) and you could just give items to the box thing. If you triggered some items to work like how i said earlier, it would even work if you used an item in a box to heal your unit. I dont know what the max is for custom stuff, but you are going to need to make alot of custom items for enemies to randomly drop. Make sure you add a heraldric cube, and some spicey recipies :D Is it possible to save charactors, and other units, and reload them in another game, if so, do that, so you can play a new game, but keep the same hero, and levels, and items. (would also work for item trading :D) I think its save unit data thing in a trigger for that, never messed with it, so i dont know. If you link each act together on new maps, you gotta have a player vote/boot so you can "can" players that are too weak or too strong for where you are going, or where the majority of the people want to go. remember, rare enemies, and uniq enemies, and special random boss type enemies with skills. *random item shops!!! when everyone leaves town, and next time someone comes into town, alter the item shops to sell different things. If possible, make items requier levels to use. So you cant get benifits of like a windforce at level 1 :) Try to make unidentified items!!! :) Another fun thing might be to use jewels, or gems to socket into items, (have an item slot for that, and only for that) This might be how the inventory could look, and remember you can add those backpacks, and people dont need to have each of these filled with something. [Weapon] [Weapon/gem/jewel] [Body armor] [Hat] [Gloves] [Boots] You could also with charms, give them "auras" for benifits, so you could keep those in your backpacks. Well, i cant think of anything else, but all that was what i was ganna do with my diablo game :) Good Luck!:D |
| 07-11-2003, 03:35 AM | #7 | |
Quote:
I would imagine that the three arrows he's using to access the different skill sets would be organized by the the skill trees for every class. So sorc is ice, fire, and lightning. Druid is summoning, elemental, shapeshfiting, etc. and each class would get 5 skills from each tree. They shouldn't level up independatly. As in Diablo 2, it doesn't matter what skills your using, you can still put your skill point wherever you want. Switching heroes is basically just changing what skill tree you cast from, it shouldn't have an effect on your stats and damage. |
| 07-11-2003, 03:58 AM | #8 |
good luck. And never give up, like I did. |
| 07-11-2003, 04:11 AM | #9 |
Woah woah, sorry but I've been doing stuff for a day or 2. One thing. I'm not having no stupid level 6 ultimate skill. Reasonable stuff requires reasonable levels ( Level 100 Heroes, I don't care if it should be level 99 ) The skills I'm not having really any problems with, EXCEPT, If someone could give me a suggestion for what skill should I base most of the ice ones off of that would be awesome! For the Sorc, I'm sorry but I'm NOT doing that. If you are using fire spells and you want that super powerful level 18 lightning spell, but your lightning spells stink now you should not be forced to use the lightning spells to level it up. When you level up a few things happen. Your other heroes get a level up, and you get one lumber ( I'll explain ). If you spend a skill point. Stat points from all other heroes go down 1 point and you lose 1 lumber. If you spend lumber all stat points go down. Lumber is used for Passive Abilities. Abilties I'm talking about Include Warmth (Sorc Fire) Weapon Mastery (Barb Passive) Iron Skin (Barb Passive) Dodge (Amazon Passive) These all cost 1 lumber and act as upgrades. I can't get percentages (For stuff like Warmth, Weapon Mastery (Sword M, Mace M, I'm combineing it. ) All upgrades also have 20 levels just like the skills. I'm not fully sure if there will be 15 upgrades/skills or 15 skills / ? upgrades The later would make it unfair unless I made the same # of upgrades for each class. ( That means adding new ones...and I don't have too many origional ideas ) For items, I was thinking of having something like that. Such as an area where there are X Circle of Powers and a unit for EVERY ITEM (Ugh...Exausting...Time....Effort...AGh!) Where you can move the unit onto the circle to equip the item. I'm not sure How I could get the extra damage though...thats a problem. Gems Would be possible in this case. I could use the HP of a Weapon/Armor/What ever for the Damage + or Armor +. I think there is a trigger where I can change the maximum Hp of a unit...or I could just use the current hp of a unit. Set the maximum to like 9000, and set their regeneration to 0. Gems could be like permanent bonus, that when sent to the whatever circle (Armor, Weapon, Helm) It would dissapear and +The Current/Maximum Hp. Horrudric Cube would be difficult...but possible...something like where you press the remaining Arrow key ( I'm using 3 max ) the Cube hero would appear...and you could put stuff in it. 8) |
| 07-11-2003, 04:22 AM | #10 |
For weapons... well... The hero that the character is using should not carry items I think, the items that are in his packs would be attached gems and jewels perhaps. For weapons... when the hero equips the weapon have it do some equation or whatever and calculate the damage, then set the heroes primary stat to the amount that gives the desired damage. I suggest you make all heroes use the stat strength, but have strength make NO effect on the HP. And in order for the hero to gain HP you can simply give it modified manuals of health, if he ever needs to lose max HP for any reason you can use manuals of health that add a negative amount of HP. I hope these ideas help you. |
| 07-11-2003, 04:26 AM | #11 |
Alright I don't really understand what your saying. For the Health thing I did not that of that at all and that is a great suggestion. For the Stat bonus for weapons...are you saying that You ADD strength...? Like a longsword would add 2 strength? But a broadsword would add 4...So they would do like double damage. But when they unquipped it their strength would go down but 2 / 4. If thats what your saying thats a great idea too...instead of using the dumb HP idea I posted in my previous post. Thanks for the ideas. |
| 07-11-2003, 05:00 AM | #12 |
Making a sword that adds damage would not be very in depth. What I'm saying is this. The hero's strength attribute is stored in a variable (assuming your using the attributes from diablo 2). Since the actual damage the hero does is based both on the weapon he's using, and his strength (or dexterity for bows) attribute, it will run a formula doing some function with the strength variable and the power of the weapon to come up with the units ACTUAL damage. It'll then set the heroes strength to whatever it should be to achieve that amount of damage (strength is not used for HP, only for damage, so setting it won't cause any other problems). I just thought up something else too. If the hero finds a Magic weapon, you can use the hero's item slots for the magic properties and make them items that you cannot drop. So if you find a magic sword that has increased attack speed, it will give your hero a gloves of haste type item while you are using that sword. Then you can have many types of magic items without having to make an item for EVERY SINGLE variation. I hope I explained the damage thing well enough. If you still don't understand, PM me. I also might have some spell ideas so PM me about that if you need them. |
| 07-11-2003, 05:13 AM | #13 |
Yes, I completely understand what your saying now. I just thought of something. When ever your Hero picks up an item it's dropped and moved to your Hero inventory area. In each Hero Inventory Area Is a shop...That will only appear when your in town.. ( Region ) If your Item Carrier Picks up an item Your Heroes Stuff changes IF The Aquired item ( Item Level is useful here ) is the Level matching the slot the changes will occure...if not nothing will happen and you will be wasting your time. ( Say Weapon Will be Slot 1. If you Put A Level 2 Cap of Power in Slot 1 You will have no change. Thats how I'm going to do it. Basic Overview. You pick up an item...It is dropped and moved to another location. Hero 4 ( Item Carrier ) (First 3 Are your Normal Guys) Picks up item. If Item is in the right slot depending on level stat changes will occure. If Item is not in the right place nothng will happen. For Barbarians a trigger will allow weapons to be placed in slot 2...shields. EDIT: Each Hero MUST have slots 5+6 Open at all times. This is for Item Bonuses ( Attack speed for instance. Normal is 100%, slow may be 90%, slowest may be 75%, fast may be 115% ) For items of all kinds when a hero is switched all items will be moved to the comming out hero. |
| 07-11-2003, 05:40 AM | #14 |
seems a really really cool idea, got alot of work with all the abilities and with 20 levels of each keep it up |
| 07-11-2003, 05:57 AM | #15 |
Thanks from all the support everyone ( I'm working on it right now ) I just did some terraining. ( I need a really good terrainer to look it over because I'm horrible at it ) Also. With my system of items...I have to use the items that add bonuses. I would not need to store the heros Stats in a variable, as the triggers Modify Hero Atributes Lets me add, subract, and set at will. When the heroes are switched the stats are too. And when an item is removed from the Mule dude their strength drops permanently...until it's raised by another item permanently. Also every player has their own item area so NO ITEM STEALING :gsmile: I have a question for you all. Since when you get to higher levels...your armor % doesn't increase. IS -10 Armor for starting reasonable? ( Thats like a -37% Reduction, Meaning you take 37% more ) I was wondering because if I left it at 0. You would have like -5% damage taken at level 1...by level 15 you would have like -30%...and level 30 Bam... 49%. Also though I changed the values for how much damage each type does to hero armor...so that high 49% may turn to 10%. ( Chaos does like 2.5X ) ( Spells do like .50% ) EDIT: Alright everyone I'm hitting the sack. Heres what I did in the last 30 minutes or so. Added Terrain for Blood More ( It's horrible...compared to other stuff. Changed all triggers to be easily changeable for when the hero recovery system comes. Added Bounty Added STR, INT, AGI, and VIT for all heroes. |
