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My son - Diablo II Adam.

10-05-2007, 02:33 AM#1
Leopard
--Hello, friends. I have just finished my project "Diablo II Adam".
I think its good to show my work here so i will know how quality it is.
--There is not much to say about my map..its clearly. An other map of Diablo topic. At first, i intend to make "Act 4". Its a short act, but anyway,...Act1 is a good starting for Diablo.
...And, a little about my map.
+4 players can join, you can also play single mode. but if you play with full places..you will be able to play "PK Mode" after finishing the map [kill Andariel].
In "PK Mode", it work like an arena map. each player will act as a team. Believe me..its really fun...when all has ended..run around and kill you friends make you burst...^^.
+There are about 80 items in the game, all is custom..They have 3 grades: normal - magic - rare. Some are really powerful.
+I mimic the skill tree of Diablo II. So , you may have "energy shield, static field, vigor, shout, twister, werebear, dragon talon,...ect"
+The last: before complaining anything, please play it first, and make sure you have gone with the game far enough to see and to understand my attitude in the game...
...Have fun, here are some screen shot...

++Download: http://epicwar.com/maps/32457/





10-05-2007, 10:05 AM#2
Captain Griffen
You forgot to say what the map was.
10-05-2007, 02:38 PM#3
Castlemaster
Alright, I took the time to play 2 classes: Paladin and Druid.
Here's what I found:

Pros
  • Independent summons were a big part in this map and really added to the game.
  • Many spells are well done. I thought the method for doing pally auras was well done, and Druid's twister spell is actually pretty good.
  • Good variety of items as well as drop system true to Diablo II. Interface was very clean, and making items specific to classes is a good thing.
  • Overall I found this map to have plenty of potential and moving in the right direction

Cons
  • Early Heroes are overpowered. Although the first parts should be easy, having 800 hp and 25-35 damage against foes with <100 hp and 7-8 damage is just plain lazy
  • The first hero spell doesn't cost nearly enough mana. 10 mana when you have 200-300 makes you able to cast those spell indefinitely. Even at early levels you shouldn't be able to spam indefinitely
  • Summons need a cap. As a Druid, my summons were only limited by how fast I could cast them, so that I'd end up with 6-8 summons, each powerful enough on their own
  • Classes should reflect a talent build in D2. I was disappointed to find that necromancer did not have any summon abilities. In the future, make possibly a summon necromancer, a poison necromancer and bone necromancer. In short: more class selections. Instead of just "paladin" make "Paladin: Holy Freeze" where he can only have holy freeze and one other aura, and give him zeal, charge, and holy bolt
  • Similarly, why does the Druid have two summons that essentially do the same thing. Why not make "Druid: Werewolf" and "Druid: Werebear", such that the werewolf form only summons wolves, but his werewolf form is higher attack speed, while werebear can only summon one bear and has higher damage in werebear form. If you are going to give two summons, make one have different utility (a sage or creeper vine would be cool in that situation).
  • Items: Item system was lacking in a few areas. For one, I ran out of room extremely quick, and could not find a shop to sell the items. An extended inventory system would really add alot, as well as an item exclusion system that only allows one armor, one helmet, one 1-handed weapon w/shield, etc.
  • Mercenaries: IMO, the mercs should be independent summons just like the other summons. Also they should have 3 slot inventory, just like in Lord of Destruction. However, they definitely should teleport with you when you use scroll of town portal. Also the merc had the same problem where she had more hp than the Druid, who is a STR hero.
  • Town Portals: Although they transported me to town, it was inconveniencing to have to walk back to where I ported. Try and make the town portal also take you back to wherever you were fighting
  • Just a suggestion, but instead of Tomes costing gold, you should give 5 lumber every time the hero levels up, then make each tome cost 1 lumber. This would be much truer to D2 style (also much more balanced)
  • Some unique creeps had disproportionate levels. I encountered a level 10 zombie in the den of evil when I was level 3.
  • I understand your reasoning behind using trees as pathing blockers into higher level areas, but I found them to be more annoying than guiding. Just warn them if they are going into a zone too high level for them.

Don't take these as negatives, but suggestions. You laid good groundwork, you just need to put effort to making it a great game.
10-05-2007, 03:00 PM#4
Malf
It's looking nice, I love diablo so I'm going to give it a shot.

Judging from what I've read from the feedback by Castlemaster, you really should add more abilities and ability branches. I really like that about D2, you not only just pick one class, but you can also turn that class into a completely different character, meaning just because you're a Paladin doesn't mean you can't smash shit as hard as a Barbarian. Or if someone's Sorceress is showing off her fire spells, you can use your Ice Sorc of doom and show him true pwnage.

Maybe consider using spell books so that you can have more space?

And also, another thing that interested me the most with D2 is the socket system. It's really neat and it adds to the flexibility of class builds and shtuff.
10-06-2007, 01:58 AM#5
Leopard
Ok,..thank you very much for your feedback, castlemaster. I must say that your idea is precious. Yes,..a map is never a perfect map...I still keep continuing my project. Maybe it requires much more effort to complete my map...^^
10-06-2007, 09:39 PM#6
Castlemaster
I have played Diablo 2 until I am sick of it. I can honestly say of this map is the closest a map has come to it's greatness. I would honestly love writing up some skill trees for the various D2 builds of this map. (feel free to personal message me if you want some ideas)

As far as work, it turns out you HAVE put in a decent amount of work. The good thing is that your map has alot of potential, and as long as you keep putting work into it it will be great.
10-07-2007, 09:41 AM#7
Leopard
Your majesty..I agree with you..
I feel that people seem being fed up with ACT1 for a lot of similar maps were done..So i am working on my new project D 2 Act4. And its really good that you, a true fan of D2 can help me abit...I am glad to receive any of your tips or information, friend. Post it here or to my email: [email protected].
..Again, thanks a lot...
10-09-2007, 05:43 PM#8
Castlemaster
In addition to what I mentioned in my previous post, here are some class build ideas that would replace what you currently have:

Paladin:Zealot (STR hero)
  • Zeal:Base off of frenzy. Increases attack speed by 100% for 2/3/4/5 hits and increases melee damage.
  • Fanatacism/Defiance aura (keep the same way you had auras w/one button): fanaticism increases attack speed, defiance increases armor.
  • Charge: Instantly moves paladin next to a unit and deals 200/250/300/350% weapon damage.
  • Conversion (ultimate): chance to convert non-boss non-unique creep with every strike (passive, but only has 1 chance to convert per zeal attack).

Paladin:Defender (STR hero)
  • Holy Shield: Temporary buff that greatly increases armor and the damage done by shield bash.
  • Thorns/Holy Might aura (keep the same way you had auras w/one button): thorns works like the blizz ability, holy might is command aura.
  • Shield Bash: stuns a unit for 1/1.5/2/2.5 seconds dealing increasing damage.
  • Blessed Hammer (ultimate): Will need triggering to mimic D2.

Druid:Werebear (STR hero)
  • Werebear: Increases max hp, damage, and armor (use a morphing ability like you did).
  • Shockwave: Use tauren chieftain shockwave, and also stun units caught in it.
  • Hunger: life steal and mana steal (easier to just trigger the life and mana steal).
  • Summon Grizzly (ultimate): Only 1 at a time. Has a command aura affecting only it and the druid.

Druid:Werewolf (AGI hero)
  • Werewolf: Increases max hp, attack speed, and move speed(use a morphing ability like you did).
  • Rabies: trigger it so that the poison is spread. The poison itself should be based on unholy frenzy w/no attack speed increase.
  • Dire Wolves: Increased max # and hp w/level gain.
  • Fury (ultimate): Each attack increases attack speed. Should work just like D2. Will require some triggering to increase attack speed w/each hit.

--------------More will come later-------------------