Originally Posted by Muz333
This is making remarkably fast progress considering the lack of knowledge on how to currently use the editor!

So what does the mod intend to encompass? The entire campaign? What about skills/classes or will you chose to use the current system? Custom mobs?

My apologies for so many questions but you have really peaked my interest.



Well i want to create the entire campaign from Diablo 2 but in the Divinity Engine and style of D:OS (unless someone manages to make a new script to have simultaneous turns in combat) I would like to make new skills that are similar to Diablo 2 like the old school meteor or frozen orb (this is way later down the road as no one quite knows how to do this yet). most of the Dialog in the Rogue encampment is in just now and when i know how to import new sound files i will import the voiced dialog from Diablo 2 as well. I think i will need to put in a few custom quests or maybe even trigger events just to fill up space as Diablo 2 originally was very bare.

I am currently building the inside of The Den of Evil which is working as intended at the moment.

I also plan to make the teleport pyramids create a portal (like the ones you see in the screenshots) when you drop it on the ground. (just now i am using the wayshrine sound file on loop) but if i could import the portal sound from Diablo 2 that would be nice as well.

Custom portaits would be nice for dialog with like Deckard Cain and other characters.

No idea how i would make characters like Andariel / Tyrael, but i have a pretty good idea on how to do most of the characters / enemies in-game. Thanks to Norbyte and his material editor tutorial i can also now make Diablo i think.

A timescale for this is quite... unknown, there are around 28 locations in Act 1 (this includes different levels of caves / towers / catacombs etc) and so far i have done Rogue encampment, Blood Moor and partially done the Den of Evil. Its a large task no doubt about that opa !

Last edited by Shidiwen; 07/07/14 11:01 PM.