Post any screenshots of what your mod may look like and how far you are in making your mod. You do not have to share everything, anything that you feel like sharing
(if there is anything done... unlike my mod, im STILL having trouble stating to even get the modifications to work at all >.<. All I have is my ideas down so far.)
If I had anything I would post it...
This is as far as I got:
Re: What does your mod look like?
Posted: Tue Feb 22, 2011 9:00 pm
by inferno-hero
no more rings/amulet, now its bracers/leggings/shoulders
control panel
Re: What does your mod look like?
Posted: Tue Feb 22, 2011 11:17 pm
by Ignaitus
I like the mana/health orbs
Re: What does your mod look like?
Posted: Wed Feb 23, 2011 1:42 am
by kidpaddle94
my life/mana orbs (made by Inferno-Hero. thank you again)
new item:
when you use it:
it actually leads to my secret located uberquest: http://modsbywhist.49.forumer.com/viewt ... p=638#p638
(in files, it's located in the underground passage level 2. but I disabled the entrance by the underground passage level 1. So the only entrance is the portal now.
of course I won't reveal how to get the scroll here
(if anyone is interested on how I made this uberquest, just pm me. This is kinda like uber tristram or cow level, but the portal doesn't spawn directly from the recipe )
Re: What does your mod look like?
Posted: Wed Feb 23, 2011 2:33 am
by PureRage
cains evil brother (1 of 4) who hold the keys to get to decard cain
Special Locked Doors
Act 1 Town/Wps
Scroll that gives your new "pet" a boost
Thats all in act1, the tiles have been switched so act 1 has the desert look, act 2 has the fields look, act 3 is remaining as is (i think) act 4 uses the act 5 look and act 5 has the "hell" look.
Re: What does your mod look like?
Posted: Wed Feb 23, 2011 2:52 am
by Kiahdaj
I must say, PureRage, from the bits and pieces I have seen of what your mod looks like (in other posts as well) I think it all looks fantastic. I would love to play it. You haven't released it have you?
I love it all.
Those Deckard Cain monsters though, they won't move will they? Well, besides walking.
I also love the swirly mana and health orbs.
I'm actually going to PM you now to ask you a few questions
Re: What does your mod look like?
Posted: Wed Feb 23, 2011 5:18 am
by PureRage
the decard cain monsters walk around and have a casting animation also. .
Some of the stuff from The Midlands is being recycled. i passed those files on to my brother to play around with as it was very much a "learning" mod. It is the base for the project im working on at the min. I also have a mod partner now to take the load off and do the mapping (that imnot great at). He'sonly been modding about 2 weeks and has already redone all the act 1 ds1's and most of the act 2 ds1's too.
So far act 1 is complete as far as maps, changed quests, and trash populating go. Most of the bosses are done and addedbut there are still a couple who need added for the Familiar scroll's.
Progress is good though.
Re: What does your mod look like?
Posted: Thu Feb 24, 2011 1:09 am
by Ignaitus
I was just thinking about an evil dekard cain last night ^_^. Damn
Re: What does your mod look like?
Posted: Thu Feb 24, 2011 1:13 am
by kidpaddle94
this locked door is cool ^^
Re: What does your mod look like?
Posted: Thu Feb 24, 2011 3:57 am
by inferno-hero
PureRage, that looks amazing. and as a side note, your stats/inv screen look very much like an older version that i used.
I haven't done any major map editing lately, but i will be adding multiple upon multiple new areas, some functioning as "side-quests" and others just to roam.
I will also be adding multiple bosses to accommodate my new maps.
I as well do not find interest in sets/uniques, which is why there will be very few in my mod, and most of them will be hidden throughout the acts. (probably only 10-15 max)
Skills will only be obtainable through "tokens" or gear. Tokens will only be sold by vendors, or dropped by super bosses. (not uber, do not get these confused) Also super does not refer to Super Unique, in my mod it refers to bosses that have special stats to not allow death until either, A) a special item is obtained, or B) you do it the hard way and find its weakness. (which will not be easy)
Re: What does your mod look like?
Posted: Sun May 29, 2011 8:26 pm
by Wopsh
These mostly completed UI graphics were hard work and I can take pride in them . Note that armor can take up 3x4 cells so it does not need to be squeezed into low resolutions and proportions. The demon is now on the left and the angel is on the right like in Diablo 1 but the orbs need some fixing to be pixel perfect.Weapons can take up to 3x5 cells so I don't need to scrunch up spears into detail eliminating proportions. Inventory size does not suffer from the larger high resolution weapons and armor.
Re: What does your mod look like?
Posted: Thu Jun 02, 2011 6:53 pm
by Xaphan
Here is a look about my "Artefact" system, inspired from Titan Quest :
(Sorry, screen is in french because i'm french . This is ust so you can see the idea)
Basicaly, once you have found a Formula, and the 3 required items, you cube all and get an artefact.
You can get even better artefacts by cubing artefacts with others artefacts (and, of course, with the formula)
Also, some others screens of what my mod look right now (but there is still a lot to do) :
Skill panel :
Stash and some new items :
Re: What does your mod look like?
Posted: Thu Jun 02, 2011 7:28 pm
by Ignaitus
My mod has a modifyed version of Blood Raven, she commands the army of the eternal, sworn to never die until there master dies, gifted from the blood of mephisto. Your reward is
@Xaphan your skill tree looks awesome. and your item graphics are quite intriguing.
Re: What does your mod look like?
Posted: Thu Jun 09, 2011 1:48 am
by Jheuloh
Xaphan" wrote:
Are those Guild Wars skill icons just place-holders?
Re: What does your mod look like?
Posted: Wed Jun 15, 2011 5:17 pm
by Xaphan
No, theses are the definitives incons I'm using. And Yes they come from Guild Wars (Unfortunately I don't have the skill to make my own icons )
Here is some more screens :
Current main screen :
Choose you class ! :
One of the new towns :
More to come later
Re: What does your mod look like?
Posted: Sat Jun 18, 2011 8:52 pm
by AlphA - The Real One
All french:( Make an english version too? Btw. your Mod looks amazing
MfG
AlphA
Re: What does your mod look like?
Posted: Sun Jun 19, 2011 7:19 pm
by Jheuloh
Nice menus!
Re: What does your mod look like?
Posted: Sun Jun 19, 2011 7:38 pm
by Ignaitus
Guild Wars is a pretty decent PvP MMO and fairly balanced (except for vampire Rangers and 55 monks). But not worth the PvE (except for Eye of the North).
Again, decent and free.
Re: What does your mod look like?
Posted: Fri Sep 09, 2011 4:02 am
by Lady Isabelle
TDM Mod
Most of this was just messing around
Why did they spawn in lava??
Dont give a boss pack of Diablos Multi-shot, bad things happen.....
And the SoH now does something!
Re: What does your mod look like?
Posted: Fri Nov 11, 2011 2:54 am
by Xaphan
Here is a new screen of my current "Specialities" system :
The concept is simple :
Every class in the game have acces to this tree of passives skills (all here are passives).
When you reach level 5, you can chose one of the 4 "training skills" (they look like a +). You can only chose one. They are : Melee combat, Ranged combat, Offensive magic and defensive magic.
Then, you can get skills (10 per) that are associated to the "training' you just chose with fame. Fame is gaigned by killing monsters or when you do some quests.
Each skill have a maximum level of 5 and cost more fame each time to be increased.
Because every class have acces to theses skills, you can make your character to be very different than the one of an other player that play the same class. You can make melee oriented sorceress, magic oriented amazons, etc...
Theses specialities can, foe exemple, increase damage of weapons when you hold 2 of thems, make you attack faster, increase life or mana regenerated by potions, increase minions stats like life or attack speed, make your curses last longer, increase the range of your wards, etc... and of course, they work on any skills. Not only the 60 others active skills you have (30 per tab), but also skills from others chars or skills that can be obtened throught items.
When the mod will be released, I hope players will like this system
Re: What does your mod look like?
Posted: Wed Nov 23, 2011 6:09 am
by HarvestWombs
Xaphan your mod looks really good
Also i noticed that your cursor also has some color issues in the charcreatescreen...
I cant seem to find a palate that looks good.
Also to continue this topic... Here is a screenshot of my current Character Creation Screen
AoTBE is the continuation of "The Forgotten" by Inferno-Hero aka "me"
The Current Inventory setup
As some of you have probably noticed... The items are from the D3 jpeg dump.
I am currently working on re-doing all skills for every class, a mighty task i must add.
Along with all class skills im also doing most monster skills.
Re: What does your mod look like?
Posted: Wed Nov 23, 2011 6:58 am
by kidpaddle94
omg, that GUI is so cool ^^
Re: What does your mod look like?
Posted: Sat Nov 26, 2011 3:45 pm
by Jeewdew
I love how you use Guild Wars icons and Titan Quest items...
But what ever - I'm taking some graphics from D3, Rift, WoW, Titan Quest etc. myself too...
- I'm missing a Hireling screen but I CBA to add one to my char for a shot.
And then I'm not sure what to do with the orbs yet so they're standard without any frame what so ever.
This is all I have to show as of right now:
(Working on skilltrees of all the class)
Re: What does your mod look like?
Posted: Sun Jan 22, 2012 9:49 pm
by mirecek
Finally I can show something, too. Buttons and other elements still need to move,
but for graphic part .. this is the last (and the final, I hope) version the UI. A bit dark and boring, comparing to others, eh?