[Abandoned] Ogodei's Diablo 1 Dungeon tile sets

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Doub » Mon Jan 23, 2017 7:57 pm

nice! me like D1 !

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by kpepp » Thu Jan 26, 2017 9:24 pm

Very nice!
What is the difference between the new D1 tiles and those from back to hellfire?

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Ogodei » Thu Jan 26, 2017 10:07 pm

Hi :)

It's still a W.I.P , but I'm done with the catacombs. The difference from BTH is that i'm working to reproduce every (or almost every if possible) color scheme. Take a look at the 2nd and 3rd screenshot : the cathedral has different floor colors. Also, the catacombs shown in the images are different than the ones of BTH (which are gray).

Here's a pair of screenshot of the other two versions of the catacombs (look at the walls). In D1 there are 7 variations but I can only import 3 of them. 3 out of 7 are too identical if changed to D2's palette and the 4th one is fully black and white, even with bloody tiles (this b/w is unused ingame but you can still see its palette in the MPQ). I might import only the black and white walls though, but the floor would be useless :\

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And this is a WIP for D1's hell =) (no walls yet , sorry ^^')

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Doub » Fri Jan 27, 2017 1:54 pm

I look forward to check your mod ! :)


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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by kpepp » Mon Mar 20, 2017 4:49 pm

Look fantastic! Have you replaced existing levels in your mod? How difficult is to add a new level from scratch?

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Ogodei » Fri Apr 14, 2017 10:08 am

Thanks! :)
Yes, I replaced an existing level for now, because I needed a quick way to test my tiles.
I do not know how hard is to create a totally new level, but I think it won't be an issue as long as the various txt's that handle the level generation match. After i've finished with recreating the dungeons I'll work on creating new levels from scratch and let you know :)


EDIT : Dungeons are done (4 variations for each set). Now I'm working on my own D1 tristram remake :) Here are a few screenshots of the northen area. I still have to set the correct offsets for some tiles and walls, but I think it's ready to be seen.

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Here's a preview of the dungeons, too :)

*CATHEDRAL*

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*CATACOMBS*

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*CAVES*

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*HELL*

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by devurandom » Fri Apr 14, 2017 12:52 pm

Looks Awesome!

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by kpepp » Fri Apr 14, 2017 5:47 pm

Looks fantastic! I wonder whether you can combine the caves from D1 with the lava from act 4 diablo 2.

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Ogodei » Sun Apr 16, 2017 9:19 am

Thank you guys! :)

I tried to combine the Diablo 2 Lava with the caves tile set, but I don't know. I don't feel like it could suit the dungeon. Here's a picture (ignore the messing up with colors though, because I made the D1 dungeons using the Act1 Palette).

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By the way, Happy Easter :)

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Lurix » Sun Apr 16, 2017 11:17 pm

This is Back To Hellfire ??


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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by borg » Mon Apr 17, 2017 3:14 am

It might be off the topic, but I really want to say that user inferface and life/mana orbs of D1 are far better than those of D2. Just amazing classic gothic.

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by kpepp » Mon Apr 17, 2017 3:14 pm

IMO all the D1 related stuff (new units by Ogodei, maps etc ) deserve a sticky post

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Ogodei » Fri Jun 02, 2017 5:33 pm

Thanks guys for your comments ;) The dungeon conversion is almost done, and I'm also started another two projects : Converting D1 characters (Sorcerer in progress) and NPCs (already done, with also unused animation from the Alpha version of Diablo1!).
I just finished my own recreation of Tristram, even if there are still a few minor issues with tiles, and here is a preview [Cows are missing, but it will be fixed soon xD as we know that there's no Diablo w/o them].


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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Doub » Fri Jun 02, 2017 8:24 pm

@ogodei

DAMN BRO!!

btw the skills learning is also like in D1?

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Ogodei » Sat Jun 03, 2017 7:17 am

thanks :D

Yes, I plan to let the characters learn skills via books, but I have to find a balanced way for the "sorcerer" (Warlock, in my mod). He, like the Necromancer, will be able to summon several types of minions. In order to balance the gameplay I thought about crafting summoning skill books by using a plain book + some ingredients (i.e if you want to learn the "Summon Goatman" skill, you need a plain book + an organ from a killed goatman... things like that).

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by kpepp » Sat Jun 03, 2017 12:09 pm

excellent work!
BTW which file do you modify to print the phrase "Entering Tristam 20 years ago" with red letters?


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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by SpiKe. » Sat Jun 03, 2017 8:11 pm

Hey Ogodei,

good job again. Let me know if u should bug test again for you :) Would like to use it with the diablo 1 monsters u made.

Greetings

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by kpepp » Sat Jun 03, 2017 9:14 pm

Ogodei" wrote:Hello, and thanks! :D

the tool I used is "Text to DC6 Converter" by Joel [ https://d2mods.info/filecenter/dload.ph ... le_id=1362 ]
The orange color is from code edits, but you can also recolor the phrase with SixDice ;)
Many thanks!

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by Ogodei » Sat Jun 03, 2017 11:18 pm

@kpepp
You're welcome mate :D

@J'P
Thanks! :D for now there aren't bug though. The plan is to release them (along with the version 2.0 of my monster pack - which will also include all of the hellfire monsters and the unfinished D1 ones) as soon as I manage to finish my mod. it *shouldn't* take too long. I still miss some important things tho, like items & class redesign. The graphical aspect took really much time because of how Diablo 1 handles its sprites ( you know, I had to de-shade almost everything manually, frame by frame).
I still have to work on the dungeons, too, because I discovered how to replicate the Diablo 1 dungeon shading

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by diabloel » Wed Jun 28, 2017 1:52 am

Looks great!

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Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

Post by ocarinas » Tue Oct 16, 2018 4:38 am

When I saw your name I know this is gonna be good!
How much progress is the project at the moment?

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