[Project Abandoned]Volf´s Mod

Information and updates the APTE mod. If you have any questions or suggestions for the mod, please post them here. The project was cancelled.

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[Project Abandoned]Volf´s Mod

Post by Alkalund » Mon Oct 13, 2003 2:47 am

And here we have a new project, by Volf and his brother Ninja_Smurf:

Volf´s Mod

Project title: Volf´s Mod
Project Coordinator: Volf and a little help from my brother Ninja_Smurf.
Patch Version: 1.10 expansion
Email: volf@volf.biz
Website: http://www.volf.biz/

Credits
Credits for monstegrafix
Joel Falcou, Incandescent One and Mordini

Credits for the Extlvl_beta2 plugin
afj666/Kingpin

Credits for the modmakeing tools
afj666, Paul Siramy, Joel Falcou, Evil Peer, Clannad, Kryten and Isilweo

Credits for the increased inventory plugin
goro3d

Credits for help and advise
Kingpin, Onyx, Paul Siramy, Joel Falcou, Aromatic Aria and everyone else at the Phrozen keep forums

Ofcorse a special thanks to
PhrozenHeart and jbouley

Progress/mod details

Storyline
The story is basically the same but there are some small changes that i wont reveal.

My version of the diablo2 world

Act1: There r meny hidden quests in this act, and most of the areas have been modified in some way and there's
some completely new levels as well
In town there is a small cave that lead to the south woods but it is not recommended to go there with a lovlevel character, somewhere in these woods ...........almost slipped.

The graveyard looks allot different but u can still find Bloodraven with her evil Rogue followers there, the crypts aren't what they used to be either.
Cow runs r very different, cows aren't the only thing to worry about in the cow level,,, that is if u ever get to the cow level.

Act2: in town there is an entrance to a tavern level, this level is a part of the town where you will find the same townsfolk and npcs as u find above in town, the only problem is that this is not the kind of tavern where u would bring your children, there r always nasty Bar Flies bothering the ladies, so u will have to deal with them befor you have your drink.

The desert levels look different ex some cottages and small changes here and there.

The Maggot Lair has newer been my favorite place, i hated those narrow passages and slime doors, but i changed the whole level to a more pleasant place,, except for the monsters.

Act3: Kurast Docks is a gothic looking town with a cave filled with something nasty.

Act4: The whole Chaos Sanctuary and a part of River Of Flame are completely redone, looks wary different and the monsters are also different there.

Act5: So far only a small change regarding the Arreat summit.

The characters
9 stat points/level up (all characters)
New starter items (all characters)
Run/walk increased (all characters)

Amazon
Now summon up to 3 valkyries
Multishot deals full damage

Barbarian

Necromancer
Summons headless barbarians instead of skeletons.

Sorceress

Assassin

Druid
The druid summons werewolf's werebears

New skills can be found on items
Barbarian Strafe is a skill similar to the Amazon strafe, the difference is that this one works only with dual throwing axes equipped.

Multiple Shurikan works with throwing stars, these guided throwing stars seek out the enemy. they don't deal allot of damage but the number of stars make this a weary powerful tool of destruction. This skill can only be
found on 1 unique throwing star.

Doomsfire is based on Diablo's fire.

Gambling and Buying
Those greedy merchants really bothered me so i reduced the prizes and u also get a fair pries when selling to the merchants.
Gambling is now also cheaper and u can gamble almost all items

Hirelings
Rogues appearence has been modifyed, kind of a mix of Blood Raven and Rogue

Items
In the original game there are allot of items that newer get used because their level, str or dex requirements were to
high for a low level character and when your character reaches the required level you have already found a
better item that u can use at your current level. I have changed this so that meny former useless stuff is of use to the low level characters. There are also completely new items with new graphics.

New item types
Throwing Stars have a wary fast attack speed and they deal allot of damage.

Clue scrolls give u clues about rune words and they also give u bonuses when kept in inventory.

Unique items: I have made only small changes to the original unique items ex, windforse has 2 sockets, Annihilus charm has 3 different variations. Then there's the new unique items about 20 so far and more to come.

Runes:
All the old runes are the same and all runes show in purple on the ground. Heres the new runes i have made so far Blo Gol War Der Red Wod Spe cia led iti on
Runewords: I have made runeword versions of meny unique weapons, i might even make on of every unique, ex there is a runeword for Grandfather, these runeword versions are almost exact copies of the real uniques.

The Horadric cube only takes one square in the inventory


Monsters

-Some of the monsters have new graphics
-There are some completely new monsters, ex u might run into a pack of pirates
-Meny new unique bosses


Runedrops have been randomized, when the game chooses to drop a rune it just randomly picks one, this means its kindof easyer to get highlevel runes but if hard getting the specific runes you need for a runeword.


Inventory is increased


Magic find (Mf) is more effective (its still hard to find the good stuff).

Well i think that covers most of the mayor modifications i have made so far


Work Under Progress and ideas
Currently im makeing more levels in all acts and more towns in all acts.
Im also changing background music in some areas.
Planning to make more skills, ex an ice golem summoning skill for sorceress, More magic skills for Druids. Also

more new skills that only spawn on classpecific items.
Planning to make Quest related cuberecipes
Planning to change quest rewards and make more sub quests.
Planning to ad more new graphics for monsters.
Planning to give all hirelings new/more skills.
Planning to make more unique bosses.
Last edited by Alkalund on Mon Aug 30, 2004 8:12 pm, edited 5 times in total.

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Re: Volf´s Mod

Post by kingpin » Tue Oct 14, 2003 12:57 am

Good luck with your project.

I see forward to see more of your great map works.

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Re: Volf´s Mod

Post by onyx » Tue Oct 14, 2003 1:17 pm

My best wishes too, Volf! ;) Keep up the good work on your mod (will the real name be Volf's Mod or it's a temp title?)

[quote=Alkalund";p="132664"]
Rogues appearence has been modifyed, kind of a mix of Blood Raven and Rogue
[/quote]

Hm, what the hell is this??? Can you post a screenshot? ;)
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Re: Volf´s Mod

Post by Volf » Tue Oct 14, 2003 4:33 pm

Im not sur about the title yet but its possible that it will just be Volf´s mod coz basically im just modifying the game the way i want it to be and i havent changed the story coz its not possible to change it the way i would want to (at least not possible for me sense i know nothing about code editing).


This new Rogue was actually a mistake i made when i was editing monstats2, the rogue was supposed to look like Bloodraven but i messed something up but i liked the result. The headless barbarian(formar necro skeleton) was also a mistake, i edited the barb hireling and forgot to give him a head so i got the idea to raplace the summon skeleton skill.
I will poste a screenshot as soon as i have the time.
Im doing some real life work for a few weeks so i dont get to see my computer wery often :(
Last edited by Volf on Fri Oct 17, 2003 10:36 pm, edited 2 times in total.

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Re: Volf´s Mod

Post by Althalus » Tue Oct 14, 2003 6:59 pm

8-O Dude! I looked at the screenshots section... im jealous 8-O The changes to the acts are AWESOME!!! :D :D :D

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Re: Volf´s Mod

Post by Alkalund » Wed Oct 15, 2003 2:14 am

Indeed, the map editing work Volf's doing in this project is awesome, I am looking forward to seeing some more of it when possible :)

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Re: Volf´s Mod

Post by Volf » Sun Oct 19, 2003 9:52 pm

Iv been working on 2 new areas and today i finally added them to my mod

- New maggot lair, u can se it in my screenshot section act2.
this area has been in my screenshot section for a while now, but i had some problems with my new water tiles but today i solved the problem.

- New area beween catacombs 3 and 4, u can se it in my screenshot section act1. I made 3 new warps firstone is based on a temple from baldursgate, second one is also based on tiles from baldursgate and the third warp is completly experimental its based on a cabin from act1.
This area i a bit like a resting place between catacombs3 and 4. I havent got a name for this town yet, its getting harder and harder to think of names, so if i think of a good name for this map while looking at the screenies, send me a pm

I didnt have time to ad sreenies of the new rogue-sorry, sortof got stuck with tile converting but il ad the screenie as soon as possible.
:D

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Re: Volf´s Mod

Post by Althalus » Mon Oct 20, 2003 5:37 pm

that doesnt like like a catacomb :) but hey whatever its nice! :D keep up the good map editing :cool:

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Re: Volf´s Mod

Post by Volf » Mon Oct 20, 2003 7:28 pm

that doesnt like like a catacomb
I guess i should have explained the idea of this map better.

The new map that is between catacombs3-4 is not a part of the catacoms, its more like a town where u can take a breether before proceding down to Andariel, but then theres also third warp in this map that leads to? ;) ???

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Re: Volf´s Mod

Post by Althalus » Wed Oct 22, 2003 3:38 pm

Oh okaay dude nisse nice :)

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Re: Volf´s Mod

Post by Volf » Sun Oct 26, 2003 10:33 pm

Im sorry to say that there is no update to my site this week, im having trouble with my host(cant upload for somereason).
Right now im working on converting a whole town from Baldurs Gate and my brother has made lots of new unique items.

Il update as soon as possible, i might have to look for a new host.


Edit 9/11

Instead of looking for a host i got my own domain my ne address is www.volf.biz

If u wanna know what im up to, chaeck this out http://www.volf.biz/currently-working-on.htm :D

Edit 10/11

To get a better idea of what my mod is about
Download Volf`s Mod Demo From my sig
Its an MPEG video, about 5 minutes long.
Last edited by Volf on Mon Nov 10, 2003 6:34 pm, edited 2 times in total.

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Re: Volf´s Mod

Post by Malachai29 » Mon Nov 10, 2003 7:01 pm

I downloaded the vid, but all I get is a purple screen, and I tried on three different players...:( is there some special codex I need that I prolly dont have?

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Re: Volf´s Mod

Post by Volf » Mon Nov 10, 2003 7:15 pm

Sorry about that, the picture was missing.

I just uploaded a working one in WMV format, best viewed with windows media player.

So if u download it again it wil work.


Sorry once again.

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Re: Volf´s Mod

Post by Malachai29 » Mon Nov 10, 2003 11:29 pm

Not a problem my friend, I am redownloading as I type...cant wait to see this! :)

Malachai

..::EDIT::.. And let me be the first to say.... :eeek: 8-O OMFG!!!!1!!
Last edited by Malachai29 on Mon Nov 10, 2003 11:39 pm, edited 1 time in total.
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Re: Volf´s Mod

Post by Alkalund » Tue Nov 11, 2003 5:17 am

Man, I just watched the video and all I have to say is...

8-O AWESOME 8-O

What you did to the Maggot Lair, and all that stuff... incredible 8-O

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Re: Volf´s Mod

Post by Volf » Tue Nov 11, 2003 4:14 pm

I have hade a few people wondering about my speedy ama in the video, to clerify: The ama in the demo is my map testing character, its just easyer to test maps with lots of speed.

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Re: Volf´s Mod

Post by kingpin » Tue Nov 11, 2003 4:52 pm

It looks really amazing!!

You have made very good work with your maps.

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Re: Volf´s Mod

Post by Althalus » Wed Nov 12, 2003 10:02 pm

Woooow! All i can say is thumbs :up: , and what is the background music called? it was pretty good :P That is really amazing!

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Re: Volf´s Mod

Post by Volf » Wed Nov 12, 2003 10:12 pm

Thanks for al the positive feedback.


:D


The song was Lost Silence. adamantine gave me this link a while ago, theres lots of cool free music http://www.modarchive.com/ :D

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Re: Volf´s Mod

Post by Althalus » Wed Nov 12, 2003 10:51 pm

I dont understand that site :D Could you give me more specification where to download it? :)

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Re: Volf´s Mod

Post by Alkalund » Thu Nov 13, 2003 10:33 pm

[quote=Althalus";p="138864"]I dont understand that site :D Could you give me more specification where to download it? :)[/quote]

There is a search field at the top of that page... put 'Lost silence' in there (without the quotes) and click search; in the search results, click the music you want and download ;)

Ow, and thanks for the music name Volf... I had forgotten to ask the last time. It is really cool :cool:

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Re: Volf´s Mod

Post by Althalus » Thu Nov 13, 2003 11:00 pm

I know, Volf PM'ed me about it :) But thanks anyway, And Volf, Your new Act 1 2 and 4 looks wonderful!

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Re: Volf´s Mod

Post by Phrozen Heart » Fri Nov 14, 2003 8:57 pm

Just checking out Volf.biz for no apparent reason and came across the video sample for the new mod. AWESOME is the only word that even comes close. Let's see what the masses think of this one...

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Re: Volf´s Mod

Post by Volf » Sat Nov 15, 2003 8:38 pm

My brother has finally registerd at the keeps forums, hes using the nick Ninja_smurf.
From now on he will answer questions regarding unique items.

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Re: Volf´s Mod

Post by murdra-x » Sun Nov 16, 2003 7:14 am

8-O damn this mod is gonna be a very hard wait lol!!!
mess with the best die like the rest

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