So now we have classes, skills, items, monsters, quests, npcs and to some extent game mechanics and builds as well. The only thing left are areas, which unfortunately don't really amount to anything right now.
That's about to change. User:PhrozenDragon/Sandbox shows the current idea for how the area articles will look.
First comes the standard text with some general or interesting information about the level.
Then a list of all monsters appearing on the level. This will be somewhat bland for most levels, but some (most notably Act V levels in Nightmare and Hell) have wildly different monsters appearing there. I'm not sure however whether the current setup is the best, and it certainly looks a little weird.
After we have a gallery of maps of that level. This will mostly be preset levels, as outdoor and maze levels cannot be extracted and viewed outside of the game and must be created from ingame screenshots, which is just a pain to do for every area of the game.
Lastly, we have the infobox to the right listing some important information, area level and the size of the different levels vary between difficulties.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Some questions though, what is area size? There is no wiki for that. This is new information for me.
If you run through the Forgotten Tower on Normal, you'll notice that the levels are quite a bit smaller than if you run it on Hell. Originally, Phrozen had the numbers in the table listed by how many tiles the game uses to build the level, but we decided that that information doesn't really provide much useful information, because no one really knows what a level size of 768, for example, entails. So we changed the numbers to indicate the relative size of the levels, with the smallest size being set to 1. So if you look at the table, you can see that the Forgotten Tower Level 1 is twice as big on Nightmare as it is on Normal and 4 times as big on Hell as it is on Normal (or twice as big again as it is on Nightmare). Similarly, Level 5 is the same size on all difficulties. As far as the red link to the "Area Size" page in the table, we plan to make a page that lists all the area sizes by their actual tile sizes, as explained earlier as well.
I hate the fact that clicking a picture will send you to that picture rather then the page it's part of. This is not the case for the portals but when clicking for example a set item you have to click the text to go to the page.
Where is this a problem? Most items are displayed on their own pages so to speak, so there's nothing to click because you're already there: this should hold true for set items as well.
EDIT: Although we could do that for monster images on the area pages, if that's what you mean.
Second I hate the portal pictures in that they aren't in the same style. Portal one could be for example low resolution d2 items, portal two could be a high resolution picture of a monster.
Personally I don't see that as a problem, but even if I did, there's very little artwork to be found from D2 that isn't a character class standing in some pose.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Where is this a problem? Most items are displayed on their own pages so to speak, so there's nothing to click because you're already there: this should hold true for set items as well.
Here, for one. I'm not sure where else this might exist though.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Everyone seems super-ultra happy with the current design, so I just added some color to the monsters and that's that. Just going to templatize some of this, and then we'll be good to go it seems.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Everyone seems super-ultra happy with the current design, so I just added some color to the monsters and that's that. Just going to templatize some of this, and then we'll be good to go it seems.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
That version has a new monster display more based on the monster template. I figured it'd be real important to know what kind of resistances monsters have in an area, so you know where your build might run into trouble. And it really works much better in a vertical design rather than horizontal once we get this amount of information going.
I mean, we'll go with some version of this design, but any suggestions/comments on the expanded mosnter display?
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
If you look at the Tristram picture you can see several barbarians on the map. It seems that all of the maps are cut-and-pasted screenshots. That probably took quite some time.
If you look at the Tristram picture you can see several barbarians on the map. It seems that all of the maps are cut-and-pasted screenshots. That probably took quite some time.
O_O. That's ridiculous, there must be an easier (and better...) way.
I like how the Tamoe Highland has no pic at all. It shows how I remember that place.
lawl, :P. But yeah, that makes sense... Unless we get all the maps possible, which shouldn't be hard. The "random" maps are really just a few static maps with only one being chosen per game.
If you look at the Tristram picture you can see several barbarians on the map. It seems that all of the maps are cut-and-pasted screenshots. That probably took quite some time.
O_O. That's ridiculous, there must be an easier (and better...) way.
Those with barbarians (and other things) on them were uploaded by Dauroth some time ago, I believe he got them off that german diablo site.
As for the new ones, those are all mine. And they're not in-game screenshots , they're extracted from the game files. That's why some are complete and some are just parts. The complete ones are stored as simply one file, while maps like the cairn stones aren't.
lawl, :P. But yeah, that makes sense... Unless we get all the maps possible, which shouldn't be hard. The "random" maps are really just a few static maps with only one being chosen per game.
Oh no. Outdoor areas are way to advanced to create like this and have all sorts of random features modified each time. There's are no set outdoor maps, they're just jumbled together from hundreds of tiles basically.
Dungeons could to set up for sure, most of them at least. But that's gonna take time and assembling them manually from all the separate pieces.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
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That's about to change. User:PhrozenDragon/Sandbox shows the current idea for how the area articles will look.
First comes the standard text with some general or interesting information about the level.
Then a list of all monsters appearing on the level. This will be somewhat bland for most levels, but some (most notably Act V levels in Nightmare and Hell) have wildly different monsters appearing there. I'm not sure however whether the current setup is the best, and it certainly looks a little weird.
After we have a gallery of maps of that level. This will mostly be preset levels, as outdoor and maze levels cannot be extracted and viewed outside of the game and must be created from ingame screenshots, which is just a pain to do for every area of the game.
Lastly, we have the infobox to the right listing some important information, area level and the size of the different levels vary between difficulties.
Any feedback, thoughts and comments are welcome.
If you run through the Forgotten Tower on Normal, you'll notice that the levels are quite a bit smaller than if you run it on Hell. Originally, Phrozen had the numbers in the table listed by how many tiles the game uses to build the level, but we decided that that information doesn't really provide much useful information, because no one really knows what a level size of 768, for example, entails. So we changed the numbers to indicate the relative size of the levels, with the smallest size being set to 1. So if you look at the table, you can see that the Forgotten Tower Level 1 is twice as big on Nightmare as it is on Normal and 4 times as big on Hell as it is on Normal (or twice as big again as it is on Nightmare). Similarly, Level 5 is the same size on all difficulties. As far as the red link to the "Area Size" page in the table, we plan to make a page that lists all the area sizes by their actual tile sizes, as explained earlier as well.
Where is this a problem? Most items are displayed on their own pages so to speak, so there's nothing to click because you're already there: this should hold true for set items as well.
EDIT: Although we could do that for monster images on the area pages, if that's what you mean.
Personally I don't see that as a problem, but even if I did, there's very little artwork to be found from D2 that isn't a character class standing in some pose.
Here, for one. I'm not sure where else this might exist though.
Diablo III Analyst
SC2Mapster
Sandbox
Template:Infobox Area (Diablo II)
Template:Monster Location (Diablo II)
and that should be it.
Diablo III Analyst
SC2Mapster
http://www.diablowiki.com/index.php?title=User:PhrozenDragon/Sandbox&oldid=32814
That version has a new monster display more based on the monster template. I figured it'd be real important to know what kind of resistances monsters have in an area, so you know where your build might run into trouble. And it really works much better in a vertical design rather than horizontal once we get this amount of information going.
I mean, we'll go with some version of this design, but any suggestions/comments on the expanded mosnter display?
Diablo III Analyst
SC2Mapster
i.e: We have the full Burial Grounds and Tristram, but Stony Field is just a pic of the Cairn Stones.
Diablo III Analyst
SC2Mapster
Probably because the Burial Grounds and Tristram have a static layout, while the Stony Field is random.
I like how the Tamoe Highland has no pic at all. It shows how I remember that place.
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lawl, :P. But yeah, that makes sense... Unless we get all the maps possible, which shouldn't be hard. The "random" maps are really just a few static maps with only one being chosen per game.
Diablo III Analyst
SC2Mapster
As for the new ones, those are all mine. And they're not in-game screenshots , they're extracted from the game files. That's why some are complete and some are just parts. The complete ones are stored as simply one file, while maps like the cairn stones aren't.
Oh no. Outdoor areas are way to advanced to create like this and have all sorts of random features modified each time. There's are no set outdoor maps, they're just jumbled together from hundreds of tiles basically.
Dungeons could to set up for sure, most of them at least. But that's gonna take time and assembling them manually from all the separate pieces.