I thought it's clearly visible, except for the mountains and forests which I made most of them rich detailed, but definately not unique in look, which should contrast them from the important locations. I'll answer how I understand it currently: I've made locations in my map, every single one as unique as I was able to in the question of decorative objects and functional objects aesthetics. Maybe of Your own maps, or maps being your favourite which could serve as a good argument to Your words and a more clarified vision to me. Could You clarify it a little more please? At best with some screenshots examples. I don't understand too much what do You mean to say with the oxygen and visual details easy to renember and memorize. I like obsessive diversity that's how I am. I don't like places which use one type of mountains or one type of forest trees. haha As I placed every single one of these objects my own handed(jk with the sadness ofc). I think it's just my style as You have mentioned below that makes it look like that. The map has an absolute 0% ammount of places where I used the brush tool. Firstly I just want to say that I never ever use the brush option and surely never gonna use it. Give it some oxygen, larger spaces and visual details easy to remember and memorize. Of course, if you want to simulate a busy town you can stuff buildings the way you do, but looks to me it is your way of painting all map. Sure stories can optimize the map and they should do it, yet there has to be some clarity of the perspectives and each visitable object should blend in some unique background(as in your last screen, you nailed it pretty well). Well, I can only give some advice based on the screens you posted, and from what I see, it looks chaotic, moreover you use the brush for painting map, which is never going to raise the quality. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link In the end I'm going to post some screenshots of my works, so anyone can know my experience with the editor: Skilled mapmakers are especially welcome.
#DIABLO 2 PAN ZNISZCZENIA HOW TO#
I must say I'm pretty smart and already have an theory "of how to balance it out" myself eventually, but I'm curious of the opinions, tips and ideas of pretty anybody who can give good ones, so go ahead and don't be shy HC user to share these ones of your own. If anyone has got his own ideas or tips how would he balance out such a type of a map he can share his idea down on this topic. Mostly difficult, but not on "sick" expert way of play like some of maps I've seen are working(yet my one also contains puzzles of it's own, or well. It's a very simple and problemless way of how to balance out a map leaving it challenging and not too easy.Īnyways my map is supposed to be Open World paced. I mean to say that they are set since the start till the nearly very end of how a player is supposed to move with their balance, and the map is being lifted through this path as much as possible. But what's the main point?Īll of the most decent storyline maps I've seen on the web are single line.
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The world is big(map size H) and mostly free to explore at any time - soon or later - depending on the player taste. As the title is saying, the map is open-world which means that the player is capable of doing tons of side-quests serving simply as a hero power-up to uphold the main plot difficulty. I'm creating a map for HotA with the entire world and storyline of an other game: "Gothic 2: Night of the Raven".