When I played the "Blackguard trilogy" the author does specify that reloading is the normal mode, so I went with that and it still felt epic. In Diablo the remake there are respawning monsters, plus in the original diablo game you couldn't save as well, so this one works well for a respawning only playthrough. In Diablo the Lord of Terror by a different author, Tolitz Rosel, there are no monsters that respawn once you've cleared a level so it seems it would be impossible to get through if I lived with all of my death penalties considering how challenging it already is so I just stuck to reloading. In the Wanderer unfinished series I also tried to do a respawn only play at first but it was just too much for me so I just did save and load, but I when I finished I still felt that I was missing out on the immersion factor due to the well-crafted scripting of in the modules of this series because of the reliance on reloading. In endless nights there are respawning monsters, and there is a death count so I think the modules in the series seem suited for a respawn only play. I still don't dare try to enforce permadeath on myself, although I know how it feels to win with permadeath from roguelikes, but still it is scary to try this in NWN.
I just found it!
-of-mars
Check it out @termrork, although only Doomguy is recreated in that style, it pretty interesting.
Funny that this mod is called exactly as the other one in the diablo1-like engine.
@P41R47 thank you for sharing! very interesting mod indeed. sadly it seems to be dead too like the original :(. but I can definitely understand that, it seems to be a one man project and modding diablo 2 is a pain a lot of work compared to doom. as an example, all the modding software out there for D2 is from around 2001.
@xvertigox currently only the doom class, of course other diablo 2 classes can be played too (which is also quite some fun to play as a sorc vs doom monsters ;) ). sure the endgame will work very similar at first and content will be added with time, so there will be an uber trist equivalent, but not with the usual evils. teleport is a big question I am still very puzzled about, not sure how and if I should implement it. it does not really suit the doomguy imo but is also fun to teleport around with him! runewords are currently the same, but I have plans to rework the runeword system at some time. story has a low priority for me, never was really interested in stories in games. of course if someone wants to contribute with a story I am happy to include it. there are already mf areas!
Yes I was planning on playing Diablo 2 on period correct hardware. I bought new sealed diablo 2 and the expansion about 5 years and totally forgot about them until I was going through my stuff last week. Can't wait to play them using a CRT. Was never a big PC gamer growing up but now want to see what I missed out on during all those years.
I visited a diablo-wikipage to read about spells. I had to experience that the entire spell book is messed up, all the damage values are incorrect. In the previous posts I related how weak some spells were, the flame wave, the flash. I also learned the apocalypse has none of fire, lightning, and magic type damage. It seems my all out resistance armor against the dark lord was not neccessary. I already knew the warrior can block it with the shield.
A weird thing happened again. I was on the 13th level and touched a cauldron with the spooky shrine effect (rejuvenates companion). I didn't reload the game because the effect resulted nothing; I didn't waste a good effect by the check (e.g. icrease all spell levels) and my mana didn't get reduced (e.g. sacred shrine), so why reload? At least I thought this. The consequence was more serious than a mere bad shrine effect. The cauldron didn't resurrect the sorcerer though it did something to him. I smelled trouble when the radiant area appeared nearby. I wondered whether the sorcerer was alive on the first level, and what if I just go there? Crash? (I had diligently collected several spell books so the sorcerer's name DESTROYER could have meant something after the long deadly sleep.) Well, after several saves and much fighting on level 13, I reloaded once since the cauldron event. There was nobody on screen, maybe it was an area between the two characters; the sorcerer was then alive on level 13! Nobody could move. The rogue had low HP, so I removed some gear expecting her to die that way. She still got 4 HP. I also had two scrolls of flame wave in her inventory, so I tried to kill the sorcerer. Some blocks of walls were in the way. I made the sorcerer fire in the direction of an unexplored area (he had full life and mana) expecting some monsters to come and kill him. No result, I knew already there was no line of fire. I tried to set a fire wall under the rogue pressing triangle twice with the fire wall spell selected. Now this really crashed the program. Even if I could have killed one of them, I can't tell it could have helped anyway.
I managed to kill the rogue for the test because I had an armor with the LION ability. I had reduced her HP by her own fire wall and just removed it when the stuck situation occurred. Then the screen rolled to the sorcerer and I could move normally. So it turned out I shouldn't have restarted the quest, I should have just reloaded the game again from the game menu but, as I told you, I kept crashing the game by my trials of magical suicides (fire wall) so I always reloaded from the main menu.
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