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Thanks heaps man, really appreciate your time! I agree with most of the posts here in that, while the demon hunter gear looks completely amazing, It doesn't look like the Demon Hunter anymore. I wish they had have stuck with some breed of concept where the Demon Hunter had the crazy demon morphing arm.
Well, from what I've seen all classes have a similar visual progression. Looking at the level requirements in Blizzard's database to get an idea where armors drop I think we'll see fairly standard armors up until the middle of Nightmare. These seem to fit the original concepts more closely. There are a few exceptions (I didn't see all the armor pieces yet), but I think generally this is the case.
As we reach Hell and Inferno difficulty things get more extreme quickly. The armor themes become independent from our characters. The Archon set has a distinct hellish feel to it and the Sovereign pieces make you look kinda like an angel or give a holy vibe to your character. If you want to look like a demon then the Doom and Balor sets are for you. Almost all of these armors have a unified theme across all the classes, while most low to mid-level sets (or even some high-level ones like the Warlord and Astral set) have a different theme for every character. At least, this is how I see it. As I said, I didn't see every armor in the game yet (for example, class exclusive armors and weapons aren't dropping at all yet), far from it.
It seems to me that they did try maintain that feel visually with armor silhouettes, since the gloves usually add a huge armguard to the DH's left arm. You can see this in the last shot Risingred posted, but with some of the gloves it's more pronounced.
Last edited by HardRock; 12-10-2011 at 11:46.
Blizzard said the game will look like a painting and it really does.
Magnificient!
I have good news everyone. I've found the coordinates for the previously unknown areas that were visible on the map, so finally I could explore them as well. As it turns out, we've already seen them in the WWI 2008 gameplay video. At the time, the area was called Leoric Highlands, but since then it was renamed and greatly expanded. Here's a few screenshots for you guys to drool over:
Highlands Crossing: 1, 2, 3
Southern Highlands (map): 1, 2, 3, 4
Ancient Pyre (part of the Southern Highlands)
Northern Highlands (map)
Leoric's Hunting Grounds
Leoric's Manor Courtyards: 1, 2, 3, 4, 5
If you want to check out these areas in-game you have two options.
The first is that you modify the source of Mooege yourself (I don't recommend doing this if you aren't familiar with basic programming concepts). You have to download and install Microsoft's Visual C#, open Mooege's project file and then edit the player.cs file, which you can find at \Core\GS\Player\ in the project. You need to change the values of the Position member in the Player class. In the current version they're on lines 89-91. The new lines should read:
this.Position.X = 2220.75f;
this.Position.Y = 4955.75f;
this.Position.Z = 25.075588f;
The second option requires you to trust that I'm not in the business of spreading viruses and then download this mooege.exe, which was compiled with the new coordinates. You should replace the one that MooExt compiled for you.
If all goes well, after this you should spawn at the entrance to the Highlands Crossing (visible in the first screenshot). Have fun!
Last edited by HardRock; 12-10-2011 at 11:14.
Nice work HardRock. Are you part of the GitHub working on mooege? If so what is your dev name?
Fair enough![]()
Arghhhhh
How long do we have to wait for this game again :cry:
Wow... I wish I could post this stuff on the official forums without it being quickly deleted... All those whiners over there just have no idea how amazing this game looks... and this is still all just act one environments and part of the items...
Im sure so self-building method is better and must b prefered
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