Via /u/docalypse
Album: http://imgur.com/a/NSIeY
Source: Click
I started this project 4 days ago on a whim to test the Divinity Engine and found I really enjoyed it. So, I've decided to create my first large mod for Divinity: Original Sin. It will be called Diablo: Original Sin (subject to change) and here's what I have planned:
> 26 hand-crafted levels, including the Hellfire xpack levels, ranging from 64x64m to 512x512m
> New quests (no handholding minimap marks or map markers)
> Traps to detroy your party (they can be disarmed or destroyed from a distance, good thing you have that rogue in your party to locate those traps...)
> lockpicking doors to secret areas
> high perception ratings to discover more secret areas
> co-op puzzles to reach new areas (read your lore to find clues)
> hand-placed unique items
> 1-4 player co-op (or take solo control over your own party of 2-4)
> Full dialogue and lore through books
> music from D1 and maybe D2 since this is a turn based cRPG engine (battle music, atmosphere music)
> dark gritty world, dark gritty dungeons
Plans when the Divinity Engine gets more function
> New/reworked magic schools, spells, spell icons, and combos (Chronomancy, Necromancy, Cryomancy, > Holy Magic, to name a few)
> New enemies, new item models
> New crafting recipes
> New hirelings with their own story
What it will not have
> Randomized dungeons
> Clickfest combat
>
Снимки от проекта:
Base terrain and layout

With water

With foliage

Tristram with atmosphere

Foggy river test

Tristram Cathedral








Terrain painting adjustments

Skydome added

WELL WHAT CAN I DO FOR YE?

Stay a while and listen


Adria

More photos:






moo.



Griswold's Shop



Inside the cathedral

More



Testing new sun and atmosphere

moo again


Latest screenshot

Темата беше редактирана от Dex на 21/07/2014 - 09:04ч.






