MXL Sigma: Screenshot Thread

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Marco
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yes, but you're forgetting one thing: not all maps are fun to discover. Mainly if you've played the game for a dozen years.

most importantl door-style levels are highly frustrating, jails, and underground caves in act 1. Because intersections are very small. And act 3 jungle. Acts 2, 4, 5 are predictable.
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Warren1001
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I don't play with any reveal and I find things rather quickly. It's not that difficult. Plus the few minutes of your time spent doing a little extra searching could be rewarding. Even if it isn't fun, which I agree - sometimes it's not, I still consider it an element of the game.
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This looks fantastic!
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Heathen
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I actually wouldn't mind a static map (e.g. Titan Quest). Randomly generated areas don't add to the experience for me personally. But I'm pretty sure most people would vote to keep the randomly generated maps.
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Warren1001 wrote:I don't play with any reveal and I find things rather quickly. It's not that difficult. Plus the few minutes of your time spent doing a little extra searching could be rewarding. Even if it isn't fun, which I agree - sometimes it's not, I still consider it an element of the game.


The point is that its absolutely not fun and rewarding. The d2 random maps are total garbage (exceptt in a few rare cases), the only plus side is that they work and spawn monsters. A drunk person would have made better maps or code to generate them to actually make them worth your time. Can you look at act 1 grass maps? WTF is that shit. Its like if you tell a 4year old to make a map, "oh hey lets make a green field, and a nice wall around it and then hmmmm you know what, lets put a road in it and fucking randomly spray monsters all around it, because why not" and thats just one of many obvious examples. I dont want to have to go trough huge retardedly boring "mazes" on Destruction and unimaginative ugly maps with 0 rewards.
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
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Warren1001
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xD It obviously doesn't follow logic, like I get what you're saying. I often ask myself why the hell are there random stone walls here and there that prevent me from walking over there. Or little blocks in the center of maps. Or those apparently unwalkable patches of whateverness. But randomness imo makes it interesting. A game like this can only take so much repetition. And this game is 15 years old so.. :p
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Looks great! Cant wait!
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whist
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Currently working on the config interface. Here's a little preview of what has been done so far. This also gives a preview of the drop filter settings (note that not all filtering params are there yet though)
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Marco
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why repeat "display" word 12 times? :)
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whist
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Marco wrote:why repeat "display" word 12 times? :)


:lol:
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