![]() ![]() Still, there was a lot of new content and some of it was cool (mass disenchanting).Įlemental runewords were introduced, and you would obtain the stones on kabraxis uberquest (rather than Unformed Land, as is today). Hell, I even made the horadric cube a friggin sphere, that was pretty dumb. So there were many superficial changes such as modifying skill gfx (a lot of which was reverted), adding when-hit procs to easy uberquests, like deathstrike / death spiral (to be reverted) to simulate new content, but this was done in a sloppy and lazy way. I was trying to overhaul everything but I lacked the modding skills/knowledge for it. ![]() This was followed by more versions (2, 3, 4, 5) at a really high speed. Somewhere mid april, ultimative v1 was out. I was modding 24/7 and I kinda enjoyed making youtube videos with crappy effects back then so I made the first trailer. And my favorite map was called ultimative, plus the song was kinda catchy. It's basically about races in maps made with GTA:SA assets. Ever wondered where the name ultimative came from? Back in that day I also played a GTA San Andreas mod called MTA. So I thought I'd make a third layer of sacred uniques (SSSU) and that would make the mod of a mod popular. I was thinking, man I really need to get people to play this mod somehow. I wanted to make it a reality so bad but I did not know some modding, but there was this guy xarugas who made the hard work while I would describe him exactly how the uberquest should work and then I'd test/balance it out ( video). There should be like a giant statue and after you kill it, you get swarmed by monsters from all elements, coming from each of the edges of the central star. And suddenly I was like, it would be sick to have an uberquest in act 4, on Diablo's Sanctuary. I remember sitting on multiplayer channel rambling with some guy about the mod. Some mod-mods (mod of a mod, it was kind of a meme back in the day) started to emerge and I thought why not make my own. Truth is, I do write a lot sometimes and I have the constant necessity of sharing my ideas and thoughts. I was loved by the newbies and hated by the veterans because my guides didn't meet their high standards. I loved the mod so much and I simply wanted to leave my mark in the community/mod. Back then I was a 17 year old teen that made a bunch of guides to try impress everyone on the old modsbylaz forums. I will also describe other things that happened in this time for documentary purposes (fun).īrother Laz was slowly disappearing from the Median XL scene, and the source files had finally been released to the public. So, I'll make a timeline with events so you can know how the idea of this mod had changed throughout the years. ![]() It has evolved throughout the years, so people aren't fully sure what exactly to expect regarding the existing content. Plus, if you don't like reading, you might as well check this topic to see some cool screenshots.īelieve it or not, sigma was firstly announced in 2012. Note that a lot of it is a bit techy, but you will see some of these features reflected as comprehensive changes in the changelog when the time comes. You can check this topic to see some of the core patch features. This, however, will be possible in sigma.Īnd so much more. (*) Ever wondered why Median replaces existing areas rather than adding new ones? Or why does act 4 have no uberquests? This is because of a limitation that doesn't allow you to add new areas to the game. So, there are a lot of new features that are possible thanks to this new core. The enhanced engine (or core, from now on) is the main feature of sigma, and what this does is replace the stairs with elevators, makes the rooms bigger, and a lot of other things that would normally not be possible. But there are limitations, some rooms have too many people in them, and things can get messy. It adds new people with new patches and it removes people who behave badly. What median does is, change the people living in it, their clothes, etc. To briefly explain this, imagine Diablo II as an old building with people living in it. what exactly makes this patch any different to other ones? Median XL: Sigma is basically a co-op project between the entire Median XL team. In this topic I'll try to explain what sigma is and what makes it so special, as well as some of the new changes / paradigms involved in it and how it has evolved throughout the years. Something that has for long been a myth for many people (including myself) is finally coming together. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |