Interview - (2002-07-14) Brother Laz
Description: Deathscythe of the Phrozen Keep interviews Brother Laz on his Demon Trip mods and mod making in general.
Categories: Interviews
DEATHSCYTHE |
Please tell us something about your self. |
LAZ |
M. C., 18 years old Belgian civil engineer student without a life or a girlfriend or any other needless distraction, and very poor at English as you might notice. |
DEATHSCYTHE |
Where did you come up with your name? |
LAZ |
Me, from Arch-Bishop Lazarus in Diablo 1. I called him that when he dropped me a perfect aa/wiz staff (IIRC). |
DEATHSCYTHE |
Where did you start modding? |
LAZ |
Way back in November 2001. Some messing with skills and items, nothing too drastic, but that changed when I stumbled upon the four Hex Editing Tutorials by Thunder and Jarulf. I guess that did it for me. |
DEATHSCYTHE |
What made you make a mod in which the characters are monsters? |
LAZ |
An experiment long ago of someone who did some animation swaps, and he said: 'you can stand around and walk and be a goat man'. This sounded like a good idea, but I thought it would be way too hard to do. The original idea was to replace all skills of a single character. Then I decided on three characters, and then thought: 'hell, if I'm going to replace all skills, why not give them a new look? Maybe it can be done'. It could.
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DEATHSCYTHE |
What's the greatest challenge you encounter in the mod? |
ENQ |
There are several 'butcher' superunique bosses that are not part of any quest but very powerful. This was already in DT1, but there will be many more and harder ones in Demon Trip 2. These superuniques are often their own monster type and have special abilities such as life-draining blood stars, ranged stun attacks or lightning bolts that bounce off walls. |
DEATHSCYTHE |
Can you give me some summary of your mod? |
LAZ |
One sentence: monsters as characters + all new skill trees with new skills + new monster abilities + new items and affixes. There is no fancy gfx editing, no new inventory pics and no thousands of cube recipes that do not affect on actual combat. |
DEATHSCYTHE |
What is the best thing about your mod? |
LAZ |
It is something 'different' for a change. Many mods tend to become as I call it 'Doom Serpents mods' after the unused missile in Diablo 1 which was overused by mod makers. Most every mod had replaced the bone spirit graphics with Doom Serpents, and it always did the same thing. |
DEATHSCYTHE |
What did you find the hardest part about making a mod? |
LAZ |
Actually finding new offsets in the dlls to edit is something I have never managed to grasp. Some people are true coding wizards and seem to have an innate sixth sense for asm. Not me. I'm always glad when the dll work is done and I can continue with the good old friendly txt editing |
DEATHSCYTHE |
What major ideas and concepts are you adding to your mod? |
LAZ |
Demon Trip 2 is 'more of the same' but with a lot of bugfixes I could not implement in the first mod because it was already too far along. The uselessness of attack rating in DT1 was a large design flaw, and it is the first thing I have fixed in Demon Trip 2. Characters should now also have a skill tree full of useful skills; there should be no obvious filler skills taking up space in the skill trees. |
DEATHSCYTHE |
What DID you want to include but have been unable to? |
LAZ |
Diablo 1 style spellbooks. It is probably possible, but with my nonexistent asm skills I have no idea how to do it. |
DEATHSCYTHE |
do you have any plans in making other mods or betas in the future? |
LAZ |
First I will finish Demon Trip 2, and after that - what else but a Demon Trip 3? But I'll probably wait until something very interesting is discovered by the code people. Demon Trip 1 was based around the 'new' (in January 2002) skill swapping discoveries. DT2 makes heavy use of the newly found missile tables. I have this feeling that within half a year someone will find how to make Diablo 1 style skill books. And then I will build a mod around it. |
DEATHSCYTHE |
What new features should fans be watching out for? |
LAZ |
Melee skills that work properly! This was an oversight in the original mod, but now all melee skills should be properly based on attack rating and weapon damage. And some cool new skills, of course. |
DEATHSCYTHE |
Do you have any advice to the newbie modders? |
LAZ |
One rule: dare to try unusual things. Set missile velocity to a negative number and see what happens. Randomly modify interesting looking columns. Do not listen to anyone when they say something cannot be done. Notice the column in itemstatcost.txt that contains for each affix type the maximum allowed negative value. Enter something in the empty spots and make your own 'impossible' negative resistance affixes. Set the column that says 'save bytes' to 10 for all affixes and make uniques with replenish life +500.
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DEATHSCYTHE |
Thanks for your time. |
Anyone wishing to check out Brother Laz's latest project(s) can do so by visiting his official website at http://laz.d2mods.com.
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[url=https://www.d2mods.info/forum/kb/viewarticle?a=83]Knowledge Base - Interview - (2002-07-14) Brother Laz[/url]