PlanetDiablo | Features | Mod of the Week | Hell on Earth - 08/29/01

Mod of the Week



The nightime is the rightime! For ass-kicking!

   Hell on Earth (By G&S)

Sometimes the words 'This is a great mod' seem lame and empty. Sometimes a mod is so good, so new, and so cool, that all one can do is say, hey everyone... And then drool for a few moments. Hell on Earth, is one of those mods. It should be noted, that Hell on Earth isn't public yet. But luckily through my ties to several secret organizations, I was able to steal a pre-release alpha version from Goldark's PC. And woo... Let me tell ya, well... Let me start off by saying... Ummm... Really, I'm speechless. *DROOL*...*Drip...Drip...Drip* OH! Err... On with the Mod of the Week!



The Hell on Earth Mod is simply incredible. It finally manages to balance out the beginning middle and endgame all together, rather than balance the endgame and leave the early stages as boring as picking dingleberries from my rear. Spellcasters are now fun to play for the first few levels, as melee classes have always been, and the skill system... Oh! It's pure gold. One of my most hated 'features' of Diablo II was it's prerequisite system. I suppose I would not have minded if most of the early skills weren't completely useless later, but alas, they are. Hell on Earth has completely done away with prerequisites, a skill point can be dropped into any skill as soon as you meet the level requirement, making saving skill points much more useful now than it ever was before. On top of that, a good number of skills have been completely reworked. The early Necromancer skill Teeth for instance, is now a free skill, and ramps in damage quite nicely, making it a viable backup skill or even as a primary attack skill up until Act II Nightmare. The Sorceress however, has many, many new and cool skills, I don't want to spoil the surprise, but there are some really neat changes to her skill tree, so many that it simply begs to be explored.

On top of a completely reworked skill engine, Hell on Earth also has a rather innovative crafting and rune system. Crafts are no longer slightly crappy, but immensely powerful. Reagents used for crafting are often dropped by monsters, these can be used to add different features to an item, both strong, high level crafts, and weak, low level crafts are available, even class specific crafts! Also, runes can no longer be found, they must be made, runes are constructed by using the cube in conjunction with a blank 'stone'. This stone is used to make level one runes, which, when combined create level 2 runes, and so forth. This system takes some getting used to, but it soon becomes apparent that it's more versatile than that of standard Diablo II.

Unfortunately, the alpha build which I am privy to is lacking new sets and uniques, Goldark has told me that they are on the way, but even without new sets and uniques, Hell on Earth has the feeling of a very competent and lovingly crafted mod. And wait until you see Goldark's mad art skills, which are abound, you will not be disappointed.

Highs: More new stuff than I could shake a really big stick at, and by big, I mean REALLY big. Finally, a mod that reaches the golden heights that Eastern Sun set, and in it's alpha stage no less.
Lows: You can't get it yet.



   Strategy

With all of the skill changes, this mod requires a bit of thought.

  • General: Avoid dropping points into prerequisites on accident, trust me, this one hurts. Also make sure you know exactly what kind of character you want to be, study the skill changes in depth, the make quite a few things possible that weren't before. Also, be absolutely sure to read up on the complex crafting system present in HoE, it's a beautiful system, that deserves to be used.



   The Interview

Oh boy do we have a goody this week! An honest to goodness interview with Goldark and Selenaia! Give a warm welcome to the German towers of modmaking power!

Q: With all of the new things you've added, it seems like hell on earth has a bit of backstory, indulge me

A: Seriously, the mod has no such backstory. With D2X released, we were heavily disappointed to be honest. Blizzard has built in so many awesome possibilities for items, skills and a extra challenge-factor though nothing of that was used in the way we want to have D2X. It ironically looks like they intended to build an enhanced mod-making-kit for all us modders out there, somehow ;) We are pretty happy about that though, many of the brick walls we had once hit in Classic Diablo 2 modding are gone and gave us a real freedom in modding - props to Blizzard's programmers in that point.

Q: This mod plays quite a bit like classic Diablo I, was this an intended effect, or a pleasant coincidence?

A: It wasn't intended to be honest. I think, the fact that we liked Diablo I better than it's sequel brought the feeling into the mod. So many things we always missed in Diablo 2, such as Superuniques you remember 3 weeks after the fight (I can attest, these superuniques will kick your ass so hard... well, I can't even think of an analogy. - Red), unique items which simply let your eyes plot out of your head and crafting in a more detailed way in which you need to collect your stuff *and* get well rewarded for the work and time you have invested.

Q: In a few words, what is your philosophy for modding in general, your prime directive as it were?

A: Set a goal for yourself and reach it. :)

Q: How many licks does it take to get to the center of a tootsie roll tootsie pop?

A: Depends in which direction you lick it ;) I myself dislike tootsie pops.(Damnit! The world will never know! -Red)

Q: Do you have any future plans for Hell on Earth? It is already an INCREDIBLY ambitious mod, what else would you like to do with it?

A: First off, thanks for the kind words :) This is a very hard to answer question. If the mod hits ground like an a-bomb and a fan community grows around it, more and more stuff will get added in perhaps weekly updates. If not...(Yeah, right Goldark, if this mod doesn't go over, I'll mail you 10 bucks to keep working on it. -Red) we'll see. It always depends on the fan input you get. Why should professional game developers work on a expansion or sequel to a game, nobody is interested in, except for cash of course ;)

Q: Can I have a hideously overpowered unique named after me?

A: What about a Elite Unique Grim Wand..? A lot of people right from Phrozenkeep-community will get a unique named after themselves, if the nickname allows for it of course :) Anyone remember Bouley's Thorn from HoE I? Greetings Jeff ;)

Q: Currently, the mod is unfinished, but judging by the alpha build I've got, it looks prime for release... When can we expect a public beta?

A: A public beta will be launched as soon as uniques, sets and runewords get done. We are progressing well with the uniques and runewords so far...a release in a week could be do-able, no promises though.

Q: If you could say one thing to the mod community, what would it be?

A: Always remember that you mod for yourself, not for others. Implementing ideas from fan's input always is good and you should be thankful for each feedback you get, no matter how minor it is. :)



Though it hasn't gone public yet, drop by the Hell on Earth site, check it out, and tell Goldark and Selenaia how much you want Hell on Earth!



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