Difference between revisions of "Level"

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==Levels==
 
'''Levels''' are the discrete areas your hero explores as he or she works their way through the land of [[Sanctuary]], in [[Diablo III]]. A level is demarcated by being named on the mini map while clearing it.  Known levels from the [[WWI 2008]] movie include the [[Forgotten Tombs]] and the [[Leoric Highlands]]. Known levels from the [[BlizzCon 2009]] demo include [[Alcarnus]] and [[Stinging Winds]].
 
'''Levels''' are the discrete areas your hero explores as he or she works their way through the land of [[Sanctuary]], in [[Diablo III]]. A level is demarcated by being named on the mini map while clearing it.  Known levels from the [[WWI 2008]] movie include the [[Forgotten Tombs]] and the [[Leoric Highlands]]. Known levels from the [[BlizzCon 2009]] demo include [[Alcarnus]] and [[Stinging Winds]].
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* Here you can find a full list of [[:Category:Levels|Diablo III levels]].
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==Variety==
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Though fans have thus far seen only a few levels, Blizzard promises that there will be lots of them in the final game; as many or more than there were in Diablo II, and with a wide variety of appearances and styles. [[Bashiok]] commented on this in July 2009.[http://diablo.incgamers.com/blog/comments/diablo-iii-dungeons-are-epic-and-unique/]
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::I think there’s a nice juxtaposition between the larger more epic dungeons and the others that may be less epic but have very specific tones and themes associated with them. When you step inside one of the more epic dungeons, like the Tristram cathedral (and considering its past, shouldn’t it be epic?) you immediately know you’re somewhere important. Somewhere that looks and feels magical in its presentation and lighting, as opposed to, say… a cave.
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::Still cool! Caves are still awesome, but you probably don’t want magical purple and green lighting in a cave, it’s probably going to have a much different and subdued feel. If it’s a natural cave it may have light streaming in from cracks above, or if it’s a mine it might have lighting from lanterns. Much earthier and natural. Then you walk into some ancient tomb of a powerful wizard, oh crap, this place clearly has something else going on. The lighting is a bit unnatural, maybe some sickly greenish hues to set a theme and mood.
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::That type of theming adds a lot to keeping the scenery changing and interesting. If you’re just fighting demons against a grey or brown backdrop for hours and hours, days and days, maybe years and years… it gets boring. Interesting, themed, and contrasting scenery all help ensure visual longevity.
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::I think before too long we’ll have shown a nice cross section of the dungeon types and looks. It’s been too long staring at the one dungeon. Each one has a very unique look and feel, so it’s really cool going in to each one and having a total change of scenery. It’s all very exciting and we’re all looking forward to sharing it with you and seeing the fan reactions just as soon as it’s ready.
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Here you can find a full list of [[:Category:Levels|Diablo III levels]].
 
  
  

Revision as of 22:12, 2 January 2010

Map layout of the BlizzCon 2009 demo part of Act II in Diablo III.
Were you looking for Character level?


Levels

Levels are the discrete areas your hero explores as he or she works their way through the land of Sanctuary, in Diablo III. A level is demarcated by being named on the mini map while clearing it. Known levels from the WWI 2008 movie include the Forgotten Tombs and the Leoric Highlands. Known levels from the BlizzCon 2009 demo include Alcarnus and Stinging Winds.

Variety

Though fans have thus far seen only a few levels, Blizzard promises that there will be lots of them in the final game; as many or more than there were in Diablo II, and with a wide variety of appearances and styles. Bashiok commented on this in July 2009.[1]

I think there’s a nice juxtaposition between the larger more epic dungeons and the others that may be less epic but have very specific tones and themes associated with them. When you step inside one of the more epic dungeons, like the Tristram cathedral (and considering its past, shouldn’t it be epic?) you immediately know you’re somewhere important. Somewhere that looks and feels magical in its presentation and lighting, as opposed to, say… a cave.
Still cool! Caves are still awesome, but you probably don’t want magical purple and green lighting in a cave, it’s probably going to have a much different and subdued feel. If it’s a natural cave it may have light streaming in from cracks above, or if it’s a mine it might have lighting from lanterns. Much earthier and natural. Then you walk into some ancient tomb of a powerful wizard, oh crap, this place clearly has something else going on. The lighting is a bit unnatural, maybe some sickly greenish hues to set a theme and mood.
That type of theming adds a lot to keeping the scenery changing and interesting. If you’re just fighting demons against a grey or brown backdrop for hours and hours, days and days, maybe years and years… it gets boring. Interesting, themed, and contrasting scenery all help ensure visual longevity.
I think before too long we’ll have shown a nice cross section of the dungeon types and looks. It’s been too long staring at the one dungeon. Each one has a very unique look and feel, so it’s really cool going in to each one and having a total change of scenery. It’s all very exciting and we’re all looking forward to sharing it with you and seeing the fan reactions just as soon as it’s ready.





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