Diablo III 1.0b

This bundle is marked as high quality. It exceeds standards and is highly desirable.



Fast paced Hack'n'Slash with many references
to the Diablo III Gameplay Trailer

○ Physics
○ Custom Projectile System (e.g. evadable ranged attacks)
○ Smooth Camera System
○ Creep Spawn System (with some Randomization)
○ Random Drop System
○ Custom Item System (a simple one)
○ 3 Different Difficulties - Easy, Normal and Hell
○ Difficulty System (Difficulty scales with the Player number)
○ 3 Heroes: Barbarian, Wizard and Witch Doctor
○ Custom abilities that are all enhanced via vJASS
○ Abilities scale with the heroes' damage
○ 21 Weapons with a special on-attack effect
○ Difficulty depending on the player amount
○ Good performance in terms of frame rate
○ Very entertaining combat overall and a huge boss fight
○ Gore

- playable with up 3 players -



Recruitment
Searching for:
A Texturer for skins (also tile sets) and icons.
A Modeler for some model editing or creating.



These Videos are quite outdated. However they still show the principles which is why they can stay.







Project Leader: Na_Dann_Ma_GoGo
Terrain: Syltman (and co-manager for a lot other stuff)
Modeling: None / Hiring

Status: Release Build 1.0 [Protected]

This project started about a year ago during winter when I decided to finally get my hands on a
Diablo III map. About 2 Month ago Syltman joined the 'team' to help out with the terrain and he's
given tons of other suggestions already. This map shall concentrate on a fast paced Hack'n'Slash
gameplay that fits the Diablo universe.

Notes:
Please take this map as an other alternative to CloudWolfs map and not a challenger.
It differs a lot from that one anyways :)

Now I'll try to answer probably upcoming questions:

Will there be a monk?
We may add a monk later on, however I'm not really confident with the model by Taylor
because the animations look awkward and it's look differs quite a lot from the normal
Wc3 units.

Will you add your own paths or is this just a rebuild from the Gameplay Trailer?
We first try to achieve a terrain resembling the trailer and when done with that there definitely
will be other routes and more stuff to explore.

Will you add additional abilities to the heroes?
Perhaps, in future more will be added. Right now the 3 heroes got 5 Skills each which allow for a lot replayability.

Will there be an Item System similar to Diablo III Warcraft?
No. In my opinion a map like this doesn't need something complicated as what D3 Wc3 currently has.
The system in this map shall ease the picking up etc. I think an extra UI is just overkill for this.



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Version 1.0b - 07.26.2010

-lumber field at the top got replaced by a kill counter
-limited the amount of creeps that can exist
at the same time in the thousand pounder area
-did some rework with the spawn system region
(you cannot activate another "creep spawn chain"
while another spawning chain is still ongoing)
-added another hint
-fixed some stuff regarding the difficulty and
damage system
-fixed an sfx bug on the barbarians and TPs
charge abilities
-fixed / changed some other minor stuff


Version 1.0a - 07.26.2010
-made tooltips less colorful
-minimap is now hidden by an image
-item drop rate increased (slightly)
-removed the 2.8MB soundtrack by Youssef Goezoum

Release 1.0 - 07.25.2010

Released! :)






Thanks to the following 3 communities:
HiveWorkshop.com -:- thehelper.net -:- Wc3c.net

Code Ressources:
Jesus4Lyf -:- emjlr3 -:- Vexorian -:- Rising Dusk

Icons:
Destructor -:- X.e.r.e.X -:- Paladon -:- DevineArmy

Modeling / Skinning:
CloudWolf (extra thanks for the tile sets he provided us!)
Cavman -:- Mr.Goblin -:- shamanyouranus -:- Cycloverid
debode
-:- GeneralFrank -:- xXm0rpH3usXx -:- olofmoleman
MC!
-:- Chriz. -:- iNfraNe -:- Illidan(Evil)X -:- The_Silent
JetFangInferno
-:- Kitaba -:- dansaDisco -:- Tranquil
sc_freek
-:- HappyTauren -:- Nasrudin -:- PGRU-Unexpected -:- Amigurumi -:- Boneknight
WILL THE ALMIGHTY -:- Dan van Ohllus

Music
Blizzard

Also thanks everyone who gave feedback or played the map with me :)

Keywords:
Diablo, Diablo 3, Hack and Slash, Hack'n'Slash, fast paced, isometric view, gameplay trailer, thousand pounder, barbarian, wizard, witch doctor
Contents

Diablo III 1.0b (Map)

Reviews
22:01, 30th Jul 2010 ap0calypse: Approved Update: Updating the moderation with a rating: Date: 2011/Oct/01 18:23:51 Vengeancekael: VM // PM: Status: Approved Rating: 3/5 Recommended Rep Received: 0Reasons: Other: If you have any...

Moderator

M

Moderator

22:01, 30th Jul 2010
ap0calypse: Approved

Update: Updating the moderation with a rating:
hive_bigger.png

Date: 2011/Oct/01 18:23:51
Vengeancekael: VM // PM:
Status: Approved
Rating: 3/5 Recommended
Rep Received: 0
Reasons:
Other:
If you have any complaints or questions directed towards a moderator, make a thread here: Map Resource Moderation
If you think the moderator's judging is unfair or you have overall complaints, make a thread here: Admin Contact


Comment:
Pros :

- Incredible / Unparalleled Terrain! (5/5 with no objections)
- Superb Physics-Engine! (5/5 for unique Diablo features implemented in this map)
- Amazing Custom Hero Models! (Also a 5/5)
- Great Atmosphere! (5/5 - custom event sounds, doodads, etc.)
- Great Individual Skill-Set! (Only 4/5 since they could have been better exploited)
- Great Custom Abilities / Skills! (4/5 - nice visual effects and work flawlessly)
- Balanced Difficulty System! (4/5 - friendly with both beginners and veterans alike!)
- Probably Thee Most Realistic Diablo III map out there! (4/5 here as well)

~ Cons :

- Few types of creeps (2/5 - enemies are not too diverse, probably 10, maybe 15)
- Very few custom skins / models for creeps (1/5, mostly basic W3 units)
- Very few items (2/5 for having custom items and not regular W3 ones)
- Custom icons absent (0/5 - Both for your hero and your skills)
- Messy skill descriptions (3/5 - though they explain what each skill does very well, too many colors are not what I call "user-friendly")
- Poor item descriptions (1/5 - next to non-existent : "This item increases damage"...)
- No hero item CLASS restrictions (2/5 - this worries me, as it does not follow the Diablo tradition and makes wielding any weapon redundant. Picture this : "Barbarian with a Long Staff" '_' )
- No custom inventory / bag system (not to compare, but it would have really helped to have something along the lines of CloudWolf's , or Booody's inventory system)
- Bug / Slip-Up detected : When reaching the last stretch of (playable) land, the bridge is triggered to collapse, no matter how fast you try to get across and you might be left stuck for the rest of the game. (Unless you're a Barbarian and jump across) But the inability to complete the map is still frustrating - 1/5 for a this major "hick-up".
- Map replay value drops dramatically because it is very short , not compared to New Tristam or Borderlands, but in general, it just feels like an unfinished map! The matter of fact is, you could have told us this is just a "Demo" of the real thing, even if you specifically told us it's a
Fast paced Hack'n'Slash with many references
to the Diablo III Gameplay Trailer

* Note, if you would reply to the custom inventory bit as
I think an extra UI is just overkill for this.
, I'd be disappointed and probably rate this lower if I have to, but for now, hoping you'll get over the "overkill", my rating / vote are as follows :

- Rating : 3/5 (An Over-All from the Pros and Cons of the map)
 
Level 1
Joined
Jul 14, 2010
Messages
1
isnt working?

I've downloaded to test it , but when i tried to create it in LAN , or single player , it doesnt work.. it backs to the last menu
 
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Level 8
Joined
Apr 5, 2008
Messages
367
Gimme a moment, gonna test it.

Edit:

Does indeed not work, gonna reupload it, blargh.

Edit2:

Okay seems like it works now.
That was incredible weird, it seemed like giving my map a different map name messed it up.

Edit:3

By the way, I high recommend newer players to start on easy difficulty. Also the following, read the tooltips of your spells as well as the hints that are displayed on easy / normal level. And try t o use hotkeys!

For those who think they're really good at this map and manage to beat it on normal, go ahead and try your luck on Hell difficulty. But be assured that it's incredible difficult. However it is possible. But even I, who has played and tested this map billions of times, have huge troubles finishing it.
Did it once with the Witch Doctor though and barely failed with the Barbarian ;P
 
Last edited:
Level 1
Joined
Aug 3, 2009
Messages
501
If this is what RedMarine was talking about... then I am going to explode in the review to come.

* Downloaded and testing *

Edit : Tested and... not exactly what I was expecting. BUT, I have to admit this will be one of those "Pros" and "Cons" reviews, because there's a lot of content for a relatively short map. Here goes :

~ Pros :

- Incredible / Unparalleled Terrain! (5/5 with no objections)
- Superb Physics-Engine! (5/5 for unique Diablo features implemented in this map)
- Amazing Custom Hero Models! (Also a 5/5)
- Great Atmosphere! (5/5 - custom event sounds, doodads, etc.)
- Great Individual Skill-Set! (Only 4/5 since they could have been better exploited)
- Great Custom Abilities / Skills! (4/5 - nice visual effects and work flawlessly)
- Balanced Difficulty System! (4/5 - friendly with both beginners and veterans alike!)
- Probably Thee Most Realistic Diablo III map out there! (4/5 here as well)

~ Cons :

- Few types of creeps (2/5 - enemies are not too diverse, probably 10, maybe 15)
- Very few custom skins / models for creeps (1/5, mostly basic W3 units)
- Very few items (2/5 for having custom items and not regular W3 ones)
- Custom icons absent (0/5 - Both for your hero and your skills)
- Messy skill descriptions (3/5 - though they explain what each skill does very well, too many colors are not what I call "user-friendly")
- Poor item descriptions (1/5 - next to non-existent : "This item increases damage"...)
- No hero item CLASS restrictions (2/5 - this worries me, as it does not follow the Diablo tradition and makes wielding any weapon redundant. Picture this : "Barbarian with a Long Staff" '_' )
- No custom inventory / bag system (not to compare, but it would have really helped to have something along the lines of CloudWolf's , or Booody's inventory system)
- Bug / Slip-Up detected : When reaching the last stretch of (playable) land, the bridge is triggered to collapse, no matter how fast you try to get across and you might be left stuck for the rest of the game. (Unless you're a Barbarian and jump across) But the inability to complete the map is still frustrating - 1/5 for a this major "hick-up".
- Map replay value drops dramatically because it is very short , not compared to New Tristam or Borderlands, but in general, it just feels like an unfinished map! The matter of fact is, you could have told us this is just a "Demo" of the real thing, even if you specifically told us it's a
Fast paced Hack'n'Slash with many references
to the Diablo III Gameplay Trailer

* Note, if you would reply to the custom inventory bit as
I think an extra UI is just overkill for this.
, I'd be disappointed and probably rate this lower if I have to, but for now, hoping you'll get over the "overkill", my rating / vote are as follows :

- Rating : 3/5 (An Over-All from the Pros and Cons of the map)

- Voting for : Approval!
 
Last edited:
Level 8
Joined
Apr 5, 2008
Messages
367
Alright updated it Kael. I also fixed the preview screen that was hidden before.

@ Ash and Black

Thanks for the feedback.
And yeh I would love to use Icons made especially for this map that have a Diablo 3 style while still being Warcraft-ish. However those I think do not exist and no texturer ever joined the team :(
Also it's true that the mini map is ugly currently. Probably gonna hide it with some picture. Of course I'd prefer a custom made mini map but I can't do that myself.


I think however the fog is fine as it is right now. I've tried a lot different variations and this one feels the best personally. On top of that the map is pretty dark already and I think that makes some things look pretty blant and ugly :/

Alright Kl3sk thanks for your little review, gonna say thanks for the positive points and will answer towards the negative one now ;P
Will take a while before I edit again^^

There we go:

- Few types of creeps (2/5 - enemies are not too diverse, probably 10, maybe 15)

Well I got 10 enemies in the map currently.
While the Ghouls, Dark Demons, Lemprays and Dark Berserkers are rather basic the Flesh Golem, Ghost, Grotesque and Dark Summoner all have a special ability. And well every ranged unit makes use of the custom projectile system which I find quite nice.

However it's true that there could be more and I'd love to implant the Dark and Activated Vessel however Pyrahead didn't bother to fix his model that I would've liked to use.


- Very few custom skins / models for creeps (1/5, mostly basic W3 units)

Yeh I can tell you know, I do not have a modeler in my team and believe me, I tried hard. But Bonebreaker who joined ended up doing nothing even though he was very skilled.
But yeh only the Ghoul got a custom skin, that's true. However some were looking just fine (as the Acolyte for example or Snap Dragon as dark Demon).


- Very few items (2/5 for having custom items and not regular W3 ones)

Here I gotta disagree with HEAVILY.
There are about 50 different items in the map. And about 21 or more weapons. Each of the weapons (apart from the 2 basic ones) have a special on-attack ability. I put quite a lot effort in it to be honest.
If you didn't see a lot items, no wonder. Every Item Drop in this map is randomized and it will take quite some time until you've found/used every one.


- Custom icons absent (0/5 - Both for your hero and your skills)


Well for the heroes there are some Icons actually. Then again, I got no texturer...


- Messy skill descriptions (3/5 - though they explain what each skill does very well, too many c

Dunno about that. There are quite some colors, I know. But there's a consistency. E.g. damage is red, cooldown is yellow etc.
So after a short while you'll have an easier time finding the stuff you wanna know.
But that's a bit subjective of course.


- Poor item descriptions (1/5 - next to non-existent : "This item increases damage"...)

Yeah. Since my English isn't the best and I couldn't be arsed to create very good tooltips for each items I kept it very, very basic with everything except the weapons perhaps.
But you got a point of course.


- No hero item CLASS restrictions (2/5 - this worries me, as it does not follow the Diablo tradition and makes wielding any weapon redundant. Picture this : "Barbarian with a Long Staff" '_' )

What do you think is fun about class restricted items? In my opinion nothing. And I think even Blizzard doesn't want those to be in Diablo 3 anymore (not fully restricted at least).


- No custom inventory / bag system (not to compare, but it would have really helped to have something along the lines of CloudWolf's , or Booody's inventory system)

There is a custom inventory system. Just no extra bag system. I cannot see how you had problems the way items are handled to be honest. Especially if you liked the one in Diablo 3 Warcraft which was so useless in my opinion.

- Bug / Slip-Up detected : When reaching the last stretch of (playable) land, the bridge is triggered to collapse, no matter how fast you try to get across and you might be left stuck for the rest of the game. (Unless you're a Barbarian and jump across) But the inability to complete the map is still frustrating - 1/5 for a this major "hick-up".

I bet 20 bucks that you will never get stuck at this point in the map. Please, try it ;)

- Map replay value drops dramatically because it is very short , not compared to New Tristam or Borderlands, but in general, it just feels like an unfinished map! The matter of fact is, you could have told us this is just a "Demo" of the real thing, even if you specifically told us it's a

I've played this map a lot, often with Syltman. And we think it has a high replay value thanks to the random item drops, different skill possiblities and actually very entertaining combat. Just our point of the view of course ;P

* Note, if you would reply to the custom inventory bit as , I'd be disappointed and probably rate this lower if I have to, but for now, hoping you'll get over the "overkill", my rating / vote are as follows :

I don't know what people see in those overly complicated and sluggish custom inventory UIs. Why would I do this just for the sake of having something complicated that perhaps looks pretty? This will never be implanted in my map.
 
Last edited:
Level 8
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Apr 5, 2008
Messages
367
Thank you :)

By the way if anyone could link this thread at the official Diablo 3 Forums over at Blizzard that would be nice. Unfortunately I cannot log-in to their US servers as they got some dumb region restrictions :/
So as a German I can only post on the German forums x..x

Fortunately that will change with their new forums.
 
Last edited:
Level 11
Joined
Dec 21, 2008
Messages
766
Thank you :)

By the way if anyone could link this thread at the official Diablo 3 Forums over at Blizzard that would be nice. Unfortunately I cannot log-in to their US servers as they got some dumb region restrictions :/
So as a German I can only post on the German forums x..x

Fortunately that will change with their new forums.

http://us.blizzard.com/diablo3/?rhtml=y

Make me pround now.
 
Level 2
Joined
Jul 22, 2009
Messages
12
My opinion: this map is worth testing but not playing over and over as some TD's maps.

*You need to spend like 3~+ hours near descriptions and other type-things.
*Be creative! Yes you have imported custom doodads but I see you are only enjoying with terraining stuff... enviroment must be attractive and which is now not, find a guy who could help you to make game look better looking (this is a must if you want to make this map high rated, popular and enjoyable - not 1 time-run as it is now).

Overall, I am impressed with triggers, you and your team did great but you really need to work with enviroment. As long as it is easily changable I'll be waiting for your new versions of this map.

For now I'm not giving any rating becouse map looks unfinished, but in future it might be a number 5 so keep on and good luck ; )
 
Level 8
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Apr 5, 2008
Messages
367
@ Sheephunter... I don't really understand to be honest :> I mean I can't post on their forums. I can login to their us sites but that's easy anyways.

At BlueAngel
What do you mean with spend 3 hours near descroptions and other type-things?

And about the terrain. Syltman did most of it while I adjusted it here and there. We also talked a lot about it as we discuss almost everything. But yeh neither of us is an all too skilled terrainer but I think it is just fine.

I gotta say actually it's a bit depressive to read so much about the terrain and units skins / icons / models. Sure they're not the best but it isn't horrible either.

But people do simply not commend enough about the actual gameplay. It's like it doesn't matter how much effort I put into it, in the end people will just say "yah hmm it's nice but it can only be good when it looks better".

You know Diablo 3 Warcraft didn't have a difficulty setting, almost no physics, very basic spells, no Diablo-ish Hack'n'Slash combat, at least at first no random item drops, lacking tooltips etc. pp.
Now I don't want to say the game is bad and it sure looked nice but hell, gameplay matters.

When I read some of the posts I get this feeling: "Graphics over gameplay".

Have you even tried out most of the skills? Did you realize the spawn system? Nothing is pre-placed. Nothing. Which, together with the way I handle spawning, let's me change stuff quickly or simply add in more randomness.
How is the cinematic? Sound? Do you realize the Barbarian yells each time when leaping? Or the varying floating texts that appear when you try to leap to unpathable terrain?
Didn't you enjoy the Thousand Pounder or heck did you even bother to play so far?

Sorry but I'm actually a bit pissed of that all the efforts I put into gameplay are overseen by "too few custom models" and a less beautiful terrain.

You can't believe how often I restarted the map, took a pencil and wrote down every yet so little issue. So I can improve upon it.
 
Level 10
Joined
Feb 18, 2008
Messages
262
I finished my favourite Diablo 3 map with barbarian. I must say, this map has always been great!

You improved the terrain and thats great! The map is still short, but of course you cant work on everything at once
You dont need to make a stupid and complex inventory system, its not an ORPG or something.
Creature count is fine for now, its not a full game yet its still a demo, dont listen to people.
Same for custom icons/skins... Everything looks fine for now, additional custom skills and icons are not terribly needed, there are more important stuff.
Gameplay is great as always - best in Diablo 3 maps without doubt- but perhaps its a bit hard im not sure..
Item drop rate is low i think, but i only played once this version im not sure. And you may need to be more specific about item descriptions. And fix the item name "boots of of greater speed"
In alpha, we were not able to select anything but our hero. That was cool, why change that?

Hmm that's all for now. It's good to know youre developing this map again! Cant wait updates
 
Level 5
Joined
Jun 18, 2009
Messages
168
About the inventory system that CloudWolf and his team made, I also think its useless, why should you collect items? To sell, with only one problems, you can't sell anything, and you can equip only the same amount of items, so i'm sorry to say, but its truly useless. About the map, it's quite fun, i love the physics, i don't say cons because people said it before me.
 
Level 3
Joined
Apr 29, 2009
Messages
42
About the weapon descriptions for example you could find very useful help in this thread:
Helping you with any textual content!

Bugs me abit that 1 out of 3 heroes/characters have hero glow, maybe that's just me.
But removing or adding hero glow onto/offto the heroes would look alot better imo.

EDIT: Sry if im pointing out things that already have been mentioned but I didn't have time to read all the comments.
 
Last edited:
Level 8
Joined
Apr 5, 2008
Messages
367
Thanks for more feedback.

MickeyDN
Yeah to get rid of the hero glow I had to ask Dan van Ohllus and some other guy who created the witch doctor about an alternative version. May do so.
That link sounds promising, gonna read through that guys offerings later ;p

Conlan
Hmm I guess I could increase the Item Drop rate. As many people complain about this I may make it slightly higher. I've had walkthroughs where I had a fully equipped character although it's of course random which means you need a bit luck. But as I can increase the drop rate easily I'll do so now I think.

I removed that selection system I had in previously because I didn't really see an advantage in it. Not being able to click other units sucks in my opinion because you'd love to check out their attritbutes. Especially as these scale with the different difficulties / player amounts.
And missclicking, so that you select a creep although you wanted to keep control of your hero is quite hard actually. There's no reason to ever left click on something else unless you're targeting an ability. So it shouldn't happen too often that you lose selection on your hero.
And in case it does happen just press F1 :f

Kobas
The UI can't be as bad as it's made by Blizzard and if you have that much issues with it.. well whatever. I may hide the lumber icon... got actually a nice idea in that regard <3
And as everyone's complaining about the colorful tooltips I'll try to remove 1-2 colors. I always thought it's pretty nice but guess that's only my opinion.

Perhaps give me some feedback about the gameplay as well? It's the one that matters more, in my eyes ;s

Koloricsi

Thanks god. I often try to discuss these things like inventory system etc. but people will just not listen.
You're bringing one good point. Sure in the real Diablo games you wanna have a fully fleshed out inventory system. However there are much more items, they are more complex, they allow for sweet customization, you can sell them, you need space and the most important... you can keep them throughout the whole game if you want so.
Why have an even bigger inventory bag in your game when the items are all pretty basic "+3damage, +5 health etc.", you can't sell them, you'll lose everything after one round anyways and the items are clearly better or worse than one another which makes it pointless to keep a lot items on your way along.
Perhaps it's nice for potions but the potion system in Diablo 1/2 is a frigging horrible gameplay element and I'm glad it's taken out in Diablo 3. Fundamental game design flaw imo.

So why did I make the inventory system (actually there is one little) the way I did?

It's simply, 6 slots - one for each item type -> weapon, shield, armor, helmet, ring and boots.
You don't need to drop weapons manually if you want to pick up another sword when you already have one. You just click it and it'll be swapped automatically.

Regarding the items.
3 different colors for 3 different item level. Light blue < Yellow / Gold < Purple.
Just as it is in the case with the real Diablo games you immediately see a good drop and can be happy about it.

And as I think weapons are the most important and I haven't got endless time to think of special abilities for everything, I made every weapon unique by giving them abilities that have an effect on attack. This is also adds to replayability and is actually quite fun.


Edit: Updated to 1.0a

Version 1.0a - 07.26.2010
-made tooltips less colorful
-minimap is now hidden by an image
-item drop rate increased (slightly)


Edit: Actually I also removed the main music that was playing all the time. As none ever mentioned it I thought it wasn't worth the 2.8MB anyways.

I now attached an image to show you the new tooltips and the hidden minimap.

Edit another time :eek:

Map got updated again! Just having a lot of time in my hand... instead of Starcraft 2 q.q (will come at least two days too late grr)

Version 1.0b - 07.26.2010

-lumber field at the top got replaced by a kill counter
-limited the amount of creeps that can exist
at the same time in the thousand pounder area
-did some rework with the spawn system region
(you cannot activate another "creep spawn chain"
while another spawning chain is still ongoing)
-added another hint
-fixed some stuff regarding the difficulty and
damage system
-fixed an sfx bug on the barbarians and TPs
charge abilities
-fixed / changed some other minor stuff
 

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Last edited:
Level 2
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Jul 22, 2009
Messages
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@
At BlueAngel
What do you mean with spend 3 hours near descroptions and other type-things?

And about the terrain. Syltman did most of it while I adjusted it here and there. We also talked a lot about it as we discuss almost everything. But yeh neither of us is an all too skilled terrainer but I think it is just fine.

......................[removed a little]............................

You can't believe how often I restarted the map, took a pencil and wrote down every yet so little issue. So I can improve upon it.

Since all cinematics, sounds, triggers seems extremly well done I just stopped at this point(enviroment). Critism isn't bad, commentors can give you tips, to show what they want and etc. so I did the same. If the map would be perfect you would receive 95% comment - "amazing map" but as I read others opinion they think more or less in a same way - map is great but it looks unfinished.

But also they said "can't wait for updates"...so no rush. I would like to see updates aswell :)
 
Level 15
Joined
Aug 14, 2007
Messages
936
Diablo 3 is a map of hack and slash, in my opinion it is fun and easy. Choosing the easy mode and playing will be exciting enough for starts. The monsters are un-defeatable head on, many strategies required to fight the massive spawns, the difficulty wasn't bad. The boss fight was interesting, the boss can only kill you within 3 hits in easy mode.

Fairly acceptable, lacking quite a pack of the game but the game play wasn't that interesting. The terrain was ok. I will give 3/5 I only played sorceress, but I think the rest will be as awesome. Though I still would like to thrash some dooadads ;D
 
Level 15
Joined
Nov 30, 2007
Messages
1,202
I love the map!

one suggestion I have is that you add combat abilities used by the units so you have to aproach them diffrently, you had some but not enough.

MORE TRAPS!

are you suppost to be able to kill cain? ;o

another problem I had was with the items I didn't know which was better so I just picked it up and hoped for the best sort of.
 
Level 8
Joined
Apr 5, 2008
Messages
367
@ Conlan
Well it bothers me most that the majority of people, especially ones that are new to games, modding and general game design simply put the visuals by far above the gameplay. No wonder Blizzard gets all that hate for their games from the younger generations which wonder what may be so good about their games and hate them for their popularity.
Regarding the colors. I won't change them back. I think either versions look nice and I can't be arsed being told about the colors any more ;P
And it would take forever too undo the current changes. Even with that nice "Colorpicker" tool (that's really awesome) I'd take me easily more then 45mins if not above an hour x.x

@ Pinzu
No big deal with Cain but of course I could make him invulnerable against allied attacks. That's just a minor issue but doesn't take long to code either so I'll see about it.

And yes extra abilities / characteristics for each unit is of course a nice thing. Although there must be some basic ones too. But a lack of models and other issues make it hard for me to come up with something.
I've tried forever to recreate the Dark Berserker extra strong attack that's seen in the trailer but it just never felt right. I'd love to put in the Dark Vessel and Activated Vessel unit but unfortunately the model for the latter one has a huge flaw with its attack animation that will never get fixed by its author x.x

But yeah traps too are a nice thing. Though I dunno yet how to implant them best or if it even makes sense at all for this rather short map. I'd have to randomize them and I've no idea if I could make interesting yet random traps. Ultimately traps are a nice idea however.

Regarding the items.
The "worst" are the white starter weapons, then come light blue, after that yellow/gold and at last purple items.
The weapons have all different effects that are situational and it's hard to decide which are the best. Doesn't really matter which blue one you have. Obviously you simply should take yellow or purple ones of the blue colored weapons.

And the other items are very basic and tell you the exact stats which should make it easy.
Going with purple > yellow > blue is the basic idea though ;p

Edit:
Also I'd like to mention that you rate the map if you like it.
I doesn't feel right to beg you guys for that but the more ratings the more people are gonna check it out you know. And I'd like to get more feedback.
 
Level 4
Joined
Aug 23, 2008
Messages
77
Just downloaded and tried the map- one word: FUN.

Sure, the map doesn't have the amazing visuals like the Diablo map by Cloudwolf and his team but in terms of the gameplay this was far more fun. I especially liked how the time bubble for the wizard worked- evadable ranged attacks made strafing actually plausible!

However, there are some small changes you could make; on flights of stairs, the Wizard's ability Disintegrate halts- the stairs are descending so the disintegrate beam should still go through. I will try to provide a screenshot to show you what I mean.



The inventory system- standard inventory is sufficient; no need for a "REAL" diablo inventory. It would be nice to have a bit more varieties of monsters though- even if you have to use blizzard models- this would be well appreciated.

I really am excited on this map reaching completion; it is an amazing map- terrain is also very fitting but i felt it was slightly spacey- a bit too much room and not enough creeps. I think making more creeps but maybe less stronger ones would help to get the "swarm feeling" of diablo as well. In this game it's kind of groups of creeps at u instead.

Overall, I loved the map though it was short; keep doing what you're doing. oh yea- like Conlan said- it would be nice to for our cursor to be locked on our hero as sometimes instead of firing a spell i click on a creep.
 
Last edited:
Level 4
Joined
Nov 23, 2009
Messages
106
The triggering and the Witch Doctor class were so freaking EPIC. This map is probrably the best so far for D3. Awesome how you kept to how Blizzard made the Witch Doctor's Mongrels. You cant mass them, and they are weak. Reminded me of the lesson I learned in D2, "NecroSkeleton massing is effective, but not as much as using your own attacks and spells". 5/5 for this map! :vw_love:

I hope this prject isnt dead. It was just too awesome.
 
Level 1
Joined
Apr 21, 2011
Messages
6
Loving the physics in this map, and hoping for future releases. I, too, hope that this project isn't dead.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,438
Hey, I liked this especially the boss battle (very thrilling).

There are some things to take care of though:
-items need proper description (how much damage it adds, movement speed rate etc.)

Bug:
-Meteor Storm level 2 does not work. The Wizard starts the animation but nothing happens.

I haven't tried all spells and heroes so this is all I have to point out right up until now.
 
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