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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 30
Joined
Sep 30, 2008
Messages
1,460
Yea :D I took a look at them :D They actually look quite nice ^^

I could create an inventory system with them, limiting the number of item types a hero can weild.

For example. each hero can weild two weapons, 2 sets of armour, and 2 utility items :D

im not sure about a fullscreen inventory though :S Ive seen it done on TkoK, but I wouldnt know where to start xD lol
 
Level 5
Joined
Apr 2, 2007
Messages
184
LTGH you should join my cult, the CloudWolfians. You seem to be overzealous enough. You can be the Grand Inquisitor or something. Then your job can be to convert everybody to download this map. Once we're done, no-one will download any other maps! We will not be denied, this world shall fall! But that's step two.

Anyway, the interface is very cool, even though the inventory slots were quite annoying. Too "reddish" to fit in. If you could make them kinda greyish and stone-looking (imagine a Diablo cut from stone) it would maybe fit quite good (at least inside my mind ;P).
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Turning of the firewall is a myth, you dont need to do that if you do everything right. And why not? are you on the internet at the same time as you host a game? No?..

Anyways...
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8230.html
This is just a layout of how i was thinking of a diablo 3 Inventory. The equipment icons doesnt fit in so much, but i dont have any better ones to use. :S
This is not functional, its just a layout.
This is a 32 slot bag that contains all the equipement that diablo 3 will have, expect one. ( Wich i dont rememeber name on and is un-needed for now )

as for that, if you could get it to work, im frikkin using it :D lol, it looks awesome :D
 
Level 5
Joined
Dec 24, 2007
Messages
133
I found a bug with Witch doctor's summon abillity which would summon the wretchling in the locations you couldn't move, between walls or etc. And Second bug is that the Void Walker boss in desert didn't attack me at all because i didn't get to close but he was still while i was attacking him until he spawned lesser void walkers.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
W00h nice. this is a rly good map and i cant wait for you to make the newer versions, with more races and other cool stuff!
i played it with a friend i rly liked and i think thats important. if you host online you might get a n00b which ninja loots everything. AND THAT SUCKS!!!
but its rly nice and me and my friend cant wait to play it again!

5/5
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Maybe get a roll system? When a item is droped you choose "Need, Greed or Pass".
Example: You cant choose Need roll if its an intellect item and your a Barbarian. And stuff like that.
Also add a kick system there more then 50% have to vote for a player to get him kicked.

That would decrease the ninja looting? :eek:

Edit: My computer crashed a few min ago, so i have to remake the stuff i was working on (The inventory System) BUT i think i know how to make the system. For the first time i want to say "THANX FOR USING WEU!". Many commands that you cant get whit GUI normaly ;)
 
Level 5
Joined
Apr 2, 2007
Messages
184
Wouldn't a roll-system be hard to make?
<DrunkenPanda200's mind blows up when trying to explain what he meant>
And isn't a "greed" option quite useless? ;P
You choose "need" if you really NEED an item (if you're a witchdoctor you need intelligence and whatnot for example) and "greed" if you just want the item to sell it or to give it to another character of yours (in both cases it seems kinda pointless if you ask me xD)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Wouldn't a roll-system be hard to make?
<DrunkenPanda200's mind blows up when trying to explain what he meant>
And isn't a "greed" option quite useless? ;P
You choose "need" if you really NEED an item (if you're a witchdoctor you need intelligence and whatnot for example) and "greed" if you just want the item to sell it or to give it to another character of yours (in both cases it seems kinda pointless if you ask me xD)

You can only take need if the item is made for your class.
You can always greed but if someone take need, the guy who greed doesnt roll at all. Need goes befor greed.
You can greed for other reasons, like a wizard can greed for a weapon to get more damage even if its better to have Intellect.
And if i can make a inventory system, i think i can make a roll system. :O (If i can make that inventory system? only the time will tell)

------------------------------------------------------

http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8246.html

Inventory Layout Version 2. That is a screenshot from ingame, so thats how it looks.
i guess you wonder what the four bottle spots is for right now, well here is my idea:
When you equip A potion to the NW spot, your hero will get a potion in he's NW spot of the inventory. The heros will only have four spots in the inventory.
And now for my question, CloudWolf, can you edit the inventory part of your interface to make it fit in whit 4 slots?
That would be awesome.
If anyone like my idea, reply please ^^
 
Last edited:
Level 17
Joined
Jun 9, 2007
Messages
2,493
To bad there are not more maps like this one, or like diablo games, hack and slash RPG maps.
I suggest you to make epic RPG/PvP map from this when D3 comes out.

Its a long, long time left until the real shit comes out. maybe about 2011?

And there isnt so many good RpGs out there becouse:
1. You can Load and Save ( makes it harder to code the map when you doesnt start over )
2. They have to make everything from scratch ( most of them anyways )
3. When you load a character you need to be able to enter a area for your level, its not needed here.
4. Everyone always stay together in this map.
5. No respawn system and stuff needed
6. They are not as good as CloudWolf on Terraining.
And so on.

Im not saying that this map is bad cus it is NOT.
But im saying that the whole map is based of somthing that already exists and that makes it easier for our team to make a good looking RPG.
 
Level 5
Joined
Apr 2, 2007
Messages
184
You can only take need if the item is made for your class.
You can always greed but if someone take need, the guy who greed doesnt roll at all. Need goes befor greed.
You can greed for other reasons, like a wizard can greed for a weapon to get more damage even if its better to have Intellect.

But then it's still not "greed". It's more like "I need that item too, but not to such a degree that it is completely vital for this teams survival". So that's what the second choice should be instead of greed. jk
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
To bad there are not more maps like this one, or like diablo games, hack and slash RPG maps.
I suggest you to make epic RPG/PvP map from this when D3 comes out.

Ide like to point out that I have no intention of Recreating the whole of diablo III for warcraft :) what would be the point? I'de be taking an existing game with cutting edge graphics and making them worse :S I hope you understand :) This project will be aimed at creating Diablo Style dungeons based on content from the official website.

When Diablo III is released, this project will become obsolete as everyone will be playing the real thing instead of this map :)



However, once this map is finished, the Diablo III Warcraft Team will begin creating a set of new dungeons (Basically a collection of individual maps). Players will be able to save/loa their charcters on any of these maps :)

At least, thats the rough plan ;)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Ide like to point out that I have no intention of Recreating the whole of diablo III for warcraft :) what would be the point? I'de be taking an existing game with cutting edge graphics and making them worse :S I hope you understand :) This project will be aimed at creating Diablo Style dungeons based on content from the official website.

When Diablo III is released, this project will become obsolete as everyone will be playing the real thing instead of this map :)



However, once this map is finished, the Diablo III Warcraft Team will begin creating a set of new dungeons (Basically a collection of individual maps). Players will be able to save/loa their charcters on any of these maps :)

At least, thats the rough plan ;)

Make sure to install anti-cheat systems to prevent cheaters from mass leveling and make it impossible to save if only 1 player is in the game.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Make sure to install anti-cheat systems to prevent cheaters from mass leveling and make it impossible to save if only 1 player is in the game.

You can never make a anti-cheat system, its freaking impossible.
They can enter the maps jass file and add information whitout deprotecting it. They can remove triggers, so you will be able to play single player.
Also, a save/load map as open source, its a big "baah O.O" for me. They can just enter the triggers and go trought the triggers and find out how to cheat a full geared, full level, imbalanced hero.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Well, the only thing we can really do is prevent your average gamer from cheating :) Most people wont know how to edit the triggers without opening a map in WE so it should be ok :)

The few that can maphack like that will be a minority :)

As for the open-sourceness, the only way to get around that will be to protect all official maps, and release open-source versions that dont contain the save/load triggers :)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
You can only take need if the item is made for your class.
You can always greed but if someone take need, the guy who greed doesnt roll at all. Need goes befor greed.
You can greed for other reasons, like a wizard can greed for a weapon to get more damage even if its better to have Intellect.
And if i can make a inventory system, i think i can make a roll system. :O (If i can make that inventory system? only the time will tell)

------------------------------------------------------

http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8246.html

Inventory Layout Version 2. That is a screenshot from ingame, so thats how it looks.
i guess you wonder what the four bottle spots is for right now, well here is my idea:
When you equip A potion to the NW spot, your hero will get a potion in he's NW spot of the inventory. The heros will only have four spots in the inventory.
And now for my question, CloudWolf, can you edit the inventory part of your interface to make it fit in whit 4 slots?
That would be awesome.
If anyone like my idea, reply please ^^

sorry :D I must have missed this post lol

I can indeed! Ive got the PSD's on my PC, and can take the bottom two out if need be :) I guess this means we will need a trigger to prevent the bottom slots from being used? :D

EDIT: oop, my bad on the double posting :) It happens to the best of us... =[
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
sorry :D I must have missed this post lol

I can indeed! Ive got the PSD's on my PC, and can take the bottom two out if need be :) I guess this means we will need a trigger to prevent the bottom slots from being used? :D

EDIT: oop, my bad on the double posting :) It happens to the best of us... =[

You can create an new inventory spell that makes so that you only have four slots ^^
And it would be awesome if you removed the two at the bottom.
And we dont need a trigger do prevent the bottom slots from being used, becous you have nothing to put there anyway ;)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Yeah, i know ^^ Already helped you whit that in the forums :wink:
And it may take a while befor my system is done. First time i make a inventory system.

Well, theres no presure :D I understand your probably gonna have to learn a lot of new stuff to get this done :p

If you get stuck, give the team a buzz :D We're all here to help eachother out when needed :p (just like you helped me out lol)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well, theres no presure :D I understand your probably gonna have to learn a lot of new stuff to get this done :p

If you get stuck, give the team a buzz :D We're all here to help eachother out when needed :p (just like you helped me out lol)

Thnx =)
Anyway here is a new ingame pic of how it will look when you select a item in the inventory.
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8252.html

Change:
F) Stats - Unit Classification (utyp) Worker
On Heros Soul to nothing and the icon in the bottom corner will dissapear.
 
Level 1
Joined
Jan 27, 2009
Messages
2
Is a skill tree possible to? It works just like a pop-up menu showing a tree of skills. Then you can drag and drop the skills onto the 6 defaulted slots or set hotkeys for Q,W,E,R,T,Y, etc...
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I just tested it online :) Just a few bug fixes to make and ill upload it shortly :D

then im going to bed :p lol

EDIT:

1.09 is officially up and running!

For a full list of details see the original post :)

Ive finally implemented an inventory system that should hopefully balance the item distribution a tad more :)
 
Last edited:
Level 2
Joined
Aug 8, 2008
Messages
17
lawl when i was playing single player, before i get to even pick, theres already a wizard at the siegebreaker boss area, but i still can pick another 1 though :-/, test it yourself, you should know it xD
 
Level 10
Joined
Jul 6, 2007
Messages
544
I found this map rather okay, even though it had extremely unique terrain. I did not feel a centre of gravity of perhaps an outpost or town/city as like Diablo II. Perhaps the terrainer could use his own imagination to extend the map into towns. Or maybe there were towns and I just died too soon. Personally, I lost grip after ten minutes despite the fact I died.
 
I have found 3 bugs in this version and 1 suggestion. The first bug is with the pathing blockers, second when the witch doctor summons hell hounds they can fall off the terrain and into the dark fog, third you have placed an wizard at the end of the map, wtf? the lvl 1 wizard is ranged, and the boss behind the door is waiting, she just attacks him and the boss cant do anything, it would be same for the witch doctor. Suggestion: The ''new inventory'' sucks, i was thinking it would open at the left corner of the screen and you can attach the item you want, and another thing: you can place an item axe at the chest, or at the ring. You should fix those bugs and listen to my suggestions.
 

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Level 11
Joined
Jul 28, 2007
Messages
920
I have found 3 bugs in this version and 1 suggestion. The first bug is with the pathing blockers, second when the witch doctor summons hell hounds they can fall off the terrain and into the dark fog, third you have placed an wizard at the end of the map, wtf? the lvl 1 wizard is ranged, and the boss behind the door is waiting, she just attacks him and the boss cant do anything, it would be same for the witch doctor. Suggestion: The ''new inventory'' sucks, i was thinking it would open at the left corner of the screen and you can attach the item you want, and another thing: you can place an item axe at the chest, or at the ring. You should fix those bugs and listen to my suggestions.

hahaha, and someone make original shaman model or skin, i think that original orc shaman model, is better than this undead you have in map.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I have found 3 bugs in this version and 1 suggestion. The first bug is with the pathing blockers, second when the witch doctor summons hell hounds they can fall off the terrain and into the dark fog, third you have placed an wizard at the end of the map, wtf? the lvl 1 wizard is ranged, and the boss behind the door is waiting, she just attacks him and the boss cant do anything, it would be same for the witch doctor. Suggestion: The ''new inventory'' sucks, i was thinking it would open at the left corner of the screen and you can attach the item you want, and another thing: you can place an item axe at the chest, or at the ring. You should fix those bugs and listen to my suggestions.

Im sorry but all of those is old.
Expect that you got a damn wizard at the bottom of your map.

@CloudWolf: Tidied up my trigger layout (No more "copy copy copy")
That just have to be the best update! Seriusly, now i can see the triggers.

Found another bug! why are there 2 pit bosses behind the gate?

Thats becouse you had a wizard at the bottom of the map... T_T
That doesnt happen if you take the normal way, did you destroy the gate?

-----

And to be honest, nothing of all this is a bug, its mistakes and problems that has to be fixed again.
People also call it Glitch and thats the right word becouse thats the same as problem/miss and thats what he did, he missed stuff and have some problems ;-)
A bug is somthing that only appears like one time, in your life time. ;-)

-----

I got one problem whit my inventory system, the version im making it in, is getting outdated ( already is ( 1.08 ) ) How are we going to transfear it when its done? I mean, transfearing my system will take like years later on. :eek:

-----

Uploaded an updated picture of the inventory. Now it shows two weapons in the inventory (Basic Sword)
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8279.html
 
Last edited:
Level 30
Joined
Sep 30, 2008
Messages
1,460
lol! I really have made a mess of this :) It was late, and I was trying to get it finished and go to bed lol :)

I might have rushed it a tad :) Ill reupload the map lol, if anyone has already DL'ed 1.09, delete it and redownload the new one :D


In the first photo, the bug is caused by a pet summon giong outside the pathed area. I'll attempt to fix this, alghough im not entirely sure at this stage :)

The second one is because the collision is too low for the ghouls. I dont really want to make them higher otherwise they will be too spaced out :) Im going to fix this in a later version by finding a new bridge model that covers 4 pathing slots exactly :)

and obviously that 3rd one with the wizard was just me being too hatey to upload the map :)


ty for the bug reports! keep em coming! :D


EDIT:

Thnx for that, but it can take some time befor its done ^^
And i wonder.. Will Beta Dissapear at 1.10? Then i need to work my ass of, i want my inventory in that map befor the beta is over x)

Dont worry about that :) There is no set release for the final, it'll be released whenever we get there. In any case, it wont be for a while yet as Ive got people working on new triggered spells, and theyre gonna take a while :)

As for importing it, I'm sur we can manage :) So long as all the triggers are in one folder, its just going to be a case of "Copy and Paste". Any extra miports will just have to be imprted again :D

Either way, just send it on 1.08 when your done, and I'll take care of it :D

I found this map rather okay, even though it had extremely unique terrain. I did not feel a centre of gravity of perhaps an outpost or town/city as like Diablo II. Perhaps the terrainer could use his own imagination to extend the map into towns. Or maybe there were towns and I just died too soon. Personally, I lost grip after ten minutes despite the fact I died.

This has been discussed before in earlier posts :) This map aims to be a remake of the gameplay trailers, and there are no towns. If I added one it would become more like an ORPG, rather than a "Hack and Slash" action RPG, and I don't want to lose that :)

However! The aim of the project is to make new maps based on new areas as blizzard release them :D If blizzard show us a town, then we're sure as hell gonna make it :)
 
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