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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Diablo III Warcraft Beta v1.19b

Submitted by CloudWolf
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG] [​IMG]

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 :)

http://www.youtube.com/watch?v=LTBkwe3gNk8

Classes

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New Classes will be available as Blizzard reveal them :)

Screenshots

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


Change Log

Version 1.19
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


Version 1.18
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 :)




Version 1.17
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



Version 1.16
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



Version 1.15
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



Version 1.14
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


Version 1.13
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


Version 1.12
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


Version 1.11
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! :)


Version 1.10
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

Version 1.09
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")

Version 1.08
New Features for this version:

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

Version 1.07
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

Version 1.06
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

Version 1.05
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

Version 1.04
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 :)

Version 1.03
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.

Version 1.02
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)

Version 1.01
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

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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
Moderator
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...
  1. Ranger21

    Ranger21

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    make 256 on 256 or 400 on 400 map with same style...

    Then you will rox :p
     
  2. redmarine

    redmarine

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    Our goal is to recreate the Diablo III Gameplay trailer in WarCraft III but with some WarCraft touch. We're ofc going to add some mechanics that aren't in the actual trailer but these changes won't be any huge or significant.

    Though, when we do come to the point to create more maps we will surely add our own touch to the map.
     
  3. CloudMax

    CloudMax

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    I have a question, will we start work on the next map when 1.18 is out? Or will we continue work on this map for like 1.20 and then start with the next one?
     
  4. CloudWolf

    CloudWolf

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    Technically speaking, so long as the inventory works we can start working on the next map :D If we ever need to make any changes to the map systems, we can just CnP them across with no trouble at all :D

    So as of 1.18, we might as well =]
     
  5. Killjaes

    Killjaes

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    sorry but the map isnt to good.you need to fix the hero camera
     
  6. saphiree

    saphiree

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    yes, after you've been dead hero cam doesent lock anymore. Anyway, can you tell a bit more what you make this map not so good?
     
  7. CloudWolf

    CloudWolf

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    It doesn't? :/ When you die, its meant to unlock so the player can look around :p E.g. If you've run out of lives, you can still watch the game :D

    Mind you, I guess it would be better if I set the camera to unlock when the player has no lives, rather than every time they die xD Ill fix that now :)

    Or are you saying that it doesnt re-lock? :S
     
  8. saphiree

    saphiree

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    well it doesent always relock for me. Sometimes when my hero is dead and he then revieves i can look whereever i want.
     
  9. CloudMax

    CloudMax

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    I have come up with an idea.
    When you die, your camera will look to another players hero. And then you press Left/Right to swap between all the player heros, that way it will still be locked and you will have a view of whats going on.
     
  10. Darkholme

    Darkholme

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    Okay guys, well it seems I still can't get wc3 working on my PC, but it's working fine on my laptop.
    CloudWolf, I could start working on the scripted enemy generation if you would like. Maybe make the number of enemies created be based on the number of player heroes within a given radius.
    I'd probably need a workable map so I could test it though.
     
  11. redmarine

    redmarine

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    Not a bad idea. I'll actually try to create such a system.

    You could use version 1.17 for now. Anything you make should easily be transferable to the new version.
     
  12. CloudWolf

    CloudWolf

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    you never cease to amaze me ;) brilliant idea!

    would be awesome if you could :) Do want want me to make some extra creep types first so that theres a selection to chose from?

    Or do you want to add your own units in, and we can just balance them out later? :)

    oh, and Ty for the help! :) Those who make regular contributions get put on the official D3W Project Team :D

    Naaah, its cool :) I'll send him the current version of 1.18. Ive made loads of terrain updates so while it might fit on 1.17, it probably wont on 1.18 any more xD
     
  13. Darkholme

    Darkholme

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    Just give me the current version and I'll make new creeps which can be balanced. First I'll figure out how to set up spawning though. I'm not entirely sure which way I should set up the script. I could make a template and then you could use an altered version of the code for different triggering areas, or maybe some elaborate system with a dummy unit hero that has useless abilities to determine how to spawn the creeps?

    The first one would be the best way IMO. Just define some functions, then set up a template that calls on the functions given some creature types and auto balances the numbers by the players. We'd need multiple versions of the creeps at some different power levels, but it shouldn't be too hard to come up with them. Then maybe some elites.

    Get back to me. Also, I PMed you my email address. :)

    [Edit: 1 more thing -> I could also do some texture and model stuff. Mayhaps make the barbarian a new skin (I think it could be improved) or try to rig the sorceress up to Jaina's animations.]
     
    Last edited: May 15, 2009
  14. CloudWolf

    CloudWolf

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    awesome! just pm'ed you the map :)

    yea :D As for creeps, just make some dummy creeps if you run out of units to use, and I can always fill in the blanks by makign some more types :)

    Thanks again for doing this :D much appreciated!
     
  15. Darkholme

    Darkholme

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    I Just Installed d2 again. I know how the scaling should work (because I accidentally stumbled how it works in d2 while trying to get my d2 to work in widescreen - which I saw screenshots from other people but can't figure it out.http://i44.tinypic.com/t5nc45.jpg), but the XP is going to have to all be adjusted.

    The basic Idea: You set up the XP To Assume the map will be solo'ed, and the number of creeps in mobs doesn't change. The difference, is that with more players, you actually spawn tougher versions of all the creeps. So you would have 8 versions of each creep, of varying toughness, or you could have less than 8 but then the in between stages would be lumped in. 4 Categories might work. It would mean a shortage of xp & slightly easy creeps for an even number of players though.

    Hmm. Maybe instead of actually making different creeps the creeps max hp & damage could be adjusted, as well as player xp gained.

    I'm not entirely sure how I want to approach the scaling. Suggestions?

    Only thing I'm pretty sure of is that I think I don't want to spawn all the creeps at once. I think it would be good if the players spawned them by walking into areas. Less load on the server, and less to keep track of.

    Talk to me people. :)
     
  16. redmarine

    redmarine

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    That's pretty much how Left 4 Dead handles it.

    Well, you could toughen the creeps by adding custom abilities to them according to the amount of heroes ingame. If you set it to variables it would easily be removable and replaced by a weaker enhancement in case a player leaves the game.

    I know you already know the details and steps.
     
  17. Darkholme

    Darkholme

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    That's a thought. One thing I also thought of. Presently you just handicap the monsters based on the number of players. But Honestly, If you're making the monster's strength = 60%, you should set all the player's xp gain to 60% as well.

    I like this addition of abilities Idea. It's a good additional thing to do.

    My main motivation for spawning creeps via scripts wasn't so much the difficulty balancing as it was adding the ability for some random elements, and reducing server load (not a big deal atm but it could be if the project scales.) Additionally, you could have events that spawn more creatures (which would be of the appropriate difficulty). :p

    I was thinking the difficulty could scale for who was in the area as opposed to who is in the whole map, though.

    We shall see what I come up with. lol
     
  18. redmarine

    redmarine

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    Perhaps there should be a function which will be called each time a creature is spawned. The function will set all the unit's properties like health, attack damage and so on.

    This function will easily be customizable using globals incase something happens like a player leaves or dies permanently.

    In case we're adding difficulty options as well, we could also try to create the "infection rush" similar to Left 4 Dead. If players wait too long doing absolutely nothing goblins will attack from an angle. We could add some voices or something to warm them about the upcoming threat.This would keep players on guards all the time and keep pushing them forwards.

    We're definitely going to need lots of local and global variables and functions.

    Just some suggestions I had to give before bedtime. G'nite mates.
     
  19. Darkholme

    Darkholme

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    Hey Guys. I was playing around with the map. I played with the handicaps, and set the xp% and handicap% to be equal. It seems to be making solo more reasonable and less overpowered. I was having some camera and selection issues involving the new inventory though (It keeps trying to switch back to selecting the unit).
     
  20. Pabe

    Pabe

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    This thing is amazing
    I played it too