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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.
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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. CloudWolf

    CloudWolf

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    wow :D well, if we could get some sort of tech tree working that could be fun :) Mind you though, I want to get a stable / playable v1.18 before we add any more stuff to the to-do list :p Definately an idea for when we start on 1.19 :p

    I have an entire free day tomorrow so im gonna put that time into making all the new items for the inventory :) Man, its gonna be a long day ;) lol
     
  2. Darkholme

    Darkholme

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    Move: They don't need the button. They can right click. It's not that hard.
    Stop: You could just as easily click Hold Position if you want them to stop, and then they dont automatically run off on their own attacking shit after the split second they stopped. Stop works fine in regular <acronym title="Warcraft 3"><acronym title="Warcraft 3"><acronym title="Warcraft 3">wc3</acronym></acronym></acronym>, but in diablo there are almost always some monsters you could easily autoattack.
    Hold Position: We need this one.
    Attack: This one too.
    Patrol: Remove that shit. (lol)

    That's 3 extra slots for buttons.
    Awesome.

    Hey. For Dying Penalties: Has anyone considered adding a Corpse System like in D2? So you'd lose some XP, A bunch of gold, and leave a corpse with your gear.
     
    Last edited: May 17, 2009
  3. CloudWolf

    CloudWolf

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    hmm... about that potion bug :p I beleive its not really a bug at all :)

    In the current build, there are still a lot of potions around that arent in the right format yet :p So whenever they get picked up, they go straight to the 4 slot inventory :p I just need to replace them all with the new potion item you made to go into the full-screen invetory :)
     
  4. CloudMax

    CloudMax

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    Move: Actually, without move, you cant right click, but i guess its possible to hide the button...
    Stop: This is the ability units use when they have moved to the targeted possition, i think it would mess up without that ability, im not sure though. But if you can hide that button it would be perfect.

    As for the techtree, that would just be fun to make. I will work on it when i have free time if we decide to have that. x)

    That wouldent fit in with a map like this one. Since now your inside a dungeon all the time and having to run all the way to revive would just be annoying. But if there was citys and such things it would be nice.
     
  5. Super-Sheep

    Super-Sheep

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    "Hey. For Dying Penalties: Has anyone considered adding a Corpse System like in D2? So you'd lose some XP, A bunch of gold, and leave a corpse with your gear."

    Kill allies and steal gear, pls.
     
  6. CloudMax

    CloudMax

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    what the hell are you talking about? o_O
     
  7. Super-Sheep

    Super-Sheep

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    Im talking about the dying system...

    I know allies cant be attacked, but you could purposely block others and then they cant run and get killed by monsters.
     
  8. CloudMax

    CloudMax

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    Soo...? What is your point? Players die? so what? why would players try to kill each other?
     
  9. Super-Sheep

    Super-Sheep

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    Didnt you read the suggestion about dropping gear and gold? Other players could steal it.
     
  10. Asgard_Ragna

    Asgard_Ragna

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    That would suck, I don't want my items to be stolen, whats the point of that?
     
  11. CloudMax

    CloudMax

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    Did you ever play diablo 2? You didnt understand what he was talking about at all...... Before you make a spam post like that, you should atleast make sure that you know what he is talking about. In diablo 2 when you dies your cropse stay at the location you die at but you get back to town and you have to run back to your cropse to get your items back. And you dont drop your items, its just your cropse with the items on that is there. And other players can not pick that up.

    Your also wrong. He is talking about the system from diablo 2.
     
  12. Super-Sheep

    Super-Sheep

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    I havent played D2. How about to explain things a bit better. And its not spam, I didnt know that the system would be like that.
     
  13. CloudMax

    CloudMax

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    How about asking him why he want it to be like you thought it would be? Then he would tell you what he was meaning.
    But insted you said "Kill allies and steal gear, pls." and that is actually counted as spam as it doesnt help us in any way at all and it is a completly useless post. He came up with an idea and i understod what he was asking for and that is enough for me.
     
  14. Asgard_Ragna

    Asgard_Ragna

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    I answered to sheeps post, I know how the diablo system works, played it often enough...and died enough,too. I indeed got smth wrong up there.^^^^
     
  15. Darkholme

    Darkholme

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    I actually think there should be a way to steal items & gold from people. Possibly a voting system. Kindof like vote-kick-drop. If some jackass if stealing all of the gear that they cannot use and is hoarding all the good stuff, or is stealing the gear on things that aren't his kill, there should be allowed a vote by everyone else to kick him, majority rules, and when he's kicked he should drop everything. Players doing this shit is why I stopped playing BNET. I suppose you could need/greed or some other situation but I also want the ability to vote to kick a player who'se a hug jackass.

    But yeah, I was talking about the d2 system where you leave a corpse, and you have to go all the way back to the body to get your shit. :p
     
  16. CloudWolf

    CloudWolf

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    Let me just clarify that this map is not an ORPG :) While its a form of RPG, there are a fair few differences which ive listed below:

    The project is 100% dungeon/instance based, therefore, there will be no central town. This has been done to remove monotonous travelling between areas of the game. All quests you pick up will be obtained within the map.

    Theres will be no gold in game :) Every item you aquire will be looted from enemies, or won in PvP maps.

    The maximum level will be capped at 40. The only way to enhance your characters from then onwards is through collecting more powerfull items.

    Respawns will need to be thought out very carefully. We dont want a player ending the game with less exp than when they started, so losing exp is out of the question. Losing gear is also a big no, as players may have gone through a lot of trouble to get the gear in the first place :)

    The maps will be as random as possible. This will ensure that each map in the project is different each time you play it which will enhance their replay value. For example:

    - Creep groups will randomly generate
    - Item drops will be random (including boss loot)
    - different bosses may spawn each game
    - Alternative pathways randomly appear
    - Different optional quests will appear each game

    I hope this clears some stuff up for most of you :) I just wanted to ensure everyone realised that this map is not really an ORPG, it aims to be far more action packed, and attempts to remove all the pointless grinding, and replace creep killing with a real purpose.

    _________________________________


    We will be adding a role system for all the more powerfull items in the game to help spread them around a bit ;)
     
  17. Asgard_Ragna

    Asgard_Ragna

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    Maybe a system like in guild wars? Randomly reserving the items for a player so no other player can pick it up?
     
  18. CloudMax

    CloudMax

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    Im actually going to make a system that woulds like in World of Warcraft since that one is pretty much all we need. But you wont be able to choose Need if you cant use the item. But im stuck with the system im working >.<
     
  19. DoOs_101

    DoOs_101

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    I think that system is much better and fairer. Guild Wars doesn't have a good item system like WoW does. The only good thing about it is balanced gameplay and many skills implementation, which makes it so competitive.
     
  20. saphiree

    saphiree

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    I dunno much about Guild Wars system, but i must say wows is smartly thought out. But i just hate ninja looters. And thats what i fear will come in this map too :/ Its just a little warning. Cus i guess ppl only play this with their friends anyway. I do, cus i like it best then. We're much better at team play then :D