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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. redmarine

    redmarine

    Joined:
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    We are going to do whatever we can to prevent ninjas as welll as cheating. But if a player does go rogue and ninjas he will be able to get the boot if players dislike his actions.

    Although this won't actually stop ninjas from playing we're going to add hero specific class items. Even now it's still possible for ninjas to steal items. This just shows how hard it actually is to make the map ninja free if not impossible.

    On a side note we're considering reducing the number of players to 5. Hopefully this will richen players' experience and cause a much more fun and intense gameplay. A bonus would be that we're going to add a total of 5 heroes and 5 players resulting in a more devorse gameplay experience.

    I have to go to school now.

    It's quite fun to write long posts on my net table(N810)
     
  2. DoOs_101

    DoOs_101

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    Then add a system where you can -kick vote someone. Simple enough.
     
  3. The_Silent

    The_Silent

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    No, they sucks. They are more often used to kick someone without justified reason.
     
  4. DoOs_101

    DoOs_101

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    And please explain to me the rationalization of anyone doing that? It will be fairer for everyone. Aside from that, it is hard to kick someone because it requires everyone to vote yes. If one guy attempts to kick someone because of his/her personal reasons, it will be hard to convince everyone to agree ...
     
  5. Ranger21

    Ranger21

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    Maybe make kick command works only for host?

    Well at least... all hosts must be not tard's :)))

    And they can decide properly...

    People to kick: stealers,abusers, flooders, laggers who don't leave
     
  6. CloudWolf

    CloudWolf

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    naaah, a vote kick would kinda ruin the game :S While most hosts won't abuse it, theres always going to be a few that will :p

    The fact that theres going to be a save/load makes a kick command rather unfair. A player may spend an hour advancing in the game, only to waste that effort by being kicked.

    It's going to be up to us to create some kind of system that will distribute the items evenly. We'll think of something, you can be sure of that :D
     
  7. saphiree

    saphiree

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    I think you shouldnt make a kick system yes. Just making the loot system as fair as possible is the best bet i think.
     
  8. Darkholme

    Darkholme

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    I made a Difficulty System Yesterday. It scales XP and Enemy HP according to the number of playrs in the map. It seems to use better numbers, and gives more reasonable experience. I also added a system like diablo II's "/players X" where you can raise the difficulty (and experiance to match) if you so choose. You can't however, set the difficulty less than the number of players.

    Now for Issues I found.

    -Barbarian
    By equipping +Int Gear, the Barbarian's Mana Pool can easily be Septupled. It also gains an auto recharge.
    This would be less of an issue if the Barbarian's Mana pool was set of a number scale equivalent to the other player's mana pools. The Change would also make mana potions and Mana Spheres less potent for the barbarian. Give a bigger pool, and up the mana costs.
    Mana Auto Recharge could be fixed if you remove the auto recharge from int. But you'd also have to make recharge systems via script for each hero type. The Sorcerer would have an auto recharge, the Barbarian would have an Auto Drain in addition to the rage system, etc. it would be an all around improvement.

    -Repick would be niceif it worked, even if only for testing purposes.

    -I'm in favor of the EXP Penalty, but at least making the player walk through a bunch of dungeon to reclaim their corpse would be an improvemnt over "You have X Lives". Maybe it would be worth it if more monsters would randomly show up in the areas you've already cleared.

    - I wasn't thinking that the creature spawns would be random, just that the quantities would be random, I like the idea but it would be a different system to design. Good thing I havent gotten to it yet.
     
  9. CloudWolf

    CloudWolf

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    aaah ok :p Well, I can make the random creep groups appear at a later date :D just carry on with whatever you were planning to do :)

    Thanks for the help by the way :) If you want to help us in the future, ide be happy to add you to the official D3W Project team :)
     
    Last edited: May 18, 2009
  10. CloudMax

    CloudMax

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    Yey, we got a new member in the crew =D
    Darkholme, whats your MSN? O.O (if you have msn ofc)
     
  11. Darkholme

    Darkholme

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    my msn is sylraedimanna at gmail.com. I dont use the email anymore so dont send mail there. You'd have a better chance catching me on skype or gtalk though.

    And as for further contributions, that's the plan. :)

    I'd also like to reskin your heroes too at some point. The current skins are good, but I can think of a few things I could improve.

    Once I get the Spawning system more set up, I'd like to make the difficulty handicap apply only to bosses, and make the creeps just spawn different types and numbers. Or maybe just spawn a different version of the boss altogether, with capabilities more fit to match the number of players.
     
  12. GLB

    GLB

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    I am always astonished about the wc3 editor. look at this map. it's great!
    And i am amazed to see that you triggered mostly in GUI. One more, excelent GUI triggered Map! Keep on working
     
  13. Darkholme

    Darkholme

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    He Brings up a point we're using mostly gui, myself included. Should we be switching to vjass? I imagine it would perform better...
     
  14. GLB

    GLB

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    No, you shouldn't do so... GUI is quite efficient even if JASS is better for performance, etc. but GUI suffices.
     
  15. CloudMax

    CloudMax

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    what? GUI isnt better in any ways.
    I just use GUI becouse i dont know Jass ;S
     
  16. CloudWolf

    CloudWolf

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    Sounds good to me :D I'll PM you with details about joining the team ;)

    and yea! We could easily make 6 versions of each boss if you reckon thats the best way to do it :D
     
  17. CloudMax

    CloudMax

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    First of all we should try to make better triggered bosses :p
    More spell cast, more variation, more realistic (not a robot boss that use hes "Zomg-da-whooopp when having 1% health left) & ofc more nice effects xD
    The best boss so far is skeleton king but he can be much much better ;P
     
  18. redmarine

    redmarine

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    LTGH only used GUI because he didn't know how to use Jass. I didn't use v/Jass because I wasn't comfortable and skilled enough but lately we've been kinda using it all around. Perhaps we might consider shifting to v/Jass soon.

    We're getting lots of practice. :grin:
     
  19. CloudMax

    CloudMax

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    The past days i have tried to learn vJass but im still just a big question mark.
    But i will keep trying until i success!
     
  20. GLB

    GLB

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    wtf? i never said GUI is better than Jass! Everybody knows that Jass is more performant etc... but GUI SUFFICES! And i don't care about why you are using Jass or GUI or what ever... ^^

    Anyway, it's a nice map! Keep on working pls!