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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 17
Joined
Jun 9, 2007
Messages
2,493
Then you're doing it in wrong way.

You fail.

There is no right or wrong way! Its the one who triggers it that choose how he wants it to be for gods sake.
I dont know why the fuck you say that i fail, only becouse i create a system in 6 triggers insted of 1.
You dont complain on all the other triggers this map has that could have been one insted of #.

Stop spamming this thread now, i want to keep it clean.
 
Level 5
Joined
Apr 2, 2007
Messages
184
Burn the sheep!
lol, anyway let him do the damn inventory system any way he wants. The important thing is that it gets done ;P And as he said there isn't really any right or wrong, only different ways of doing it.
And I got to say it looks good so far :thumbs_up:
 
Level 5
Joined
Apr 2, 2007
Messages
184
Yes, on-topic...
About this entire Tyrael-thingy. To summarize the ten feet long post I originally was going to write:
Tyrael destroying Worldstone = good idea.
Tyrael becoming some corrupted bastard = bad idea.
Tyrael opening portal to hell after fighting him = interesting.
And I'm too lazy to write my own ideas.
 
Level 4
Joined
Dec 27, 2008
Messages
72
Drunken not corrupt bastard.. like being taken over by it
Imperius wont help him.. he becomes evil
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Why do they have to make him evil :'(
He's a nice guy, he's an angel after all, he's not a red creature that is running around in a castle underground and shooting fire out of he's mouth when he is running on he's four leggs and standing on a star symbole whit lava around it.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I hope those fans is so fucking wrong then.
If he turns Evil, he maybe will become a expansion boss in D3. Since diablo always is last boss in the classic version, and tyrael is stronger. ;-)
We can make our own expansion & our own acts later on, Mwoahahahahaha. We will rule the world!!!
 
Level 4
Joined
Dec 27, 2008
Messages
72
? i ve posted ideas n bout tyrael a lot i dont know how that is offtopic,
but what other maps has tyrael been a bad guy in?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
The upper interface is not even used yet, i think thats why he havent changed that.

And well, all say that Tyrael turns into a bad guy, thats why i want him to be a nice guy for just one more time. ( if i does turn into a evil guy in diablo 3, but i dont think so since hes like the one who destroys the darkness, the world would turn corrupt if he was evil (but maybe thats a good story for blizzard. World turns corrupt since tyrael became evil and someone needs to save the world and defeat the darkness) )
 
Level 6
Joined
Sep 5, 2007
Messages
264
Good map, I got stomped by Tyreal, my lvl 36 Witchdoctor didn't stand a chance (in such an enclosed space)...

I noticed that the hotkey for the summoning ability (witchdoctor) doesn't appear to work... it says "R", but that obviously isn't right.

Is there a way to stop the bridges disappearing when under fog-of-war? I think you need to investigate that.

Anyways, 5/5.
Great atmosphere. The monsters a bit tough, but that's life.
Keep up the good work. :thumbs_up:
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Its not wierd that you didnt stand a chance to tyrael, your suppost to be more then 1 player :p Atleast it sounds like you was in single player. I played barbarian, tanked trought whole the map, only equiped armor items. Then we was able to defeat tyrael, we almost lost, i had no anks left and we was 3 left :p

About the next version, we dont have a official release date you know.
It comes when we have fixed everything that should get fixed.
And the bridges, i noticed that to in about 1.02 but cloud doesnt seem to fix it, i have not idea why, he maybe didnt see my post or somthing, but i posted that two times.
But i think he will fix it to the next version.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Aaah, the bridges thing happens because ive blown the model up 10x its default size :S

Basically, while the model origin is on screen, the model shows up, when its off screen, the model dissapears... It just so happens that up to half the model can still be on screen when this happens :S

I'll try and fix it though :D It might just be because i dont have a box ticked somewhere xD
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Since we are a whole team working on it now and not just one person, we will try to make bigger patches whit more changes and fix as much as possible befor releasing a new one.
Just look at DotA, it takes like 1month for them to make one patch if they are fast.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I've been doing a whole load of bug fixes, including a rather major one on my current inventory system lol :)

Im afraid I wont be adding the custom spells into the map until all 15 of them are finished and perfected :D If I start doing it now, everythings going to be a bit unbalanced :S

But yes! The few changes I am making will hopefully be done either tonight, or tomorrow sometime :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Okey, better later then never.
Its a shame but i havent tryed 1.09 and dont know how your system is at all, all i know is that you use the inventory slots >.<* No time to test it becouse im working on the inventory. As fast as the damn dual wield bug is gone, i will test your :)

including a rather major one on my current inventory system lol
I hope you mean the one that does so that you can have all items in all slots after you equiped it. How could you forgot to make so that you cant do that? :p
 
Last edited:
Level 3
Joined
Jan 26, 2009
Messages
36
Fantastic map, looks beautiful.

Things to change/add:

  • Remove the starting hero (the one down by the last boss)
  • Make items more class restricted
  • Maybe increase the HP/MP regen of heroes to keep game play faster
  • Fix Voodoo Spell Book's on use ability


Other than that the map was amazing, one of the best maps I have played on WC in a very long time. I can't wait to see this completed. Also as others have said make it a little hard, and make it longer. I know its mainly based off of the Diablo 3 trailer but who cares! This map is fucking beautiful, lets see more content asap!

:thumbs_up:
 
Last edited:
Level 17
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Jun 9, 2007
Messages
2,493
  • Remove the starting hero (the one down by the last boss)
  • Make items more class restricted
  • Maybe increase the HP/MP regen of heroes to keep game play faster
  • Fix Voodoo Spell Book's on use ability

[*]Remove the starting hero (the one down by the last boss)
That was just a mistake.


[*]Make items more class restricted
I guess you dont know about the inventory system im working on.
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8338.html
And as you can see, they have "useable classes:" in the multiboard, wonder what that is for?


[*]Fix Voodoo Spell Book's on use ability
What?
 
Level 3
Joined
Jan 26, 2009
Messages
36
[*]Remove the starting hero (the one down by the last boss)
That was just a mistake.


I have no idea of what that is, ill go and check it out.

I didn't read over most of the replies in this thread. I simply played the game and replied with my input.
 
Level 3
Joined
Jan 26, 2009
Messages
36
I didnt mean it like that. I said "i guess you dont know." not like "what the heck, you dont know?". I should be more specefic of what im trying to say next time, sorry.

But what about the Voodoo Spell Book's?

Sorry, little hard to interpret what people mean via text =(

When I played through my second time the chest just before Pit Lord looking boss (I forget his name) a Handed item dropped called Voodoo Spell Book, it says that it has an on use ability to heal allies or something.

Let me open the map and look at it quick.

*edit* There is also quite a few items who have code sticking off the end of them in their names. color code, etc.

Voodoo Spellbook - [Handheld]

It is set to be an actively used item, however when you click on it, it doesn't do anything.

Hmm, after looking through the Object Editor it seems all it gives off is a Voodoo Aura (based off of Unholy Aura). Its a little confusing is all because the item text seems to imply that its an on use item. Also since its set to Actively used in the Object editor you can click on it like it would do something.
 
Level 17
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2,493
Well, thats clouds foult, but its hard to me to answer on questions when i dont even play 1.09 ._. but im a part of the team and its my part is to trigger and aswer on questions.

Anyway, later on, ALL items will be remade, and i will fix all existing problems when i do that.
 
Level 3
Joined
Jan 26, 2009
Messages
36
Well, thats clouds foult, but its hard to me to answer on questions when i dont even play 1.09 ._. but im a part of the team and its my part is to trigger and aswer on questions.

Anyway, later on, ALL items will be remade, and i will fix all existing problems when i do that.

Hey man, all I can say is that if you guys need help with creating items and units that fit well with the Diablo Universe let me know. I would 100% LOVE to offer my assistance on this map, its a beautiful map.

Currently with how shit the economy is around here... literally NOTHING is hiring, hell even fast food and Wal*marts are laying people off I have more than enough time to offer my assistance on anything and I have to say I would give anything to be apart of this maps current and future progression, its hands down one of the best things I have played in a very long time.

*edit* Another thing that I think would be a good idea would be to change it so that when the Siege Breaker Assault Beast does his charging stun dealieo perhaps don't make him Invulnerable. Another idea I think that would be nice is if it would be possible to give vision of the area you have died in, and some way keep the units there from resetting so that as soon as you revive you get right back into the action.

For example, its a little annoying on a boss encounter if you die then all the mobs run back to their spawn locations or start locations, just takes away from the feeling in my opinion.
 
Level 17
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Jun 9, 2007
Messages
2,493
The problem is just that the items will not be like regular items, they will be created by triggers, and the inventory will only be used for potions, im uploading a new preview picture of my system right now.
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8354.html
Also, i should remake the already existing items befor creating to many new ones : /
Maybe another time.
 
Level 19
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Sep 4, 2007
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Level 3
Joined
Jan 26, 2009
Messages
36
The problem is just that the items will not be like regular items, they will be created by triggers, and the inventory will only be used for potions, im uploading a new preview picture of my system right now.
http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8354.html
Also, i should remake the already existing items befor creating to many new ones : /
Maybe another time.

Aah, alright, well gotcah. Regardless! My offer stands if you guys need a hand in anything I'm pretty proficient in triggering and I'm never short of good ideas, concepts!
 
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