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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
Naah, thats not really needed. And hey, your damn right hes inventory is like :razz:
He should remake that system. And he should make a variable that saves what slot the item was in so that it moves back when trying to change equipment slot insted of dropping it when changing slot.

__________________


The only problem for me is that i dont use version 1.10. lol, im using 1.08 and will not change for a while for a several of reasons.
 
Last edited:
Level 17
Joined
Jun 9, 2007
Messages
2,493
Redmarine, i hope he listens, i sayd that in page 19 or somthing and i sayd it in hes profile and i PMed him but he havent done anything about it :O I guess he forgot everything.. Its anoying whit the big selection scale. Somtimes when i walk i target a descructible doodad and start to attack it (when im range)

Redmarine, can you please change that avatar or yours, its pretty anoying becouse of the light... But the monster is fine.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Redmarine, i hope he listens, i sayd that in page 19 or somthing and i sayd it in hes profile and i PMed him but he havent done anything about it :O I guess he forgot everything.. Its anoying whit the big selection scale. Somtimes when i walk i target a descructible doodad and start to attack it (when im range)

Redmarine, can you please change that avatar or yours, its pretty anoying becouse of the light... But the monster is fine.

Once I find a better avatar I will.
 
Level 1
Joined
Dec 14, 2008
Messages
2
:fp:i like the map but the only thing it needs is the inventory and the skill system just like in diablo2
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
wow :D I just caught up on the latest talk :D

Nice work! I had a feeling there were some bum triggers in there somewhere, but I couldnt find them :S lol But thanks! I'll add you to the credits list for your help :) I'll have another shot at the whole Anti-Move system :)

As for the selection thing, I'll fix that for 1.11 xD When dealing with a project this big, I get a lot of PM's and messages :S Its hard to remember them all xD Sorry :)

As for being in BETA, im afraid so :) Although, saying that, once we finish the new spells and inventory system this map will more or less be done :D

Then I can get to work on a second Diablo map ^^
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I have readed them and commented them, lol.
About 75% of my posts is in this thread, its my job as a part of the team to do that.

Anyway, CloudWolf, read the other thread if you havent done that yet there is some questions and suggestions there.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
oooh guys, before I made this post we had 666 comments :O Creepy huh? :D

in other news I'm going to be adding a more "Random" element to the game for 1.11. There will be some fantastic new items, and every one of them will be given a random chance to drop. Im also considering adding some random creep groups.

Hopefully this update will ensure that the map is different every time you play :)
 
Level 8
Joined
Nov 20, 2008
Messages
445
Btw CW do u think youll manage to recreate Caldeum for a future map if u do as u say and continue it with lots of maps ?
 
Level 8
Joined
Nov 20, 2008
Messages
445
I have a suggestion when you change the spells instead of the jump spell you should include the charge that is seen in the gameplay trailer. That way you won't have to worry about pathability :)
 
Level 2
Joined
Feb 17, 2008
Messages
3
No question, it's one of the best Wc3 maps ever made.
I played every single version of your fantastic Diablo III based map, here are some ideas I came up with...

- an option to choose between normal mode (no changes) and hardcore mode (only 1 life, but more potions)

- adding some kind of glow (how about blue?) to the heroes in the selection area

- some dynamic rain effects in the outside area would be really nice

Bosses:
- please add the small squadron of treants right before the fight with the Siegebreaker
- the Siegebreaker shouldn't leave combat by escaping into the dark
- the boss summoned by a cultist ritual should enrage after some time
- the voidwalker boss isn't really a challenge, make him also non-optional
 
Level 8
Joined
Nov 20, 2008
Messages
445
Hmm i just coded the Seismic Slam as it is seen in the video if you want you can use it :)

To implement it youll need the ABC system, the spells trigger, JNGP, And the spell. Just change the id of the spell in the condition to the new ID of the spell.

JASS:
private function Cond takes nothing returns boolean
    return GetSpellAbilityId()=='A010' //Change 'A010' to your spells ID. You can see it by pressing ctrl+d while in the object editor.
endfunction
 

Attachments

  • FIXED Diablo III Beta v1.10 New Slam.w3x
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Level 11
Joined
Jul 28, 2007
Messages
920
Gor wc3 unlimited,to transfer map to normal editor you only must change some triggers, like destroy unit group action, you have to change this to "script" in other to transfer map, otherwise yu'll get error. I never had problems with WUE. UMSWE has no errors ?
 
Level 8
Joined
Apr 5, 2008
Messages
367
Hmm i just coded the Seismic Slam as it is seen in the video if you want you can use it :)

To implement it youll need the ABC system, the spells trigger, JNGP, And the spell. Just change the id of the spell in the condition to the new ID of the spell.

JASS:
private function Cond takes nothing returns boolean
    return GetSpellAbilityId()=='A010' //Change 'A010' to your spells ID. You can see it by pressing ctrl+d while in the object editor.
endfunction

My version of it looks similar, very. Yet it uses HSAS and got some globals :>

A bit Off-Topic, I'm probably going to make my Diablo 3 version a hosted project on the hive because it takes me too long to terrain everything nicely.
So I can put my effort onto things like balance and triggers. Visit the thread then! [sorry for advertising^^]
 
Level 30
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Sep 30, 2008
Messages
1,460
Just to let you guys know, all the triggers in this map will be made by people in the development team :) Any outside resources won't be used. I already have 2 people working on a completely new set of skills for the map, and using other peoples spells just wouldnt be fair to them as they've spent a lot of time doing it :)

Its also just easier this way. If we used bits and peices from everyone it could get rather confusing, and the whole debate about who actually made the map would be endless xD

Feel free to make your own mods though :) Just make sure its clear that the map was made by us, and edited by you :p
 
Level 17
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Jun 9, 2007
Messages
2,493
Okey Na_Dann_Ma_GoGo i will be kind to you now.
You told me that im wrong whit all i said befor and that you never want to talk with my becouse im so stupid. And then you come here and advertise your own project.
I wont call you somthing now but you call me stupid and that im wrong when you advise your own project here.
Isnt that wierd? :O
 
Level 30
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Sep 30, 2008
Messages
1,460
Aye.... if your project is a mod of this map, it would seem rather strange to have it hosted as your own project on the hive :S

It would be like me taking TKoK, modding it, and hosting it on the hive as my own xD

Plus I've already posted an application to get this project hosted, and am awaiting a reply :)

You can always make a map from scratch, and import your own spells. Then it would be 100% your own work and I would have no problem with it :)
 
Level 2
Joined
Aug 7, 2007
Messages
29
Nice Map design and also nice Models all in all a realy nice Warcraft III map :D
I give you 5 becouse diablo III is gonna be my fav game!

P@ker
 
Level 8
Joined
Apr 5, 2008
Messages
367
LTHG:
That's all to you, right nothing.

Cloud: Of course I'm not hosting your map here^^

I made it up from scratch, even with new terrain, which is the part where I need the most help with. I've done very few yet and I send you the Preview of my map if you want. All I've taken over are the babarian skin (which is obvious and it's not your own whatsoever) and the Health Globe model, from which I dunno whether it's yours. So tell me in case for credits... which you get anyway for inspiring me with your map.

Last but not least I hope people won't accuse me of stealing. I had the idea to make a Diablo3 map when the GP-Trailer came out but then throw it away. And it's not very innovative to take another game as base.
I won't take over anything from you but rather share some models, because there are few options, like the abomination for the grotesque etc.
I'll send you the map via pm if it is possible.
 
Level 2
Joined
Feb 17, 2008
Messages
3
Ohh, what a fast growing thread. :D


- an option to choose between normal mode (no changes) and hardcore mode (only 1 life, but more potions)
That's an idea mentioned in my first post on page 44 (#669). What do you think about it?
 
Level 30
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Sep 30, 2008
Messages
1,460
LTHG:
That's all to you, right nothing.

Cloud: Of course I'm not hosting your map here^^

I made it up from scratch, even with new terrain, which is the part where I need the most help with. I've done very few yet and I send you the Preview of my map if you want. All I've taken over are the babarian skin (which is obvious and it's not your own whatsoever) and the Health Globe model, from which I dunno whether it's yours. So tell me in case for credits... which you get anyway for inspiring me with your map.

Last but not least I hope people won't accuse me of stealing. I had the idea to make a Diablo3 map when the GP-Trailer came out but then throw it away. And it's not very innovative to take another game as base.
I won't take over anything from you but rather share some models, because there are few options, like the abomination for the grotesque etc.
I'll send you the map via pm if it is possible.

I just took a look at your map, and it looks good :) Nice spells! :D

and yea, your right, its completely different to mine so just forget i said anything :) lol

good luck with the map! :)
 
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Level 2
Joined
Dec 19, 2008
Messages
14
uhmm..
sorry but i gotta give a bad rating because the barbarian not only doenst have leap
he has NO custom spells at all... just edited tooltips, as well as other heroes.
ill give it a.... 4/5 cause i like the terrain, and the map itself isn't too bad at all.
but Please, add custom spells, to all heroes to reflect diablo. (I played a bit of an older
version, so im not sure if u did add custom spells or not, and dont have the time to check)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Void Walker is set on hold position. Fix that, because as a Witch Doctor, I my range is more than 500, (Voidwalker's range), so I can attack him without having him attack me.

He doesnt have any movement speed :) I just dont want him moving off the platform :D But yes! I'm fixing his range to equal that of the casters for 1.11 :)
 
Level 4
Joined
Sep 9, 2007
Messages
95
He doesnt have any movement speed :) I just dont want him moving off the platform :D But yes! I'm fixing his range to equal that of the casters for 1.11 :)

If he is suppose to be imprisoned on his platform, I would suggest having some cool special effect surrounding him, as if he was bound by a magical force you have to deactivate to allow you to harm him, as well as vice versa.
 
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