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 2
Joined
Jul 13, 2008
Messages
18
ooooh yea :D I forgot about that! Ive got some uni coursework deadlines coming up soon, so im gonna be too busy to update this for a while :) Soon as I'm done, I'll add that in :)

Nice map, especially terrain, what would i do in your place is not copy cat d3, but make some diablo spinoff, you sure are talented , use it...
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
=]

At present, several of the bosses have their own triggered abilities, however, I have to admit I lack the skill to make them for playable heroes.

Once everything else is finished, I may have to get someone else involved to create some new abilities for me :) Either that, or persuade someone to make a mod of the map ;)
 
Level 1
Joined
Feb 8, 2008
Messages
1
Hi! In official video of D3 gameplay we've seen orb wich restore health and mana. Don't you want add it in your map?
P.S. Sorry for my english.
 
Last edited:
Level 8
Joined
Dec 27, 2007
Messages
327
I hope you don't mind CloudWolf, but I'm modding a Single Player version of this with music, custom models, and a lot of new things that are not in here currently. Tell me if you want me to proceed with it, I'm even making custom spells right now. I'm going to make the party system like in Diablo 3 SP where you can borrow NPC's and stuff.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I'm going to take a general approach.
In general this map is probably the best RPG I've ever played on the Wc3 engine and I loved it very much.
Your terrain was pretty good but I disliked the fact that the dessert looked like a beach.
All the characters were well made and looked pretty awesome.
The bosses were fun to fight although it was pretty easy.

I've never seen RPGs with such quality before so 5/5.

Edit: Healing globes are red not orange.
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's Review (version 1.01 of "Diablo III")
Map's Pluses and Minuses
√ Hive Workshop requirements
√ Terrain
√ Imported Material
√ Packaging
√ Machine/Net-friendly
√ Spelling & Grammar
√ Bug-free
√ Newbie-friendly

+/- Fun Factor/Gameplay
+/- Originality

(X) Object Editor work quality
"Diablo III" is a Warcraft III TFT RPG map by Cloud-Wolf. You choose one of the 4 available classes (Warrior, Barbarian, Witch Doctor and Wizard) and you travel through dungeons and tropical landscapes, defeating a considerable number of enemies along the way.

RPGs aren't my type, but I must express my approval for all the imported material, as well as the terrain. My only critique for the terrain is the lack of ground texture variation along the path in the tropical part of the map: the road could have been a little more heterogeneous tile-wise.
I can't say that you created something original, though. It's just slaughter and more slaughter.
There are hundreds of maps like that, be a little creative!

What I did NOT like: the object editor work quality. Now that I think of it, you put fancy colors in the items, that's a plus. However, the bad spell descriptions and active icons on passive abilities just made me snap.My suggestions:
  • Fix the spell icons and improve their descriptions
  • Vary the terrain a bit (the tropical landscape road)
  • Add something original and fun to the RPG (scripted spells could be in the order too)
By the way, keep the screenshots in [HIDDEN] [/HIDDEN] tags, please. They are way big (even though, they were a good idea for the description :wink:).I have to give you a reputation award though, for successfully categorizing your map, and being an awesome example of how to get a good grade on packaging (description, image, screenshots)!
My rating for this resource is 3/5 (Useful). Approved!
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
The fact that it has been reworked from a d3 trailer fascinates me. The terrain was not equal at all times, but very similar.
Do I want to play it again? Yes, probably. Even though it do lacks Object Editor work quality it was still fun and I enjoyed the terrain (even though the huge amount of doodads used it didnt drop my framerate that much, which is a good thing). The imported material was neat, the chestdrops were fine too. It was a very cooperative rpg but at some points it was too easy. Though, without the wizard's chain healing I bet it would be harder.

I also would like some more blood effects :p Afterall, there is alot of goryness in the original trailer. But yes, the theme was excellent... And it does, for sure, gains my approval. Keep up the good work and get another version out soon=)
4/5 from me.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
wow :O A blood effect! I imagine that would be quite easy to pull off :) Ill add that in for the next version :D

And yes! From now on, ill keep a change log, and update the version numbers in the title xD I've been a tad lazy in that area :) lol

Thanks for the reviews guys :) Ill try my best to make those changes to enhance the gameplay!
 
Level 5
Joined
May 27, 2007
Messages
126
this.utterly.pwns.kicksass.has no words to say about it. holy fuck dude. that final fight was utterly cool!

just a few things:

grammar:

in the questlog it's "beginning, not "begining" and it would look cooler if you made a flashy credit required quest with people that made the models and such

make some text on the bosses, cause unthough their intro's are sweet they are kinda like: ehh? especially tryael, he stands there down but i feel like he should has something to say

try to fix as many leaks if you got them in your map as possible, because a map of this size can only be killed by lag, that can be stopped by compressing the map and making leaking less!

thanks for the very cool experience! this is what map making is all about
 
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Level 23
Joined
Nov 29, 2006
Messages
2,482
A special effect which doesnt have any specific animations can be destroyed right after they are created. For those who has animations (birth,stand,death or something like that), store the effect in a variable and destroy it after a specific duration.
 
Level 23
Joined
Nov 29, 2006
Messages
2,482
ooh right, so if I made an array for all the special effects in a boss fight, i could remove them all at the same time when the boss has been killed or something? :D

Yes, that is a way to do it. But keep in mind that I just said that effects such as warstomp or thunderclap does not have any specific animation and can be removed instantly after they have been created. Dont worry, they will be shown and destroyed afterwards automatically that way.
 
Level 6
Joined
Jan 7, 2007
Messages
247
Uh oh, CloudWolf, you made this agaaain!! RPG <3 <3 <3 *in love* Just played with friends :D It's damn good! Waiting for new version :thumbs_up:

P.S. Even after Rosaria, scripted spells are your weak point :cool: You should work on it :smile:
 
Level 8
Joined
May 7, 2007
Messages
278
I have to give this a 4.9/5 ONLY BECAUSE of the lag at the tyrael fight. I was able to solo all the way up as a witch doctor, however failed (very sadface :(((( ) at tyrael. The lag was horrible, and happened when he became magic immune. (That's what killed me, no mana stealing ftl) he also got a lot stronger.

I shall not rate this quite yet, I totally agree with everything Rui said, and if you will also fix the lag at the end, you have my 5/5 vote.

however...AWESOME MAP!
 
Level 10
Joined
Aug 2, 2008
Messages
374
heres where it can be more realistic, Less Minions and less health (for everything except bosses) a miss system, spells more powerful, barbarian attack increased so he doesn't need to depend on spells as much (which is what you do in d3). Other than that, it is a great map although as mentioned earlier is a bit small.
 
Level 6
Joined
Jun 14, 2008
Messages
191
I'm not going to bother reading all the other posts, so excuse me if I repeat something.

This map is very well made, but like all things, require some additional work.

Strengths:
Excellent Terrain
Excellent Lighting
Excellent Camera Angles
The Overall "feel" of it is perfect

Neutral:
Balancing is fairly good, however, the game should get harder with more players and easier with less players (everyone ended up leaving me and some other dude and we had a few problems).

Weaknesses:
The Great thing about diablo 2 is, you have fun killing a lot of units fairly easily, and it gets harder. It is the key to a successful game. That being, it's easy to start off, but hard to finish. So I'd suggest making units slightly weaker, but even more of them or something.
The other thing is, it could use some sort of shop/town where you can go back and heal up. This is more opinionated though.
The story isn't developed that well. On a map like this, with beautiful terrain and such, it could use a captivating story to go with it.
The limited 6 slots is a little...limiting, but with the number of items you have in the game its good. If you decide to add more, I'd suggest having some sort of inventory system (maybe even if's just 6 extra slots).
Also, since its good, I'd suggest making it a bit bigger (maybe after you finishup with the beta).
 
Level 2
Joined
Jan 5, 2009
Messages
12
I think i found a bug. Not sure since it only happened once but I got past the pudge boss then a team mate left on the bridge and blocked everyone so we decided to kill him and after that a few of us lost control of our characters movements, attack control and skill point selections. However we did maintain inventory control but died soon after being unable to get away from mobs to regenerate. Test it, I believe its due to attacking teammates but it would be nice if u kill a teammate to vote or something if they deserve to be removed from the game so when blockers do happen you can move on. Other than that 5/5 ^_^ Great job. Only other thing I would like is an equal distribution of item system cause I always get witch doctors taking high armor stuff and melee taking high int stuff. <== Lol
 
Level 8
Joined
Apr 5, 2008
Messages
367
Hmm I dunno. The thing I was the most interested in was the Skill System you would've chosen, and seeing the spells from Diablo 3 (some of them at least).

But you just use standard Wc3 stuff. Dunno if there's anything triggered.
Now I've no clue about your GUI/JASS skills, but there are quite a lot things that could be taken from the Gameplay Trailer, even though it's surely not easy.

The Terrain is very nice, especially the floating water was an eye candy : P

I had problems playing single player, because the mana / health regeneration felt completely useless. Having no potions rendered me unable to fight. And waiting until my health / mana was up again... nah what an awful long time.
Another problem were the creeps, whose power scaled extremely fast. And fighting the bosses in 1 v 1 is quite hard^^. But since Diablo is a single player game as well, you might do s.th. about the balance in that case.


Even though this critic seems kinda negative, I really love the idea of such a map and once wanted to do D3 as well ;) . Thus I have much to add ^^
I'm not rating it yet, since it's Beta and I'm looking forward it :p
GL!
 
Level 8
Joined
Apr 5, 2008
Messages
367
Ahh yeah I agree. Please way more Health (even Mana [cause I've seen mana orbs as well in the Wizard Trailer]) Orbs and make em like normal runes, with what I mean, that they heal the whole team. That's how it'll be in D3 and adds an extra team aspect.
And please reduce the amounts of potion.
1. They won't be used like that in D3
2. It's more comfortable to pick up runes.
3. If you want to keep em like that, make em heal damage over time, as in D2. Shouldn't be hard to do... just like healing salves that don't get interrupted from battle.

On a side note, is there a way you get this epic D3 Gameplay Trailer music, compress it a bit, and include it to your map? Then you could make it play for boss battles etc. Now that would be really awesome!
Hope there's a way for compression, since it couldn't be imported else.
 
Level 4
Joined
Jun 9, 2008
Messages
14
in diablo 3, the wizzard gets an ability that enemys drop mana orbs ....
and maybe an trigger to autopick healt/mana orbs if they are needed !?

and please lock the camera to the heros ...

diablo 3 musik ... i think you can get that on the diablo3 website ... but i think it will cost something ...

edit:
diablo 3 musik:
http://diablo3.4players.de/news,10014,Diablo_III_Musik.html

the second movie ... you have just to record it ....
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Soraphis: If I make a single player mode, ill make it as en entirely separate map :D Because that way, i wont be limited to the 4mb online limit :) Also, I tried using a locked cam in an earlier version, but removed it due to popular request :) I know diablo has a fixed cam, but it just didnt work in this warcraft version :/ soz!

Na_Dann_Ma_GoGo: I cant beleive i forgot mana orbs! lol :) And yes! I do like your idea of less potions, and more health / mana orbs instead. It will keep the game running more smoothly. I'll add it to the next version :)

As for the music, the only way i can think of would be to either buy a soundtrack CD when one becomes available, or Rip a youtube video, and extract the sound. However, I don't really know if that would be allowed in a map :/ lol I'll have to see what the moderators say :D
 
Level 8
Joined
Apr 5, 2008
Messages
367
Here's a link I got from the german fansite of D3
RapidShare: Easy Filehosting

I doubt it is forbidden... since ... I doubt it^^

But as I said, you gotta compress it. 4mb is surely way too big. Even though you perhaps just need about a part of this and loop it. Maybe you can cut it below 1mb.

To the camera. I think it's fine like this, because the Wc3 engine can't provide a really smooth constant-camera movement. Thus it lags a bit, which is ugly. At least if I reconsider correctly.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
yea :) If i put music in, ill probably take a sample of say, 1 minute , lower the quality, and set it to repeat. Ive used it in other maps, and it takes about 300 - 400kb of space :D Which would be acceptable, so long as I only put 1 or 2 variation in the game :)

I may just add the music in for the bosses or something :D Ty for the ideas though! Version 1.02 is looking good so far :)
 
Level 5
Joined
Oct 28, 2008
Messages
41
Terrain
The terrain is dark and smooth, i like that ^^

Creeps
I love the huge rushes of creeps

Spells
You need to fix many spells. I tested the witch doctor. Change the ability locust swarm into a disease that runs to nearby creeps. Like in "Diablo III". And Firebomb would be cooler if it more was a bomb, with a nice sound effect.

7/10.
 
Level 6
Joined
Jul 8, 2008
Messages
150
Great map. Some suggestions:

- Some skills, (such as stamina) once learned, aren't displayed as passive icons, but normal icons which is kinda confusing. So it would be better if you used passive icons for passive skills.

- Create units based on how many players are in-game. I tried it with my bro, and it was near impossible...

- More item drops (in D2 an item drops every time you kill a monster).

- More unique monsters (at the beginning of the game for example, there's a huge mob but no uniques...).

- Set items?

- You could use an inventory system.

- You could use spellbooks so that each class could have more than 5 skills. You could also let players assign their own stat points.

Overall, great map. 4/5.
 
Level 8
Joined
Apr 5, 2008
Messages
367
More item drops (in D2 an item drops every time you kill a monster).
That's far away from being true. Yet I guess it could be some more items.

But more important I think, the items should be a bit stronger and the heroes should level up a bit slower but it should improve em much more.

By the way, I'll try to create some skills or systems for this map... and since I saw this map is not protected I'll try it out. And if I like it I'll post it here.
 
Level 13
Joined
Jul 3, 2008
Messages
1,098
Good map

But

i've seen some things...

Barbarian too strong at start...

Reduce a little fly height cause those heroes are walking really on the air

i've seen some creeps attacking walls at the sides :/

Too hard for one player i think ^^

some more healing or mana restoration things...its boring if you have to always wait a lot of time...

Then some not so contrast icons...

But anyway ... it's good ^^ 3.5/5
 
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