• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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 30
Joined
Sep 30, 2008
Messages
1,460
I love this map and have been reading many of these post. I have this feeling long time ago and now it is just so clear. Having LTGH involved in this project is a huge mistake. Too much bullshit.

Hes a member of the team, and I'm going to keep him :) Tbh, if you guys think hes too inexperienced to make the system, then I'm too inexperienced to be making this map in the first place xD It's only my third :p

Map-making is about learning new things, and thats exactly what we're doing :) We won't learn if we just make stuff we're used to :p

and please dont be so harsh :/ Inventory systems take time to perfect, as theres so much that can go wrong. Hes spent a lot of time on it, and I for one appreciate it :p
 
Level 1
Joined
Dec 29, 2008
Messages
5
I had some hope for this guy that he could have something done. Every time I come to check there is his excuse after excuse, really sicken tired of it. There are probably 500 of 1000+ posts from him which I categorize into three phases:
Kissing@ss
Cocky
Excuses

Don't worry, this is my last post here.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I am still working on it and it works exactly how its suppost to.
The only issue is that i havent found a solution for my pickup-item system. It would require alot of variables to change, adding destructible (item icon), and detect the first slot that is empty. But im sure i will find a way.
Right now im thinking of some thing like this "Choose first array that equals to 0 between 20-32" or something like that, im pretty sure its impossible to makie it that way, but atleast its a base of how i want it to work. I allways figure out how to do my triggers in the head befor doing it in the actual editor, but i guess i finally has been defeated. Its the first time i make something this big you know. Befor i just made small simple things, i have the experience but never had a use of it befor.
I will do my best to complete it. :-]
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Why you cant use boolean like "Equipped_Weapon[player number of owner of triggering unit] equal to True/False"?

And what you mean by detecting the first slot that is empty?

I thought of that befor but then the problem apeared.
I made so that it saves the lowest value in a varible (the value is the slot number) but when that slots get an item, i dont know how to get a new value that tells the smallest number after that, becouse its just the smallest one that is saved.

By first slot i mean that it should detect the first slot that doesnt have an item in it, and it starts from the upper left and goes from row to row, like in WoW. When you pickup an item it should appear in the highest possible slot in your bag.

I had some hope for this guy that he could have something done. Every time I come to check there is his excuse after excuse, really sicken tired of it. There are probably 500 of 1000+ posts from him which I categorize into three phases:
Kissing@ss
Cocky
Excuses

Don't worry, this is my last post here.

1. My part of the team is to a) Post in this thread. b) Program the Inventory system (that was my own chooice).
2. How the heck can i Kiss "@ss" in a post?
3. ... No reason to say that.
4. It may be excuses, but what am i suppost to do? Lie? I say the truth, and if thats bad, im sorry.
5. Why do you stop posting becouse of me? There is more threads on this site you know >.<

Some basic faqs: I even have a beta of my inventory system released so........... That means that i have a proof that im working on it, and doesnt that say something? I must have been working on it ALOT. All the members in our team (I think) have tried it, and they liked it.

Sorry if i ruined this site for you, but if someone posts here, i answers the questions, becouse what is a question that never gets an answer? :O
Also, here is a proof on another of my "Excuses" also known as "my own business". http://www.zfgc.com/forum/index.php?topic=33558.0 So, now everyone is happy. I also have a album in my profile there i have all the pictures of my game. Also, i have played trought & got 100% in The Legend of Zelda: The Minish cap the last week only to get some ideas for my own game. Making games is not so damn easy, specially when people like you comes and flame here.
What im suppost to do in one day:
a) Play World of Warcraft with my RL friend/classmate that just started playing.
b) Playing Zelda games to get ideas for my own game.
c) Work on my own game
d) Work on my inventory system.
e) Homework.
f) Others.

BTW, what category do you put this post in?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Sure, why not.
All i need some help with is a system to pickup items, so dont worry about anything else. I give you more info tommorow (i have to get up in 6 hours... I forgot about the clock)

I also have to go into bed now.

I'll take a look into it tomorrow when you send it. I'll try to come up with a solution if I can find any. No matter how efficient or inefficient it may be.
 
Level 1
Joined
Dec 18, 2008
Messages
2
This is an awesome map!Good Work. The quality is very nice. I've actually played your Diablo before but I wasn't registered yet when I downloaded and I've noticed that you removed some classes. Most notably was the swordsman/assassin (i forgot the actual name of the class). Why'd you remove them? I liked them. As for the map, it's very well done. The tooltips and descriptions have been fixed and the skills work properly now. I liked the fact that you nerfed those murlocs at the start of the game. But I think there's a bug, though I don't know if it really is or it's just a part of the game. The Barbarian's mana seems to be decreasing quite rapidly and can't cope up with the mana regen, why?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
uhm.. just wondering. why do you fight tyreal at the end?
He looked so damn awesome so we just had to add him.
Seriusly, that is one of the reasons. That is just a play-for-fun boss. :p

May i make a suggestion. You should make it so a hero mana and health goes to max when they level up, like it is in real diablo.
That will not work in the maps current state, you get level to fast. :-/

This is an awesome map!Good Work. The quality is very nice. I've actually played your Diablo before but I wasn't registered yet when I downloaded and I've noticed that you removed some classes. Most notably was the swordsman/assassin (i forgot the actual name of the class). Why'd you remove them? I liked them. As for the map, it's very well done. The tooltips and descriptions have been fixed and the skills work properly now. I liked the fact that you nerfed those murlocs at the start of the game. But I think there's a bug, though I don't know if it really is or it's just a part of the game. The Barbarian's mana seems to be decreasing quite rapidly and can't cope up with the mana regen, why?
For the warrior as the class was named, we wanted to stay close to the original so we removed him. Afterall, everything was custom and this is suppost to be a map based on the gameplay videos.
Barbarians mana. He is not suppost to heal mana, he is suppost to loose mana every sec and get mana when he hit enemies. Its our own rage system, but we will remake it soon as it doesnt stay close to the original one.
 
Level 7
Joined
Apr 16, 2008
Messages
303
You should put in the changelog for 1.14, "new Movie on THE HIVE added, seeing as its prettey much at the same time as when u updated the map on the hive, so i think that it deserves a place in the changelog.
 
Level 7
Joined
Apr 16, 2008
Messages
303
Oh and why dont we put diablo or baal as the final boss lol?[coz i HATE having ppl complain about tyrael being the enemy, duh, they luvvz heim]Pluss, you can think up a whole new Range of spells for them o_O
 
Level 3
Joined
Feb 3, 2005
Messages
36
This was actually quite impressive... I was skeptical at first but finally decided to try it and it has some potential. I didn't play it much but i'd like to say you did well on the beta and keep it up!
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
You should put in the changelog for 1.14, "new Movie on THE HIVE added, seeing as its prettey much at the same time as when u updated the map on the hive, so i think that it deserves a place in the changelog.
That is the changelog for the map, and the video is not in the map. So that would be wierd to add.
Oh and why dont we put diablo or baal as the final boss lol?[coz i HATE having ppl complain about tyrael being the enemy, duh, they luvvz heim]Pluss, you can think up a whole new Range of spells for them o_O
uhhmmm.. This is related to the gameplay video and Tyrael is just an extra boss.
Adding Baal or Diablo would destroy everything. And we want to stay close to the original spells, not making custom ones. And i will say it once again so people knows it. We are redoing the spells.
Watching the trailer right now....Add male-female variants of the chars![lol, like in the vid]
Give me a good reason to do that. If you have experience with world editor, you should know by now that you cant have a map containing more then 4000kb. And adding one model takes like 200-400kb. And whats the different with having a male or female? Nothing. Just take alot of space. Sorry.

And last but not least, there is an edit button. Never triple post again please.
 
Level 2
Joined
Nov 2, 2008
Messages
29
That is the changelog for the map, and the video is not in the map. So that would be wierd to add.

uhhmmm.. This is related to the gameplay video and Tyrael is just an extra boss.
Adding Baal or Diablo would destroy everything. And we want to stay close to the original spells, not making custom ones. And i will say it once again so people knows it. We are redoing the spells.

Give me a good reason to do that. If you have experience with world editor, you should know by now that you cant have a map containing more then 4000kb. And adding one model takes like 200-400kb. And whats the different with having a male or female? Nothing. Just take alot of space. Sorry.

And last but not least, there is an edit button. Never triple post again please.

Thanks for that info about the help. I really needed it :D and ur right about the difference between having a male and female for each class and have just a male or just a female ... its just extra space.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Message to LTGH
I have to agree that the inventory is awesome. It works almost flawless beside some minor bugs like: weapons and resurrection items overlap and you have to drag-select items to move them. Other than that it's freakin' epic.

To fix the background glitch select all the black doodads, hold Ctrl + PgUp once to raise its height. But you'll experience some problems with seeing the actual items then.

I'm unable to fix the problem sorry.
 
Level 8
Joined
Apr 5, 2008
Messages
367
Well although I don't really know what kind of item system you're trying there LTGH. Maybe this could help.
Variables: empty1 -> boolean array from 0 to 19 [this says us whether for example slot4 is empty (true) or full (false) - note that empty1[0] represents the first slot empty1[1] the second and so on]
first_empty1 -> integer [this will always hold the value of the first empty slot]
The "1" behind the variables mean, that you must create these triggers for all players. This would be working for only one.

All this is doing, whenever an item is dropped (add your own event... I dunno how you go there with destructibles and stuff) the boolean variable "empty" is set to true for the slot it got dropped of. This means that we can check later, whether or not that slot is empty.
Afterwards we check for each 20 slots (slot 0 to slot 19) if it is empty. In case it is, the integer variable "first_empty" gives us the array for the first slot.
That means that the number for the first empty item slot is first_empty.
Thus you can add an item to that slot whenever you want.

  • ItemDrop
    • Events
    • Conditions
    • Actions
      • Set first_empty1 = *The number of the slot the item got dropped from*
      • Set empty1[first_empty1] = True
      • Set first_empty1 = -1
        • Do Multiple ActionsFor each (Integer A) from 0 to 19, do (Actions)
          • Loop - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (empty1[(Integer A)] Equal to (==) True) and (first_empty1 Equal to (==) -1)
              • Then - Actions
                • Set first_empty1 = (Integer A)
              • Else - Actions
The actions of the second trigger should be run whenever an item is picked up. The slot is considered as full by setting the boolean array "empty" for that slot to "false".
Afterwards it again checks which slot is empty and sets "first_empty" to that value.


  • ItemPickup
    • Events
    • Conditions
    • Actions
      • Set empty1[first_empty1] = False
      • Set first_empty1 = -1
        • Do Multiple ActionsFor each (Integer A) from 0 to 19, do (Actions)
          • Loop - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (empty1[(Integer A)] Equal to (==) True) and (first_empty1 Equal to (==) -1)
              • Then - Actions
                • Set first_empty1 = (Integer A)
              • Else - Actions
Note that these are just the actions, you must add your own events that go off when you drop or pick up an item. Or you simply add these actions to the trigger, where all your other item drops / pick ups are dealt with.
And since I don't really know where your problem might be, this might be of no help. Yet think about it at first.
And last but not least it might be possible, that some of these GUI functions don't exist in normal World Editor. I use NewGen WE...
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I have to use trackables to make it so that it isnt drag-select and that sucks becouse its freaking impossible to use them :p It requires JASS and they are not even done >.<

I've investigated a bit more into the system and I think you should make pickable/droppable items powerups. That way they'll instantly get removed making them ideal in case the inventory is full of potions.

Drag Drop is acceptable for now I think. They could just be released as a test for an upcoming version.
 
Level 3
Joined
Aug 25, 2006
Messages
23
Man Awesome job!
One bug for me when i play last time is in the end when i kill last hero this big in forest is dark for some long time ppl leave game and when all guys left im teleport to start and must kill last guy from diablo 3 picture. My idea is add some info thats not end pls stay etc.
 
Level 3
Joined
Feb 3, 2005
Messages
36
I just beat this with 2 people in a LAN. It was very very fun but seemed a bit too easy at parts. This was mainly due to having two whispering blades (bash item) on a barbarian + a witch doctor to heal. The ending was a nice twist as it caught me quite by surprise, so nice job! I just played it for fun and was not really looking for glitches or bugs or even item bugs however the only complaint i have currently is that "whispering blade" should have a reduced bash %. And The item that gives indefinite rage (forgot what it was called) was quite nice if a bit overpowered as well.

I've attached the replay if you guys wanted to take a look for some reason.
 

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Level 17
Joined
Jun 9, 2007
Messages
2,493
I just beat this with 2 people in a LAN. It was very very fun but seemed a bit too easy at parts. This was mainly due to having two whispering blades (bash item) on a barbarian + a witch doctor to heal. The ending was a nice twist as it caught me quite by surprise, so nice job! I just played it for fun and was not really looking for glitches or bugs or even item bugs however the only complaint i have currently is that "whispering blade" should have a reduced bash %. And The item that gives indefinite rage (forgot what it was called) was quite nice if a bit overpowered as well.

I've attached the replay if you guys wanted to take a look for some reason.
Death to the bash items! They cause major unbalancing. Often it ends up with a bttd (bash to the death) as i call it.

Man Awesome job!
One bug for me when i play last time is in the end when i kill last hero this big in forest is dark for some long time ppl leave game and when all guys left im teleport to start and must kill last guy from diablo 3 picture. My idea is add some info thats not end pls stay etc.

The last boss is suppost to be a little secret bonus boss. And if people leave like one sec after it turn black, they are just noobs that dont know how to talk with people after its over. x) x) x)
When i play they say like "i add you to friends" "Do you wanna play something?" "Is it over yet? :O"
I have never played a match where someone leave befor Tyrael & i have played this map online for about 15 times.
Maybe we can just make the wait time shorter so that people dont start to think "Nothing is going to happen" and they leave.
 
Level 3
Joined
Aug 25, 2006
Messages
23
The last boss is suppost to be a little secret bonus boss. And if people leave like one sec after it turn black, they are just noobs that dont know how to talk with people after its over. x) x) x)
When i play they say like "i add you to friends" "Do you wanna play something?" "Is it over yet? :O"
I have never played a match where someone leave befor Tyrael & i have played this map online for about 15 times.
Maybe we can just make the wait time shorter so that people dont start to think "Nothing is going to happen" and they leave.

Yeah, but if ppl leave you can kill alone this secret hero and you must play, agin and agin etc.. or just need write please don't leave thats not end but better is add some info to the game.
 
Level 5
Joined
Apr 21, 2006
Messages
82
really excellent map i have played this with friends in lan =P i wonder why does some bosses have chaos attack? Chaos attack does ignore the armor so there is no point in collecting armor =o or is that fixed by some other way? just wanted to ask about that ^^ and dunno if it's fixed yet, haven't played the newest version, but some of those destructible structures can be destroyed with ranged attacks o_O

but really this is so amazing map, 5/5 10/10 w/e =P really nicely done im so amazed ^^
 
Level 8
Joined
Apr 5, 2008
Messages
367
Chaos attacks are reduced by the armor amount (-> percentage) of the other unit.
However it isn't affected by the armor type. Unlike for example piercing damage, that deals less damage on hero armor.

Apart from that, that isn't equal for every map because you can change this in the editor.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
As it stands, I havent edited the damage amounts, so its just the default warcraft 3 :D

But yes! its true, chaos just doed 100% damage to all armour types. meaning theres no % reduction on top of the normal armour reduction :D So its still worth it ^^


Also, I realised while watching a replay, that the Undead Robes have the wrong SFX lol :) I'll fix that for the next version whenever that will be =]

ty for the feedback all! =D
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
What about the revive items? It spawns new in like every second chest.
And a healer is also good to have. And always let a barbarian tank so that someone with low health doesnt get hurted. That way you wont die.
Maybe we can make some kind of system where you offer two/three anks to revive a player that has died, but that would be wierd. I mean, it would be impossible to loose..
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
We are also on the 17th place at top downloaded maps now! :)
We just need to get 45.000 more downloads now...
Somehow it feels like the first place have a bugged/cheated download amount. I mean, its like 4 pages of comments only and its never ever hosted on battle.net. :S
 
Level 14
Joined
Dec 13, 2008
Messages
1,614
contrats diablo team :D btw can u sent me a link to the top downloaded map of the hive? :D i hope we will have a 6th slot for items and i know the tips of ur HUGE :p dowload amount u just upgrade the vers then if u have 1k fans these guys will dl the next ver 1k times :D then it goes ver to ver :D well anyway good luck hitting the top
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Warcraft III Maps
That is the link to the most downloaded maps list.
That version of the map is bad, the terrain sucks & its unbalanced. >..<
I liked that map befor, but that version really is bad :{

I just saw something REALLY WIERD.
Hits: 33459 - Less hits then downloads.. wierd :S
51846 Downloads - More downloads then hits.. also wierd :S
Rating by users: 3.90 (10 votes) - only 10 votes on the most downloaded map? wow..
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Warcraft III Maps
That is the link to the most downloaded maps list.
That version of the map is bad, the terrain sucks & its unbalanced. >..<
I liked that map befor, but that version really is bad :{

I just saw something REALLY WIERD.
Hits: 33459 - Less hits then downloads.. wierd :S
51846 Downloads - More downloads then hits.. also wierd :S
Rating by users: 3.90 (10 votes) - only 10 votes on the most downloaded map? wow..

you know what that means right? Someone looks at the page once, and spams the download button =] Maybe the creator? maybe someone else? we cant really say :)

It's the same for the top few maps :/
 
Level 2
Joined
Nov 2, 2008
Messages
29
Well so far from all of the replies about the map's gameplay ... i've gathered enough info to know that it is getting better and better :D and btw Cloud ... I'll be on wc3 in 1 or 2 weeks :D
 
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