• 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 19
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Sep 4, 2007
Messages
2,826
Good news guys! I just purchased 2 new CD keys for warcraft III :D

Whys that good you might ask? Now I can get GHost and put some autohosted Diablo III games on bnet :) Hopefully it will help spark things off a bit :D

Attach the keys to your Battle.net Account!
Welcome to Battle.net

[Important] The security level in with these accounts will be very strict. If you cheat with one game you might lose all your games attached to your account.
 
Level 30
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Sep 30, 2008
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Version 1.16 Is online!

For a full list of updates, see the main thread

Mostly bug fixes and atmosphere enhancements for this update :) This map is pretty much finished. Im just waiting for the final skills amd inventory system to be incorporated. Then I can finally move onto the second map of the series xD

___________________________________________________


Na don't think so as Blizzard uses bots themselves lol.

lol, well, either way, I need to find one that works with the newest patch :)

In other news, v1.16 should be finished later tonight :) Its mostly just bug fixes, balancing, and a few terrain updates. Its needed though :)
 
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Level 2
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Apr 23, 2008
Messages
25
I've found three small mistakes.Flame Sword's tooltip says it adds 12 points of damage,but it actually adds 17.Similarly,Frozen Sword's tooltip says it adds 12 points as well,but it adds 18.Also,Flame Scepter's tooltip seems to be lacking,as it also adds 5 points of damage,not just +9 to intelligence,as it says right now.

It's nothing serious,But I thought I'd let you know.
 
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Level 17
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Messages
2,493
Cloud, you should check all the tooltips and fix them and i mean ALL. Since we will never get rid of the tooltip issues if we dont.
And that would decrease the amount of Tooltip reports which spam the comments.
I am not saying that people is spamming for reporting it, i am saying that it would be easier if we fix them all so people doesnt have to report the issues ;)
 
Level 30
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I've found three small mistakes.Flame Sword's tooltip says it adds 12 points of damage,but it actually adds 17.Similarly,Frozen Sword's tooltip says it adds 12 points as well,but it adds 18.Also,Flame Scepter's tooltip seems to be lacking,as it also adds 5 points of damage,not just +9 to intelligence,as it says right now.

It's nothing serious,But I thought I'd let you know.

and I know exactly why that is :D lol Basically, each one of those items uses an orb ability. And by default, each orb ability contains its own damage increase :p

I'll get it sorted for the next version :)


5/5 good job on this! I like the terrain and all the custom models, and skins
the witchdoctor spell Fire bomb has an error in the description. It says level 3 twice

I'll also get that fixed! Ty for the bug reports :D
 
Level 1
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Cloud, you should check all the tooltips and fix them and i mean ALL. Since we will never get rid of the tooltip issues if we dont.
And that would decrease the amount of Tooltip reports which spam the comments.
I am not saying that people is spamming for reporting it, i am saying that it would be easier if we fix them all so people doesnt have to report the issues ;)

nonsense.
 
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Reactions: Rui
Level 4
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NANANNANANNANANANANANA! When are the new spells arriving!?!??!?!
Please pimp slap the dude(s) working on the spells to get things going ^_^
 
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Level 17
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nonsense.

Posts like that is called "Spam" if you didnt knew and "spam" is not allowed around here if you didnt knew that.
And give me one good reason to why its nonsense.
What you just said means that we shouldent fix the issues, and that is pretty lame you know..

NANANNANANNANANANANANA! When are the new spells arriving!?!??!?!
Please pimp slap the dude(s) working on the spells to get things going ^_^

Why cant you just make the spells yourself? >_>
Just jking :p We are working on it, never expect good things to be created fast. :-]
 
Level 6
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Messages
136
100 post of me:grin:

Great map.
I have hosted it x-times.
Many people said that this the best map they have ever played:thumbs_up:

But the map needs a better end!!!
All people are dissapointed if you have killed Tyreal and than that´s it.

G A M E O V E R :thumbs_down:

Maybe you could add details at the end about the new Diablo III.
Maybe when it could be released. what a PC do you need to play it and things like that....
 
Level 17
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Uhhm, a bad ending? :S
Tyrael (Tyreal doesnt exist :S?) is just a bonus boss you know. And it would just be wierd to add info at the end since they can just go to diablo3.com and get all the info they need.
The most maps doesnt even have an ending it just appears a dialogue box and its over.
 
Level 30
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100 post of me:grin:

Great map.
I have hosted it x-times.
Many people said that this the best map they have ever played:thumbs_up:

But the map needs a better end!!!
All people are dissapointed if you have killed Tyreal and than that´s it.

G A M E O V E R :thumbs_down:

Maybe you could add details at the end about the new Diablo III.
Maybe when it could be released. what a PC do you need to play it and things like that....

ITs still in beta stage so its very much incomplete :D

When the whole series of maps is done, im going to add a save/load between them :p After the save/load is in, it could say something like:

"Please save your hero by typing -save

You can download the next map in the series from www.hiveworkshop.com"

or something like that :D
 
Level 17
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nice idea :p maybe.... u could make this map for the 1st lvl and the creeps will end in lvl 50 excample... Then at the 2nd map creeps will start at lvl 50 and end in 100 like a story :D

isnt this what we have been talking about the last few weeks.
And from lvl 1 to level 50 in one map is to much.
We want to keep it balanced. better making it from level 1-10/15 in the first map. and in the second map from 10/15-20/25 higher then that and the level will fuck up.
 
Level 17
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Yeah i cant wait until you make more maps.
And yeah Witch Doctor+ Barbarian is a must. ;D But wizard has some nice DPS 2. So the third person should go wizard ^^

When i play 6 player its often 1 barbarian (me :p) 4 Witch doctors and 1 Wizard. And that makes it kinda boring :p
Barbarian is a little to strong, Witch Doctor heal to much and wizard is okay.
 
Level 7
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303
Dude, never call anyone fag only becouse you dont like someones map.
Even if he is a so called "asshole" (a human cant be a asshole).
And he makes a spell and is proud of himself.
Your not better then him by saying that.
And never compare a map someone has made with another, if i would do that i would say that maps that IS good SUCKS only becouse i like this one more, right? :O
Try to be nice insted, that always work better. (if you dont want to get on the criminal side ofc)
I never said its coz i dont like his map, its because i dont like his map, that he doesnt like me and is an awful prick to me, so therefore ending up as me not liking him.little......sonova....[get my point?:cute:]
 
Level 17
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I never said its coz i dont like his map, its because i dont like his map, that he doesnt like me and is an awful prick to me, so therefore ending up as me not liking him.little......sonova....[get my point?:cute:]

If he isnt nice to you, just leave him and let him be.
I always try to find a way to be friend with people when i somehow manage to make people angry again, and if it doesnt work, i just let them be so i dont make them even more angry.
The right way is to not choose the wrong way. That is what i used to say a while befor i joined this forum. ;-)
 
Level 30
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Going with the levels, Ive decided to cap to max level at 40 :)

The reason for this being, I dont want players to become too imba :S Especially if theres going to be some pvp later on :D

So, level 40 will probably be the equivalent of completing say, 3 maps such as this one :D After that, the only way to progress will be to gain better items ^^
 
Level 13
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I cant wait for the new maps. But what are you gonna make them from? i mean when you made this you used the Diablo III video verry much for terraining i can see. Do you wait until blizzard come with something else or you find out something yourself?
 
Level 30
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The next maps will be custom made. :-]

lol yea :D The new areas will probably be based on locations in the Diablo world, but will be made up from scratch. I might even use a screenshot or two from Diablo 2 as a reference :D

An idea I had for the second map was some sort of firery cavern? In the trailer we get to see something that resembles a balrog, so I thought it could make a pretty epic boss :D
 
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Level 17
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i have an idea :D wait for new D3 screenshots and then make something as much as possible to look like it (ex.A cavern a waterfall a volcano) and with CloudWolf's skill at terraining you will make it a hit at the hive's top 20 maps :D

If we have to wait for new screens whole the time, it will take forever xD
And i think it would be cool if we make custom, that way we could make everything fit in. If we have a screenshot, we have to base the entire map on that picture if the style is going to fit in the map.
Custom maps FTW.
 
Level 13
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lol i made a mistake in my post XD

I cant wait for the new maps. But what are you gonna make them from? i mean when you made this you used the Diablo III video verry much for terraining i can see. Do you wait until blizzard come with something else or you find out something yourself?

that was what i wrote. but i wanted to write the second sentence like this: "i mean when you made this you used DIABLO III gameplay video alot on the terrain. XD just so its easier to understand ^^

Dint want to "EDIT" as its too long up in the posts, else i had done it ^^
 
Level 7
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303
If he isnt nice to you, just leave him and let him be.
I always try to find a way to be friend with people when i somehow manage to make people angry again, and if it doesnt work, i just let them be so i dont make them even more angry.
The right way is to not choose the wrong way. That is what i used to say a while befor i joined this forum. ;-)

Hay hay we are the same, it never works, we try but its just not enough.
But he keeps bugging me, THAT, is why i hate him, reported him and squelching just would not work, he got his fans and his Frigging friends to annoy me about it....ok i think its just about time i go back to my old acc.
 
Level 19
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2,826
BIG NEWS!!!

LTGH's inventory system is finally able to pick up items making it useful! Here is an image of a finally working inventory system! IT WORKS! But it's far from finish and it's quite buggy.
attachment.php

PS: The item with a red circle is just an image not an item. I'll try to make the system less buggy.

I love this inventory system. :D

Hay hay we are the same, it never works, we try but its just not enough.
But he keeps bugging me, THAT, is why i hate him, reported him and squelching just would not work, he got his fans and his Frigging friends to annoy me about it....ok i think its just about time i go back to my old acc.

Just ask some moderator to merge both accounts into one.
 

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Level 30
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Awesome work on the inventory! :D

Well when does 1.17 then come? :D

As for 1.17, im working on it right now :) It will probably be uploaded tonight, or tomorrow some time. It includes some new creeps, and ive been reworking a lot of the spells to make them more like the official videos :D

Unfortunately, 1.17 probs wont contain the new inventory system, as it still contains a lot of bugs :) But it shouldnt be too long until its put into the game now :D
 
Level 17
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2,493
BIG NEWS!!!

LTGH's inventory system is finally able to pick up items making it useful! Here is an image of a finally working inventory system! IT WORKS! But it's far from finish and it's quite buggy.
attachment.php

PS: The item with a red circle is just an image not an item. I'll try to make the system less buggy.

I love this inventory system. :D



Just ask some moderator to merge both accounts into one.

I love you, i really, really, love you. YOUR THE BEST!!!
I hope people will enjoy the inventory, i lost much of my free time on that, but i think it will be worth it ^_^
Just send it to me when you fixed the bugs and i will complete the system (all equipment slots is still not working, but it takes about a half hour to fix all =D)
BTW, how the heck can you call that red thingy a circle? O_O*
 
Level 19
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I love you, i really, really, love you. YOUR THE BEST!!!
I hope people will enjoy the inventory, i lost much of my free time on that, but i think it will be worth it ^_^
Just send it to me when you fixed the bugs and i will complete the system (all equipment slots is still not working, but it takes about a half hour to fix all =D)
BTW, how the heck can you call that red thingy a circle? O_O*

I'm experiencing trouble with the inventory system. Items don't appear visible when they are picked up. And they always end up in slot 13, 14 and 15. I don't know what's wrong... I'll hand you the map later today if I can fix this bug.

But could you make the drop system? It would be best to create all the systems before making it compatible with all items. I have an idea to make the current triggers compatible with all items.
 
Level 30
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Just been looking at the newest Blizcast episode :D Theres some pretty neat stuff in there :D

For one, they've redone the inventory and it looks far nicer now:


d302.jpg



and they've also gone into much more detail regarding the barbarians fury system =] So I'll be trying my best to replicate that from now on :)
 
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Level 17
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The new one is really nice but does it really fit in with our map?
I mean, we cant use icons if we have it like that, it will require us to have custom made icons with the right size and no borders. But if i dont remember wrong, FrIkY wanted to help us with graphics. The only problem will be the map size i guess.
The only thing that anoys me is the bag layout, it looks horrible, but the equipment part looks awesome. (pretty much like Diablo 2)
And one more thing, they still have that round circle with the 7 small spots in it, im sure they are going to use it now since it cant be a decoration, it looks like a button now.
Maybe its there you put the runes?
Im going to check diablo3.com when i get home from school.

Blizzard really is the shit at making UIs, seriusly, they looks epic.
Those small details they put into it is what makes it so awesome.
 
Level 30
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I wouldnt worry about it too much :p I can always make it look different by changing the skin :D Which means the coding can stay exactly as it is :D

As for the fury system, as far as I can tell, the barbarian gets fury points each time he attacks :D Im guessing that when he reaches max fury points, he then uses the fury points to use his spells.

Our system could essentially work in a similar way, but we would have to use the mana bar to show the fury points. Below is an idea I had, its probably not quite the same as blizzard's system, but would work well with warcraft 3 in my opinion :D

__________________________________


For example, the barbarian could have 5 mana, and start the game with 0. Each time he uses an ability, he could gain 1 mana.


As part of the combo finishing move, the barbarian could have say, 3 different abilities. When the mana reaches 5, 1 of these abilities could be picked at random, and added to the set of skills. When the skill is used, the mana will decrease to 0, and the barbarian will have to start the process all over again :)

2 of these finishing moves could be standard, and appear 90% of the time. the other 1 could be the barbarians ultimate ability, but only have a 10% chance of appearing :)

The system would make the game far more dynamic, and less repetative for the players :p


What say you? :D
 
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Level 13
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Mar 23, 2008
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1,214
sounds nice, but more than 3 sets ^^ I rly love your map and wish you just could fill it up so it almost dint look like WC3 anymore. But then it would prop become to big :S Blizzard made n00by max map size :S is it freakin 4mb?

But this map is awesome anyway, and someone should rly tell bliz about their n00by max map size XD (its not going to be me, as im not good at writing long texts and i havent got too many words on english :p) ^^
 
Level 30
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sounds nice, but more than 3 sets ^^ I rly love your map and wish you just could fill it up so it almost dint look like WC3 anymore. But then it would prop become to big :S Blizzard made n00by max map size :S is it freakin 4mb?

But this map is awesome anyway, and someone should rly tell bliz about their n00by max map size XD (its not going to be me, as im not good at writing long texts and i havent got too many words on english :p) ^^

yea... its a shame really =[

When warcraft 3 came out, no one had upload speeds over 256kb. So 4mb was a good limit, as it stopped really long download times.

But now hosts generally have far better uploads, which means players can download 4mb maps in under a minute :D It is about time the max limit was increased.

However, blizzard have all but forgotten the warcraft III players :) There is an official forum for suggestions, but queries such as these are rarely acted upon by blizzard staff :p

I know for a fact that people have been asking for the limit to be made larger for over a year now, but blizzard just wont do it for some reason :p


But yes! I'll probably start off the system with 3 combo abilities, but we can always add more any time we want :)

Ive actually been makign this system for the past hour, and its looking rather nice :D Far better than the existing one for sure :p
 
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hey,it's me again,with more bug hunting ^^.According to the tooltip,Knight's Garment should be giving +9 Strength and +6 agility,but instead it gives +9 strength and +6 intelligence...

and just my opinion,but shouldn't the zombies be Undead as well ??
 
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Level 30
Joined
Sep 30, 2008
Messages
1,459
Oh, dont get me wrong, I have nothing against WoW :) I just dont play it because I find it too repetative :p

Ive also fixed the upper part of the UI now "finally".

hey,it's me again,with more bug hunting ^^.According to the tooltip,Knight's Garment should be giving +9 Strength and +6 agility,but instead it gives +9 strength and +6 intelligence...

and ty! I'll be sure to fix that :D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
CloudWolf, how big is the new version? And BTW, I think the max filesize is 4.1 MB.

I got a couple of suggestions on how to reduce the filesize:
Create units using triggers. It takes more space to actually place them using the editor.
Convert all Triggers into Script.
Reduce some texture filesizes on models who don't actually require that much quality.
Remove doodads players won't see/notice anyway.

LTGH, when you move the items around in the inventory you should declared those slots previously used as empty and those currently in use used. Do this and everything should be alright beside the little fact that items are still not visible until moved around.

I'll send you the map so you can fix it yourself. It should be fixed in Trigger: Inventory P1 and using the variable "Set Inventory_Empty_Player1[X]" to declare if true or false. This is fixed in the pick up system.

Btw, the only reason why your system failed to work in the first place wasn't a trigger error but a single calculation error. Instead of using 0-14 values in the loop it should have been 1-15.
 
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