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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 19
Joined
Sep 4, 2007
Messages
2,826
i have one in my own map. But i dont rly know how to prevet it. I tried making the unit which caused the leak to a variable, but it dint work. I havent rly gone deeper in it, but i think i can fix it :D

If you were to fix all the leaks in this map you'll die. Even for me it'll take an entire day to efficiently fix them all and optimizing the triggers in the process.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
And so it all ended. We finally reached Page 100. But not a single fun thing to read in the entire page, just some blahh, blahh about leaks.
What is going to happen with internet....
I'm going to save the page!

Here is an example of how items should be listed to work with the optimized inventory system. The items' level also has to be set in the object editor.
Btw, this is not final.
  • Actions
    • -------- Weapons - Class: Artifacts --------
    • -------- 1 --------
    • Set A_Weapon_Item_Ability[1] = Item Damage Bonus (+4) (Basic Sword)
    • Set A_Weapon_Item_Icon[1] = -Icon - item - Basic Sword
    • -------- 3 --------
    • Set A_Weapon_Item_Ability[3] = Item Damage Bonus (+8) (Axe)
    • Set A_Weapon_Item_Icon[3] = -Icon - item - Clan Axe
    • -------- Potions - Class: Powerups - Only Icon required --------
    • -------- 1 --------
    • Set A_Potion_Item_Icon[1] = -Icon - item - Healing Potion
    • Set A_Potion_Item_Type[1] = Healing Potion - [|cffffc004Potion|r]
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I'm going to save the page!

Here is an example of how items should be listed to work with the optimized inventory system. The items' level also has to be set in the object editor.
Btw, this is not final.
  • Actions
    • -------- Weapons - Class: Artifacts --------
    • -------- 1 --------
    • Set A_Weapon_Item_Ability[1] = Item Damage Bonus (+4) (Basic Sword)
    • Set A_Weapon_Item_Icon[1] = -Icon - item - Basic Sword
    • -------- 3 --------
    • Set A_Weapon_Item_Ability[3] = Item Damage Bonus (+8) (Axe)
    • Set A_Weapon_Item_Icon[3] = -Icon - item - Clan Axe
    • -------- Potions - Class: Powerups - Only Icon required --------
    • -------- 1 --------
    • Set A_Potion_Item_Icon[1] = -Icon - item - Healing Potion
    • Set A_Potion_Item_Type[1] = Healing Potion - [|cffffc004Potion|r]


That sounds good to me :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
We should recreate all the items first. Remember it's CloudWolf's map and not ours. We're here to deliver the goods.

Hm... Even though new item ideas/suggestions are always welcome.

You have to think of the faqs that we now have A LOT more slots that would create a huge inbalance if we just recreate the items he have made. If you look at the items i have done so far, its just the same name and an edited description, the effects is edited.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
You have to think of the faqs that we now have A LOT more slots that would create a huge inbalance if we just recreate the items he have made. If you look at the items i have done so far, its just the same name and an edited description, the effects is edited.

Alright then but don't let it go over your studies. I'm battling with the potion system... Cross fingers. I hope I can solve it by tomorrow.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Alright then but don't let it go over your studies. I'm battling with the potion system... Cross fingers. I hope I can solve it by tomorrow.

Dont worry about that :p I do the items when we have a break in school :)
The teacher would make my paper into 1000 papers if i was doing it during the studies, lol.

The day i stop thinking about games when im doing studies, it have happened something totally wrong up in the small thing i have in my head.
 
Level 1
Joined
Feb 7, 2009
Messages
5
i guess it was supposed to recreate the atmosphere of the actual trailer - in fact it was good. is there a changelog? i downloaded it back when it was still v1.10. checked again and it was v1.17. will download it again. character selection is new as it seems.


anyway. great job. keeps the excitement up for the upcoming diablo III. can't wait either.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
i guess it was supposed to recreate the atmosphere of the actual trailer - in fact it was good. is there a changelog? i downloaded it back when it was still v1.10. checked again and it was v1.17. will download it again. character selection is new as it seems.


anyway. great job. keeps the excitement up for the upcoming diablo III. can't wait either.

Check the map's description. It contains a general change log over all changes made in that version.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
How is the item colors listed? Could be good to know :p
Anyway, here is a list of some items im planing to make. (I will keep updating it)

Weapon NameItem ClassWielded by
SkullsplitterWeaponBarbarian
Staff of EternetyWeaponWizard
Weapon NameItem ClassItem Stats
Sacred BladeWeaponMelee/Dmg/Str
Spiritual StaffWeaponRange/Int/Mana
[td] Wand of Death [/td][td] Weapon [/td][td] Witch Doctor [/td]
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
oka. I dont think im gonna like it. But making it another way would be damn hard :S I have seen a nice thing on this page tho. Its where each slot in your inventory leads to a new inventory. That makes pretty many slots ^^
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well, the standard inventory is only used for potions and the multiboards is only used to show what item does. Its like in a real game but insted of having the text appear above the item it appears in the upper corner. Dont understand why you wont like it :S
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
oka. I dont think im gonna like it. But making it another way would be damn hard :S I have seen a nice thing on this page tho. Its where each slot in your inventory leads to a new inventory. That makes pretty many slots ^^

This is how our inventory looks like:

157869-albums1156-picture8442.png


This is a picture of it in action. It's dark because the map's lighting is dark. We're working on this inventory system in version 1.08.

Untitled.png
 

Waterwalk

W

Waterwalk

The Inventory system looks awesome!!!!


Any inkling for a date of the 1.18 release?
 

Waterwalk

W

Waterwalk

Comments like these are always awesome to receive.

CloudWolf will probably inform you about that one.

Well I'm glad to see such a project as a huge Diablo fan.

But only for your 100% accuracy...in the current screens is a additional item (to the right from the feet slot). Maybe a rune/glyph/emblem or something like that.

character-screen.jpg
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
It doesnt require any remaking at all? :O I think. And that is not a item slot (i think), do

you really think you can put an item on that? I dont think so, that does not fit in with the style of the other equipment slots. I think that is a button. And well, as you said, i think that might be where you place the runes you have that makes spells stronger. Becouse the items doesnt have any sockets as of what i have seen and blizzard will not have any charms (atleast they said so). I think it will work like the glyph system in wow but with gems or something like that.
This is just what i think.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
We can always change the inventory skin to look more like the new one :) But the layout will most likely stay the same as a lot of time and effort has gone into this system, and it would be a shame to have to start from scratch with the newer layout (which will only change again in the future xD)

The inventory looks awesome though :) Keep up the good work!
 

Waterwalk

W

Waterwalk

Ok inventory almost done....release, you can do it ;)

Edit:

and yes LTGH, i think you are right, that this isn't a real item slot...

but i dont think that its the button for the rune spots either....diablo menu was always lean and they dont want any submenu's

maybe its another surprise they talked about.
 
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