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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...

Waterwalk

W

Waterwalk

Well maybe there are nowadays too many wow designer who are working at the diablo franchise, that there could be a submenu similar to wow ;P
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
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.

None of the unoptimized or optmized versions are ready for release. It'll probably take a while more.

The reason for the delay is my decision to make an optimized version which takes longer to design but will be a lot more user friendly and easier to use.
 
Last edited:
Level 31
Joined
Jun 27, 2008
Messages
2,557
APproject's review of Diablo III Beta v1.17

I will not be generous, rating of mine is 2/5 for now because of reasons below.

1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.

clipboard4.jpg

clipboard.jpg


10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.

clipboard2.jpg


12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.

clipboard3.jpg


17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.


Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I will not be generous, rating of mine is 2/5 for now because of reasons below.

1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.

clipboard4.jpg

clipboard.jpg


10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.

clipboard2.jpg


12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.

clipboard3.jpg


17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.


Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.

This well written post deserves to be carried to the next page.

CloudWolf, get working on these. :D
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I will not be generous, rating of mine is 2/5 for now because of reasons below.

1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.

clipboard4.jpg

clipboard.jpg


10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.

clipboard2.jpg


12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.

clipboard3.jpg


17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.


Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.

Awesome! Thanks for the in-depth review :) I'll try my best to fix all the bugs and aesthetic features you've listed above :p

Reviews like this are always welcome, and extremely helpfull :D +rep!
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-

Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...

btw, use some map optimizer tool if you havent already :D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-

Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...

btw, use some map optimizer tool if you havent already :D

Well, I agree with the guy that there are pretty many minor issues that haven't been taken care of yet. I don't care regarding his attitude as long as his post provides an valid point and constructive criticism.

BTW, he pointed out a lot of stuff people would really not notice. I thank him for that.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-

Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...

btw, use some map optimizer tool if you havent already :D

Don't worry, I didnt find it remotely offensive :D The great thing about this review was that it was'nt worded in a derogatory / offensive way :) It was a clear and concise list of all the areas which needed improvement :D

Reviews as detailed as this are incredibly useful to me :) Keep em coming!
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-

Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...

Even if it's Beta, it's not allowed to contain with low quality. Beta is 75% of full map and it includes gameplay only. You're going berserk because I rated this resource by 2/5? The main rating of entire map got downrated by 0.03. Wow! That's a lot! Heroes certainly do have names. I also suggest you to pay more attention to your writings, it's quite hard to realise your point when you mix up few sentences into one.
 
May i suggest something more? i know i did some review before but i think you missed one idea of mine that i told cw a while back.

The last boss, siegebreaker, moves in very slowly. i think this is ridiculous because you could do something much more impressive without much work. else i want to say that bossfights could be more interesting as they sometimes do not much more than attacking. therefore a few suggestions:

-the last boss could charge in and get some autocast spells
-the fat boss (forgot how he is called, some girls are sacrificed for him) does some really cool things in the d3 gameplay trailer, like going into a rage and then charging to players, knocking back a little and so on


I already heard that you are improving hero skills by triggering them from now on instead of just working with the object idea and i can only appreciate and recommend the progress the map does though you will have to notice that sometimes the small things make a game. even if they are only eyecatchers and no actually important things to the gameplay they add a lot of style to a game and players will love it.
that might also be one reason why diablo 2 which is a very old game is still so popular that it is under the 10 most played games (2007 or 2008).
My suggestion: work on the gameplay - make it faster and more interesting.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
i still cant see any of this "low quality". And my writing i dint see it as that bad. But its good you tell me anyway.
The hero names. Dont they change each map? Still dont see it as a thing they need to fix. But i agree with some other things as hotkeys, and the thing when selecting character where you need to press down arrow key. (pretty weird you missed it anyway XD)

My point was: write so it doesent seem so rude to others.
But as it looks like im the only who thinks this. then NvM :p

And again. Its good you told this much stuff, cus theres really alot ^^ To the mongrel model, i think the same, but maybe its kinda hard to put much more models in because of the max size for maps. (I cant understand Blizzard does something to that -_-)
The same problem comes when you ask for more creeps. I dont think its necessary, but it would be nice. Again we must say Blizzard is pretty dumb not to increase max size to upload at b.net!

Anyway got a question about that. If you use Garena. Can you then host bigger maps? And i still havent understood. Whats the good thing about Garena? i only found that thing with less delay. But well, i use Delay Reducer, so no need for that.

Hope this was easier to understand :D

EDIT: Palaslayer to yours
-if you by the last boss means Siege Breaker then i strongly agree! :D
-he does go into rage, but i agree with you that the boss fights are kinda boring. There are many events with them (specially with Skeleton King. But its still kinda boring)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
i still cant see any of this "low quality". And my writing i dint see it as that bad. But its good you tell me anyway.
The hero names. Dont they change each map? Still dont see it as a thing they need to fix. But i agree with some other things as hotkeys, and the thing when selecting character where you need to press down arrow key. (pretty weird you missed it anyway XD)

My point was: write so it doesent seem so rude to others.
But as it looks like im the only who thinks this. then NvM :p

And again. Its good you told this much stuff, cus theres really alot ^^ To the mongrel model, i think the same, but maybe its kinda hard to put much more models in because of the max size for maps. (I cant understand Blizzard does something to that -_-)
The same problem comes when you ask for more creeps. I dont think its necessary, but it would be nice. Again we must say Blizzard is pretty dumb not to increase max size to upload at b.net!

Anyway got a question about that. If you use Garena. Can you then host bigger maps? And i still havent understood. Whats the good thing about Garena? i only found that thing with less delay. But well, i use Delay Reducer, so no need for that.

Hope this was easier to understand :D

Have you ever realized that Battle.net is a free service anyone with a valid license? When WarCraft III was released it wasn't aiming for supporting custom mapping that much and 4 MB was a lot to download per game back then. It was made before Blizzard made its cash cow World of WarCraft which now allows Blizzard to basically do to anything they want.

Edit; Crazy AOE knockback stuff which could be useful for some:
http://www.hiveworkshop.com/forums/pastebin.php?id=ous2c8
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
The hero names. Dont they change each map?
I didn't mean to write it's PROPER NAME, I meant to add NAME. Such as Barbarian, Wizard, Witch Doctor. Proper Names changes itself, not exact names.

To the mongrel model, i think the same, but maybe its kinda hard to put much more models in because of the max size for maps.
I don't want the model to be changed. I said, that icon of it do not fit's the model. Changing the icon, would be better solution.

The same problem comes when you ask for more creeps. I dont think its necessary, but it would be nice. Again we must say Blizzard is pretty dumb not to increase max size to upload at b.net!
There is no necessity to add new custom models to new units. Blizzard has already made many of them that would fit the map and it's not used all.

Hope this was easier to understand :D
It was.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Yeah i know. i see i made a mistake. When i wrote "I cant understand Blizzard does something to that -_-" I meant Doesent. Not Does :p
I also said "Again we must say Blizzard is pretty dumb not to increase max size to upload at b.net!" As i know that if they made it like 10mb when WC3 came out it would be a hell to upload to others.
But i just cant understand they doesent do anything to it now. Because WC3 have become very well known for the things with custom maps, and very focused on online play. Theres also many which still play it. So they should really do something! -_-


EDIT:
Hmmm. i still dont like the thing with names there XD

A new icon would be okay. But dont really think we need a new. Btw, what is a mongrel actually? has it been used in any other games or so before? And can someone send some pictures? :p As the diablo ones aint rly good i think (havent looked them roughly though)

Maybe Blizzard have made many models, but the map kinda have all the units from the diablo III gameplay cinematic.
 

Waterwalk

W

Waterwalk

New Idea:

It would be cool to see traps....maybe you can build a trigger where randomly 15 out of 100 dummys or other triggers will activated at each map start...shouldn't be that big problem.
 
Level 5
Joined
Aug 25, 2007
Messages
44
Just for curiosity's sake, how's the space breakdown as far as resources for each aspect of the map? There were just a few imported models and textures from what I remember (heros, GUI buttons, Tyrael) Witch doctor seems he's either a custom model or he has some geometry fixed to the original model's attachment points?
 
Level 1
Joined
Apr 16, 2009
Messages
1
Cloudwolf,

Awesome map! I've been searching for a high quality diablo-style RPG UMS for wc3 for a long time and this kicks ass!

I have one question: can you add a way to earn back revives? Instead of starting the game with revives, perhaps you can add some other resource to buy them with or fight for them somehow. The wizard always dies and we run out of revives. Witch doctor has some trouble too but not nearly as much.

Awesome map!!!!!!!!
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I talked about traps a while befor, i made a bomb chest trap that could be used. For example, we add one more chest to the map, and in every game, one of the chests turn into a trap, but we dont know which one. That is pretty damn easy to make, just have to make some special effects when chest open then start the pushback trigger and give all some damage xP

Just for curiosity's sake, how's the space breakdown as far as resources for each aspect of the map? There were just a few imported models and textures from what I remember (heros, GUI buttons, Tyrael) Witch doctor seems he's either a custom model or he has some geometry fixed to the original model's attachment points?

You can take a look in the map, its open source :]
 
May i suggest something more? i know i did some review before but i think you missed one idea of mine that i told cw a while back.

The last boss, siegebreaker, moves in very slowly. i think this is ridiculous because you could do something much more impressive without much work. else i want to say that bossfights could be more interesting as they sometimes do not much more than attacking. therefore a few suggestions:

-the last boss could charge in and get some autocast spells
-the fat boss (forgot how he is called, some girls are sacrificed for him) does some really cool things in the d3 gameplay trailer, like going into a rage and then charging to players, knocking back a little and so on


I already heard that you are improving hero skills by triggering them from now on instead of just working with the object idea and i can only appreciate and recommend the progress the map does though you will have to notice that sometimes the small things make a game. even if they are only eyecatchers and no actually important things to the gameplay they add a lot of style to a game and players will love it.
that might also be one reason why diablo 2 which is a very old game is still so popular that it is under the 10 most played games (2007 or 2008).
My suggestion: work on the gameplay - make it faster and more interesting.

may i quote myself because u seem to missed it. yeah, saphiree, the bosses could have more abilities, not only events in the surroundings.
else what about some general events in the dungeon? make it more questlike.
something like rocks falling down from top of you, crashing bridges, whatever.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Just for curiosity's sake, how's the space breakdown as far as resources for each aspect of the map? There were just a few imported models and textures from what I remember (heros, GUI buttons, Tyrael) Witch doctor seems he's either a custom model or he has some geometry fixed to the original model's attachment points?

Witch doctor is custom model. SpiritWalker - The Hive Workshop - A Warcraft III Modding Site I think they used that ^^
 
Level 1
Joined
Apr 16, 2009
Messages
1
Hi,
first of all I love this map, really.
But I have a technical problem with the map. I try to change little things for private use, making things more comfortable in singleplayer, and with or without any changes, I can't save the file right. There are error messages reffering the camlock and the Skeleton King-event and some more... and I can't load the map in game after that.
Anybody similar problems or any explanation=help for me?
thx
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
The drop system is now able to drop any kind of item as well as removing the buffs when removed from equipping slots. But the variable listing still applies.

Before

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Triggering unit) Equal to Inventory Dummy 0421 <gen>
    • Then - Actions
      • -------- Unequip items --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Inventory_Selected_Slot[(Player number of (Triggering player))] Less than 20
        • Then - Actions
          • -------- Weapons --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to 1
            • Then - Actions
              • -------- Remove Bonuses --------
              • Unit - Remove Item Damage Bonus (+8) from Red_Hero
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to 3
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 10
            • Then - Actions
              • -------- Remove Bonuses --------
              • Unit - Remove Item Damage Bonus (+4) (Main-Hand) from Red_Hero
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to 3
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 11
            • Then - Actions
              • -------- Remove Bonuses --------
              • Unit - Remove Item Damage Bonus (+4) (Off-Hand) from Red_Hero
            • Else - Actions
          • -------- Armors --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to 2
            • Then - Actions
              • -------- Remove Bonuses --------
              • Unit - Remove Item Armor Bonus (+2) from Red_Hero
              • Unit - Remove Item Hero Stat Bonus (+1 All Stats) from Red_Hero
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to 5
            • Then - Actions
              • -------- Remove Bonuses --------
              • Unit - Remove Item Armor Bonus (+2) (Armor) from Red_Hero
            • Else - Actions
          • -------- Pants --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] Equal to 6
            • Then - Actions
              • -------- Remove Bonuses --------
              • Unit - Remove Item Armor Bonus (+1) (Legguards) from Red_Hero
            • Else - Actions
          • -------- Potions --------
          • -------- Slot 1 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 16
            • Then - Actions
              • -------- Remove Potion --------
              • Item - Remove (Item carried by Red_Hero in slot 1)
            • Else - Actions
          • -------- Slot 2 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 17
            • Then - Actions
              • -------- Remove Potion --------
              • Item - Remove (Item carried by Red_Hero in slot 2)
            • Else - Actions
          • -------- Slot 3 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 18
            • Then - Actions
              • -------- Remove Potion --------
              • Item - Remove (Item carried by Red_Hero in slot 3)
            • Else - Actions
          • -------- Slot 4 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Equal to 19
            • Then - Actions
              • -------- Remove Potion --------
              • Item - Remove (Item carried by Red_Hero in slot 4)
            • Else - Actions
          • -------- Revives --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Greater than or equal to 13
              • Inventory_Selected_Slot[(Player number of (Triggering player))] Less than or equal to 15
            • Then - Actions
              • Set Inventory_Revive_Count[(Player number of (Triggering player))] = (Inventory_Revive_Count[(Player number of (Triggering player))] - 1)
              • Player - Add -1 to (Triggering player) Current lumber
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Inventory_Revive_Count[(Player number of (Triggering player))] Equal to 0
                • Then - Actions
                  • Unit - Remove |cffd713ecRitual of the Dead|r from Red_Hero
                • Else - Actions
            • Else - Actions
        • Else - Actions
      • -------- Delete Selection Circle --------
      • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
      • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
      • -------- Delete old Icon --------
      • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
      • -------- Reset Selection --------
      • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
      • Set Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
      • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
      • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
      • Player Group - Pick every player in (Player group((Triggering player))) and do (Actions)
        • Loop - Actions
          • Multiboard - Hide Inventory_Multiboard_Items[Inventory_Item_ID_Player1[(Custom value of (Triggering unit))]]
      • Skip remaining actions
    • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Triggering unit) Equal to Inventory Dummy 0421 <gen>
    • Then - Actions
      • Unit - Remove A_Item_Ability[Inventory_Selected_Slot[(Player number of (Triggering player))]] from Red_Hero
      • Set rect = (Position of Red_Hero)
      • Item - Create A_Item_Type[Inventory_Selected_Slot[(Player number of (Triggering player))]] at rect
      • Custom script: call RemoveLocation(udg_rect)
      • -------- Delete Selection Circle --------
      • Destructible - Remove Selection_Circle[(Player number of (Triggering player))]
      • Set Selection_Circle[(Player number of (Triggering player))] = No destructible
      • -------- Switch Values between slot --------
      • Set A_Item_Class[(Custom value of (Triggering unit))] = (Item-class of No item)
      • Set A_Item_Type[(Custom value of (Triggering unit))] = (Item-type of No item)
      • Set A_Item_Class[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-class of No item)
      • Set A_Item_Type[Inventory_Selected_Slot[(Player number of (Triggering player))]] = (Item-type of No item)
      • -------- Delete old Icon --------
      • Destructible - Remove Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]]
      • -------- Reset Selection --------
      • Set Inventory_Item_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = No destructible
      • Set Inventory_Item_ID_Player1[Inventory_Selected_Slot[(Player number of (Triggering player))]] = 0
      • Set Inventory_Selected_True_False[(Player number of (Triggering player))] = 0
      • Set Inventory_Selected_Slot[(Player number of (Triggering player))] = 0
      • Player Group - Pick every player in (Player group((Triggering player))) and do (Actions)
        • Loop - Actions
          • Multiboard - Hide Inventory_Multiboard_Items[Inventory_Item_ID_Player1[(Custom value of (Triggering unit))]]
      • Skip remaining actions
    • Else - Actions
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
may i quote myself because u seem to missed it. yeah, saphiree, the bosses could have more abilities, not only events in the surroundings.
else what about some general events in the dungeon? make it more questlike.
something like rocks falling down from top of you, crashing bridges, whatever.

Heya! Sorry for the long reply :) I was out giving blood :D

I had a go at making him use the charge animation for 1.17, but couldnt wory out how to do it xD However, I'll try my best to have it done for 1.18 as its definately a good idea.

As for the Thousand Pounder, I'm working on making him slightly more dynamic as we speak :D I agree that it needs some work, as right now all he does is stand and attack which gets very repetative :p

Ty for the feedback!
 

Waterwalk

W

Waterwalk

Suggestion for Siegebreaker boss: Make random rain of fires and/or flames strikes on the area when its hitpoints get lower. This would make it harder and harder.

well this is only a random sfx witch doesn't belong to that boss fight...

I'm against it.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
well this is only a random sfx witch doesn't belong to that boss fight...

I'm against it.

Well, we need to have something right? And we cant make him eat the players like in the d3 video. that would be imbalanced. BUT we maybe can give him the ability to eat a player and every sec the eaten player gets a few damage and then after 10/15sec you get back.

And making it raining fire from the sky would be cool. Not a spell that the boss casts or something just make it rain and when the fire balls hit the ground, the infernal ground spell appears and damage :p
If you get hitted by a fireball you get damage and stunned when the infernal ground spell only does AoE damage.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Well, we need to have something right? And we cant make him eat the players like in the d3 video. that would be imbalanced. BUT we maybe can give him the ability to eat a player and every sec the eaten player gets a few damage and then after 10/15sec you get back.

And making it raining fire from the sky would be cool. Not a spell that the boss casts or something just make it rain and when the fire balls hit the ground, the infernal ground spell appears and damage :p
If you get hitted by a fireball you get damage and stunned when the infernal ground spell only does AoE damage.

LTGH just the person I wanted to contact. I'm almost done with all the functionality in the inventory system and I'd like you to test it. As for now the only item types supported are weapons and potions(they're easy to implement).
 
Level 1
Joined
Apr 16, 2009
Messages
1
nice work

Wow, at first, Amazing map, 20 out of 10 for feeling and atmosphere, and how close to the trailer mymymy^^. Anyhow i found some bugs and got some suggestions I wanted to mention. Keep up the good work!


( Version 1.17)
Bugs :


- Classspecified Items don't allways drop if the wrong class picks them, if you pick a item up quickly for some time it remains in the slot. leads to barbarian with a lot of mana^^


Other Things:
- Many Buffs still have there default tooltips, which is a bit anoying
- Spells and and Units with magical attack type can't damage the Barbarian while using Whirlwind, dunno if that can be changed or if its even wanted. if second you could mention it in the tooltip
- It sais bony Chestp ei ce instead of Boney Chestp ie ce
-The Trap that activates after the Khazra-Chief is killed could be better timed, the Khazra from South appear way earlier then those from North-East
- activating Cleaving doesn't give a Furypoint
Balance:

-The Skeleton King is way to hardcore on singleplayer, the only way i managed him without cheats was running around in circles in the room, with using whirlwind as often as i could and even this only worked because of the itembug i reported.

- You could lower the Bash-chance for Unburied, because, When you are Singleplayer and reach the Spot where there are 5 of them or so, you get nearly Permabash
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I will not be generous, rating of mine is 2/5 for now because of reasons below.

1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.

clipboard4.jpg

clipboard.jpg


10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.

clipboard2.jpg


12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.

clipboard3.jpg


17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.


Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.

Hmmm... Ive been going through the list, and there are a few things Ive noticed :S

4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.

I'm not sure what happened for you, but the log [F12] has shown the instructions for me :S

18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)

Were you using the "Whosyourdaddy" command while testing the map? If you kill the bosses in one hit, it triggers all their spells at the same time, as each spell is dependant on the bosses current hp. This would cause the spells sfx to appear after he's died :p If not, then I'm not sure what happened lol :S

19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.

This is just a personal preference of mine :) I like to give players the time to discuss the game after they've been defeated. It allows people to arrange remakes etc :D However, if it really is that confusing, I'll make the defeat menu appear say, 1-2 minutes after death / completion?

6. Why you didn't lock the camera? When I try to Zoom In, it jolts.

I've noticed this before, however, I decided not to lock the camera as it allows players to use the minimap to move around :) I may well change this in the future, but im unsure as of yet :D

The rest though was very helpful! I've fixed all the other stuff now ^^
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
I'm not sure what happened for you, but the log [F12] has shown the instructions for me :S

It don't for me. Screenshot cut below.
clipboardjkz.jpg

Were you using the "Whosyourdaddy" command while testing the map? If you kill the bosses in one hit, it triggers all their spells at the same time, as each spell is dependant on the bosses current hp. This would cause the spells sfx to appear after he's died :p If not, then I'm not sure what happened lol :S
My bad. I was testing it, though. So I used many stuff like this and replayed it few times too.

This is just a personal preference of mine :) I like to give players the time to discuss the game after they've been defeated. It allows people to arrange remakes etc :D However, if it really is that confusing, I'll make the defeat menu appear say, 1-2 minutes after death / completion?
As far as I know, victory / defeat conditions are necessary in every map. Unless your map has no end of gameplay, feature of mini-games.

Yeah, you could create a timer window telling the time when the game will end. If you want to give people time to discuss, 1-2 minutes are okay.

I've noticed this before, however, I decided not to lock the camera as it allows players to use the minimap to move around :) I may well change this in the future, but im unsure as of yet :D
No, I cannot look though minimap. Camera is 'locked', but it seems like there is a trigger that applys the camera on your hero every 0.01 second, lol. Because when I move my camera to side, screen shakes. Looks like my camera moves, but immediately get back to the hero. I suggest you to fix it, make it without shaking or something like that. You also could minimize the mnimap as like, umm, your map has many rooms, they're not connected, different parts of map, you could lock the minimap onto the part of map you play. It would look like this map has many maps, lol. More impressive and unpredictable as like you can see all the minimap and know where's the end, how much left, make it mysterious and unknown. However, it's your choice.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
It don't for me. Screenshot cut below.
clipboardjkz.jpg


My bad. I was testing it, though. So I used many stuff like this and replayed it few times too.


As far as I know, victory / defeat conditions are necessary in every map. Unless your map has no end of gameplay, feature of mini-games.

Yeah, you could create a timer window telling the time when the game will end. If you want to give people time to discuss, 1-2 minutes are okay.


No, I cannot look though minimap. Camera is 'locked', but it seems like there is a trigger that applys the camera on your hero every 0.01 second, lol. Because when I move my camera to side, screen shakes. Looks like my camera moves, but immediately get back to the hero. I suggest you to fix it, make it without shaking or something like that. You also could minimize the mnimap as like, umm, your map has many rooms, they're not connected, different parts of map, you could lock the minimap onto the part of map you play. It would look like this map has many maps, lol. More impressive and unpredictable as like you can see all the minimap and know where's the end, how much left, make it mysterious and unknown. However, it's your choice.

aah sorry, i meant to say that people can use the minimap to move their hero around :)

However, I must admit that shaking is kinda annoying :S I'll see what I can do about it, even if i do have to lock the camera :D

Still not sure whats happening on the log :S I guess I'll just have to make sure the instructions dont dissapear until you have selected a hero then :)
 

Waterwalk

W

Waterwalk

However, I must admit that shaking is kinda annoying :S I'll see what I can do about it, even if i do have to lock the camera :D

Still not sure whats happening on the log :S I guess I'll just have to make sure the instructions dont dissapear until you have selected a hero then :)



Yes plz lock the camera...no need for minimap walking...because the map isn't that huge.


And i can't read any log information too....the first entry is what kind of class i picked.
 
Level 17
Joined
Jun 9, 2007
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Log information appears in single player only. The log is only used to show game messages in single player and your own messages. In multiplayer it simply log the players messages. I think that is what causes it. (if it still doesnt work, be sure that you are in single player not b.net or local area network)
 
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