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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 30
Joined
Sep 30, 2008
Messages
1,460
In answer to that question :D For the time being, i want to keep the project small scale whilst I revise for my exams. Once they are all done and dusted, I may apply to get this hosted by The Hive, and recruit a team to help me :)

That probably wont be for another couple of weeks though :) And thats "If" the Hive will accept the application :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
In answer to that question :D For the time being, i want to keep the project small scale whilst I revise for my exams. Once they are all done and dusted, I may apply to get this hosted by The Hive, and recruit a team to help me :)

That probably wont be for another couple of weeks though :) And thats "If" the Hive will accept the application :)

I understand. But i can wait :wink:
But if you want, i can fix icons for all the heros if you can get the model creators approval. :) :smile:

Btw, i just played trought 1.03 awesome changes =) Knockback makes if feel much better. The new mini boss (Voidwalker) doesnt look so good outside in that terrain to be honest. I like the conversation whit Deckard Cain, first time i got a little confused when he just started to follow, didnt even see that it was him till i clicked on him. It was fun to battle Jeremiah, so many zombies to pawn whit fury ^.^ ( i think he wasnt ingame at 1.02, didnt see it befor ). You should try to change the buff icons, when i get buffed whit, lets say "Stamina" that barbarian has, i can see that i have the "Endurance Aura". You should also try to customise the chest drops a little, but that can be as it is. And when you add the yellow text on the items, put |n|n befor the yellow text in the description box, and you will to a new row like this:
Crown of Might
A crown

This is the yellow text
 
Last edited:
Level 30
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Sep 30, 2008
Messages
1,460
aaah good point :) I did that for the skill descriptions, but I completely forgot about the items lol :)

I'll be adding in new items for version 1.04 to improve the gameplay, as after playing it a few times, i realised that theres not enough Epic loot to share :p Theres also a lack of caster items so I'll be adding smoe of those too :D

But seriously guys, Thanks for all the input and support ive had so far :) Its really helped me refine the map to what you see now :D I really appreciate it so keep your criticism coming ;) lol
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Here is some more =)
Change the icon of Mongrol to:
ReplaceableTextures\CommandButtons\BTNPurpleFelhound.blp
Otherwise you will se spirit wolfs when you select more then one.

At the first gate, you can use Witch Doctor / Wizard to kill the Bloated Creations whit your range attacks whitout getting any damage yourself when the gate is closed.
When you are at the start, if you run to the first gate stright away, and the murlocs appear, the will all be a hugh dot and you will be able to AoE them easily, try to make so they run for the heros insted of a specefic spot.

The bridges at the start of the map, it looks wierd when you cant go across them befor the murlocs appears, add rocks or somthing. that would be much better.

You can destroy those towers doodads (you can see two of them at the start area), kinda anoying when i try to right click on the ground my Witch Doctor / Wizard start to attck the towers insted

And last but not least, i think the ghouls at the start would look better whit the undead ghoul model. if you look at the gameplay video one more time, you will see what i mean.
 
Last edited:
Level 2
Joined
Jul 31, 2007
Messages
8
ty :D

for version 1.04 im gonna work on the spell / item descriptions and icons like you suggested in your review :D It's all starting to come together ^^

Rename the following creatures to(or not):
Satyr --- Khazra
Crawler --- Ghoul
Abomination Boss(forgot his name) --- Thousand Pounder
Abomination(Also forgot his name ¬¬) --- Grotesque
Zombie Cultist --- Dark Summoner
Berserker --- Dark Berserker

Units you forggot:
Dark Vessel ( The one that Morphs to a demonic creature )
Activated Vessel ( Fully Transformed )
Scavenger
Gnarled Walker ( Ent )

And people sorry for my english...
Cloudwolf very interesting map... I just can't make that white abism... i tried to open both programs you said for another guy... World Editor Unlimited and another one... the problem is... I can't open either :con:
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
lol :) Its a nice thought, but I seriously doubt Blizzard will support a project like this ;)

As for making creeps weaker and stronger. I could create a Map-Wide aura that decreases armour and damage depending on how many players there are :D

For example:

6 Players: 0% Reduction
5 Players: 10% Reduction
4 Players: 20% Reduction
3 Players: 30% Reduction
2 Players: 40% Reduction
1 Player: 50% Reduction

etc, so if you were to single player it, creeps would be at half their normal, strength. That combined with the extra exp you will receive should make it easier :D

Im also going to add health drops to some of the bosses because Ive noticed that if all the Witch Doctors (Healers) leave then people die very quickly at the bosses :/


Another Idea ive had is to find some cool unit attachments, and randomly add them to the zombies to make them look more like a mob :D Rather than clones of eachother :D

It'll also help me customise some of the default warcraft 3 models a bit :D
 
Last edited:
Level 17
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Jun 9, 2007
Messages
2,493
For example:
6 Players: 0% Reduction
5 Players: 10% Reduction
4 Players: 20% Reduction
3 Players: 30% Reduction
2 Players: 40% Reduction
1 Player: 50% Reduction
Try this:
6p: +10%
5P: +05%
4P: None
3P: -10%
2P: -20%
1P: -30%

Higher then that and the AoE spells will be to strong.
I dont know if my values will be so good either.
What i mean whit the values i made is that i think the units is to weak for 5-6 players, but 4 players is good as it is.
Try this and see if you like it.

Another Idea ive had is to find some cool unit attachments, and randomly add them to the zombies to make them look more like a mob :D Rather than clones of eachother :D
I think that some kind of wooden maces and stuff would feet in whit zombies, not sure if that looks good but i dont think that the zombies is smart enogh to get something better then that. Maybe add a green poison effect attachment to them.

Im also going to add health drops to some of the bosses because Ive noticed that if all the Witch Doctors (Healers) leave then people die very quickly at the bosses :/
Make the map-wide buff update when a player leave a game so it doesnt get to hard.
Also, you maybe could make leavers drop [health drop]'s of the same amount as players still in-game.
When a player leave, drop the players items on the ground and share the exp the hero have to all players still in-game.

Change icon of "Hero Soul" to "ReplaceableTextures\CommandButtons\BTNWisp.blp"
 
Last edited:
Level 17
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Jun 9, 2007
Messages
2,493
but why create d3 map, then will soon be real d3...

Why create a warcraft 3 map, starcraft 2 is soon coming.
Why create a World of Warcraft map, it have been real for 4 years.
Why create starcraft 1 map, it have been real for a damn long time.

Dude, that was the dumbest question ive seen for a while.
I dont mean to be anoying but... Does CloudWolf really need a reason? Maybe he like doing this, some people enjoy doing maps. Otherwise they wouldnt make them, right?
Also, this map is one way to get a feeling of what Diablo 3 can be like.
 
Level 4
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Nov 30, 2008
Messages
31
echhh why no one wanna share with the map? ;\
i can whate and there are some systems but why no one wanna share map with us? ;\
w/e i still wont to show it to any one...
if you remind msg me plz ok? ;\
i just want to make good map not copy paste... i wont create nothing in your map i promisse ;\
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
echhh why no one wanna share with the map? ;\
i can whate and there are some systems but why no one wanna share map with us? ;\
w/e i still wont to show it to any one...
if you remind msg me plz ok? ;\
i just want to make good map not copy paste... i wont create nothing in your map i promisse ;\

Im bad at english myself, but i had hard to read what you just said. Try to rewrite it in your real langue and translate whit google translator? :)

And if you mean that the map is protected, you just have to ask CloudWolf and he maybe sends a unprotected version to you.
 
Level 17
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Jun 9, 2007
Messages
2,493
Once I get some FTP Softwate sorted, Ill make a 1 page website with the mod versions for download if you like :) To save me having to email it to everyone ^^

That would be awesome if you did. :thumbs_up:
Cus i want the unprotected map to try some stuff.

Some info:
I just soloed the Skeleton King whit barbarian. When you use the war stomp, the boss can get knocked back so he appears behind the statues in the corners, that kinda anoying when you cant see the unit your fighting. Also, you should make so that the boss drop somthing. Make decard cain summon you away insted of just appear at a new area, that would be cool.

Fury Post's DISBTN is not working. You should fix that.

I think that the health drops appears a little to often. i can already to easy solo the start.

Other:
When your going to make a team ( if your going to make a team ) i would be happy to join you, just message me on my profil or PM me.
Im already helping you (as you maybe figured out), but it would be nice to be a part of the project. Now im just imagining how stuff can be and such.
 
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Level 8
Joined
Apr 5, 2008
Messages
367
Stop there buddy! Don't speak foreign languages in our hive.

Yeah, and might you remove these Eye-Cancer causing kiddi-animated-graphics?
Boy, I dunno why that stuff isn't forbidden on this forum because it's just annyoing and disctracs from reading, a lot!

BTT:
I agree that you should add the correct names to the creeps. Doesn't take much time and increases the Diablo3-ish feeling ;P
And one thing I wonder about, why did you turn the shockwave model to the water wave? I mean that one does really neither fits the barbarian nor the GP-Trailer.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I agree that you should add the correct names to the creeps. Doesn't take much time and increases the Diablo3-ish feeling ;P
And one thing I wonder about, why did you turn the shockwave model to the water wave? I mean that one does really neither fits the barbarian nor the GP-Trailer.

I was trying to find a blue shockwave effect, but havent been succesfull as of yet xD You see, the warrior also has a shockwave spell, and I just wanted to vary them slightly :D

Soon as I find a better SFX model, ill change it lol :)

and yea! I'm working on the creep names for version 1.04 :D
 
Level 5
Joined
Mar 10, 2004
Messages
36
I rarely comment on here, but I have to say, you've done a -fantastic- job with this. The terraining is top-notch and you've done a great job of setting the atmosphere for the map through use of lighting and effects. That was also one of the more interesting uses I've seen for the cathedral doodad. Tyrael's model is fantastic, as well.

The boss fights seemed a little static, though. I would recommend fleshing out their behavior a little. Additionally, I would highly recommend implementing some sort of inventory system.

That aside, this is easily the best map I've played for WC3 in a long time, even if it is just a beta.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
When will 1.04 be released? =D
This is a quote of all the posts i made ( that contains good info )
LTGH said:
LTGH said:
as far as rage is concerned, It would be rather difficult to code properly. However! I suppose I could make his mana regen 0, and create a trigger that adds say 20 mana every time he attacks? Would that work ok? :D

Here is my idea about rage: Set mana regen to -5. Add 20 Mana every attack. And set max mana to 0.
Hey again :D

An attribute system hey? What exactly is that? lol :) Anything like in TGS? where a hero can have any ability they wish?
An attribute system is one there you get a several attribute points every level. Then you can choose between Str, Agi, Int. (Diablo: Str, Dexterity, Vitality, Energy). Also, items will require a special amount in every stat, tex: Sigon's Guard
Tower Shield
Defense: 24
Change to Block: 69%
Durability 60 of 60
Required strength: 75
Required level: 6

1 to all skills
20% increased chance of blocking

Hope any of this information helped you. ^^


I understand. But i can wait
But if you want, i can fix icons for all the heros if you can get the model creators approval. :)

Btw, i just played trought 1.03 awesome changes =) Knockback makes if feel much better. The new mini boss (Voidwalker) doesnt look so good outside in that terrain to be honest. I like the conversation whit Deckard Cain, first time i got a little confused when he just started to follow, didnt even see that it was him till i clicked on him. It was fun to battle Jeremiah, so many zombies to pawn whit fury ^.^ ( i think he wasnt ingame at 1.02, didnt see it befor ). You should try to change the buff icons, when i get buffed whit, lets say "Stamina" that barbarian has, i can see that i have the "Endurance Aura". You should also try to customise the chest drops a little, but that can be as it is.
LTGH said:
Here is some more =)
Change the icon of Mongrol to:
ReplaceableTextures\CommandButtons\BTNPurpleFelhound.blp
Otherwise you will se spirit wolfs when you select more then one.

At the first gate, you can use Witch Doctor / Wizard to kill the Bloated Creations whit your range attacks whitout getting any damage yourself when the gate is closed.
When you are at the start, if you run to the first gate stright away, and the murlocs appear, the will all be a hugh dot and you will be able to AoE them easily, try to make so they run for the heros insted of a specefic spot.

The bridges at the start of the map, it looks wierd when you cant go across them befor the murlocs appears, add rocks or somthing. that would be much better.

You can destroy those towers doodads (you can see two of them at the start area), kinda anoying when i try to right click on the ground my Witch Doctor / Wizard start to attck the towers insted

And last but not least, i think the ghouls at the start would look better whit the undead ghoul model. if you look at the gameplay video one more time, you will see what i mean.
LTGH said:
Try this:
6p: +10%
5P: +05%
4P: None
3P: -10%
2P: -20%
1P: -30%

Higher then that and the AoE spells will be to strong.
I dont know if my values will be so good either.
What i mean whit the values i made is that i think the units is to weak for 5-6 players, but 4 players is good as it is.
Try this and see if you like it.


Originally Posted by CloudWolf
Another Idea ive had is to find some cool unit attachments, and randomly add them to the zombies to make them look more like a mob :D Rather than clones of eachother :D

I think that some kind of wooden maces and stuff would feet in whit zombies, not sure if that looks good but i dont think that the zombies is smart enogh to get something better then that. Maybe add a green poison effect attachment to them.



Originally Posted by CloudWolf
Im also going to add health drops to some of the bosses because Ive noticed that if all the Witch Doctors (Healers) leave then people die very quickly at the bosses :/
Make the map-wide buff update when a player leave a game so it doesnt get to hard.
Also, you maybe could make leavers drop [health drop]'s of the same amount as players still in-game.
When a player leave, drop the players items on the ground and share the exp the hero have to all players still in-game.

Change icon of "Hero Soul" to "ReplaceableTextures\CommandButtons\BTNWisp.blp"
LTGH said:
CloudWolf, you should check out this program: W3Colorpicker v2.4i (& Tooltip Creator) - The Hive Workshop - A Warcraft III Modding Site
Im using it myself sometimes, it makes it easy & fast for you to make tooltips.
LTGH said:
I just soloed the Skeleton King whit barbarian. When you use the war stomp, the boss can get knocked back so he appears behind the statues in the corners, that kinda anoying when you cant see the unit your fighting. Also, you should make so that the boss drop somthing. Make decard cain summon you away insted of just appear at a new area, that would be cool.

Fury Post's DISBTN is not working. You should fix that.

I think that the health drops appears a little to often. i can already to easy solo the start.
 
Level 8
Joined
Apr 5, 2008
Messages
367
I was trying to find a blue shockwave effect, but havent been succesfull as of yet xD You see, the warrior also has a shockwave spell, and I just wanted to vary them slightly :D

Soon as I find a better SFX model, ill change it lol :)

There's the advantage of JASS, once you got used to it creating moving missiles via triggers is quite easy and... you can play with every effect you might think about ^.^
Wait 'til you see my shockwave version!
I really recommend to learn JASS, since your terraining is very good already. Because without JASS your triggers are less effective, customizable, structured etc. pp. :p
Yet it took me ages to learn it... thus I understand if you don't wanna take that much time :(, although I really recommend it^^
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
There's the advantage of JASS, once you got used to it creating moving missiles via triggers is quite easy and... you can play with every effect you might think about ^.^
Wait 'til you see my shockwave version!
I really recommend to learn JASS, since your terraining is very good already. Because without JASS your triggers are less effective, customizable, structured etc. pp. :p
Yet it took me ages to learn it... thus I understand if you don't wanna take that much time :(, also I really recommend it^^

JASS is a really good way to improve maps, i think we all know that.
But if im not remembering wrong, i dont think that CloudWolf got any time to learn JASS since he befor told us that he dont want to make this a big project yet becouse of School and such. ( lets hope i remember right )

Also, if he makes this to a big Project, i think a JASSer would like to help him whit the map. A Project Leader barely got any time to learn JASS.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
aaaah school :) I wish xD Im in year 2 of univeristy and its hardcore :S

School/university same thing. you study in both of them x)
I want to start in university, but i have one and a half year left in school. Then i can start learning JASS, C++, Webdesigh and such. :wink:

Read my post on page 13, i quoted everything (informating) i posted in this thread ( or what i should call it ).
 
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