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

Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 3
Joined
Oct 11, 2008
Messages
4
Well, I played the game, and i must say; I'm surprised! I don't like most Diablo games because theyre just poorly imitated. But this one is actually good! I can't imagine how much time you must have spent on only the terrain. It looks awesome! Anyway, I played with Yixx and we were actually able to complete the main part. Cause of Tyrael not being a real boss.. I must say, he is really hard ! ! ! It took us 1 game to get the hang of the game and which abilities we had to choose, but after that it was rather easy. I was Berserker, so my main function was tanking (protecting Yixx en taking the damage). Which, if you're teammate can heal you, isn't all that hard in this game. We had quite a good tactic, I would mindlessly hack 'n slash on the enemies (and use whirlwind and ground stomp every once in a while) while Yixx would use Soul Harvest and Voodoo Healing all the time. With this we actually beaten the game (Tyrael not included). So, it IS in fact possible with only 2 people! This can't be said about loads of other games..

Grtz Foxxjuh
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Btw, what do you mean by the inventory being messy and yours will be used instead?
I mean that CloudWolfs contains bugs that makes it possible to wield all items in all slots, i have managed to use armors in all slots before when i was a tank.
And by use mine insted i mean the inventory system that you and i am working on.
I said mine cus actually it is my inventory system that you is helping me with, so im not sure if im suppost to say our or mine. >...<

Why doodad? Because doodads can be destroyed just by clicking them, so you dont need to go click A and then attack. Making chests to be enemy units would just be stupid, because your hero will auto-attack towards them.
CloudWolf will soon respond on that since that is hes part of the map and i think that we will agree with you if hes not to lazzy and keep it as an item with one health insted :p And yes, i agree that it would be better with doodads, i dont really know what i was thinking yesterday... if i did think...

Well, I played the game, and i must say; I'm surprised! I don't like most Diablo games because theyre just poorly imitated. But this one is actually good! I can't imagine how much time you must have spent on only the terrain. It looks awesome! Anyway, I played with Yixx and we were actually able to complete the main part. Cause of Tyrael not being a real boss.. I must say, he is really hard ! ! ! It took us 1 game to get the hang of the game and which abilities we had to choose, but after that it was rather easy. I was Berserker, so my main function was tanking (protecting Yixx en taking the damage). Which, if you're teammate can heal you, isn't all that hard in this game. We had quite a good tactic, I would mindlessly hack 'n slash on the enemies (and use whirlwind and ground stomp every once in a while) while Yixx would use Soul Harvest and Voodoo Healing all the time. With this we actually beaten the game (Tyrael not included). So, it IS in fact possible with only 2 people! This can't be said about loads of other games..
When you play the imitates of the Diablo 2 maps you really cant expect anything at all, becouse most of them is just maps they made up in a week or maybe even two. Heh.
And the terrain, i was surprised myself when i first saw it, never seen a such good playable terrain in a map before. :)
And we actually have a system so that the creeps get weaker when you are a few players but that system is not so balanced. ^^
By the way, It is barbarian not Berseker
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Its only my opinion and I know that only your opinion matters.

I'll admit, I personally prefered the murlocs at one point, which is why I kept them. The only reason I'm changing it is due to popular demand :p So you can't really say we're not taking in other peoples opinions ;)

Also, I think its great that we're posting our ideas and updates in this thread :) It shows people that we're actually making some progress :D

__________________


And yea! I see what you guys mean about the chests :p If you want, I can trigger it so you just have to click it and it opens or something? but only if your within range ;)
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
I'll admit, I personally prefered the murlocs at one point, which is why I kept them. The only reason I'm changing it is due to popular demand :p So you can't really say we're not taking in other peoples opinions ;)

I think you should use ghouls. But if its too hard to make it good when they use a weapon, i dont care if you use those murlocs.
 
Level 3
Joined
Feb 27, 2008
Messages
43
The game is finishable with two players (Tyrael included). I did it with a buddy.
In fact, the main difficulty against Tyrael is his avatar skill which blocks skills, so I couldn't steal mana from him to heal my Barbarian friend. He killed us both, (we still had lifes ^^) and his avatar finally finished so we could finish him easily. BTW is it on purpose that is avatar ends?

DESTROYING chests sounds better.
Not true. Destroying a chest often implies damaging its contain. You can easily break a potion because of a violent axe hit.
Solutions :
- Make the chest open simply when touching hit (easy trigger).
- Make a key system (which would be random drops just like globes)
- Keep the actual system xD

About the ghoul issue :
Ghoul model from WC3 actually fits very well in my opinion, just make it a little bigger and change tint, but giving them a sword is the real problem as the attack animation is a claw attack :s
Murloc model is nice as well, but here too, you should make it bigger and change the tint. I don't know if giving them a sword is a nice idea though.
My opinion : Ghoul model

Dudes, I was thinking about something lately, why don't you implement the Archivist? ^^ Link
He hasn't many skills, that's the main problem but I actually AM feeling like making a gameplay for him if needed. I could post a sample of work just to show.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Dudes, I was thinking about something lately, why don't you implement the Archivist? ^^ Link
He hasn't many skills, that's the main problem but I actually AM feeling like making a gameplay for him if needed. I could post a sample of work just to show.
Look in the older posts, they've already talked alot about this.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Didn't see this, like I said previously, 130 pages of thread on a hiveworkshop page is not really enjoyable to read :)

lol yea :) There was some talk of putting the archivist just for fun :p We're quite tight for space on the current map, but there was some talk of having him as a secret boss in the second map or something :) Nothing is set in stone though :p


Also! An update on the Ghoul front :) Ive been playing around, and managed to come up with this:

D3W_Ghoul3.png


D3W_Ghoul2.png
D3W_Ghoul.png
01.png
 
Level 3
Joined
Feb 27, 2008
Messages
43
lol yea :) There was some talk of putting the archivist just for fun :p We're quite tight for space on the current map, but there was some talk of having him as a secret boss in the second map or something :) Nothing is set in stone though :p

Ahh, good to hear :p

As for the ghouls, they look awesome.
The size of the sword doesn't look bad to me but I agree that a bit more flesh would be perfect ;)
 
Level 16
Joined
Mar 8, 2009
Messages
975
about the chest...
i like if these can be opened and not destroyed, that way this would be more Diablo-Ish!
If this cant possible, the Super-Sheep idea sounds good, But the chest doesnt need to be doodad, I will say: Destructibles.

Btw, i v noticed some weird thing that succesed to me when i playing the map:
when i come on a bridge, in certain point of view, they dissapear! (then, i v realized that they were two bridges forming one! :D) I dont know if this is because my PC sucks or what... but i will post an screenshot.

See ya!

P.S.: Congratulations for u aprovved skin CW!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
about the chest...
i like if these can be opened and not destroyed, that way this would be more Diablo-Ish!
If this cant possible, the Super-Sheep idea sounds good, But the chest doesnt need to be doodad, I will say: Destructibles.

Btw, i v noticed some weird thing that succesed to me when i playing the map:
when i come on a bridge, in certain point of view, they dissapear! (then, i v realized that they were two bridges forming one! :D) I dont know if this is because my PC sucks or what... but i will post an screenshot.

See ya!

P.S.: Congratulations for u aprovved skin CW!

It's not a glitch. It's the whole design of the game. If destructible or doodads are out of reach they disappear.
 
Level 1
Joined
Apr 23, 2009
Messages
1
Just wanna say I love your map, you've done a super job, and I wanna thank you for giving me something to keep me occupied until D3 is released. :p The new inventory seems awesome and the new ghouls are looking really good.
 
Level 3
Joined
Feb 27, 2008
Messages
43
Well done ;)
They really look like those of D3...but they strike me as very hmm... polygon-ish... especially their shoulders.
Maybe the view is just too close from them, they must render awesome in-game.
 
Level 16
Joined
Mar 8, 2009
Messages
975
your ghoul skin is good, but its too teal, and the D3 ghouls are more light blue.

Btw,

The Inventory System Would to be like an 'Paused One' (when you are using the inventory, you cant move) or like diablo, in a side-window (when the inventory is open, you can move and attack with your character) ???
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
your ghoul skin is good, but its too teal, and the D3 ghouls are more light blue.

Btw,

The Inventory System Would to be like an 'Paused One' (when you are using the inventory, you cant move) or like diablo, in a side-window (when the inventory is open, you can move and attack with your character) ???

Well, currently the inventory allows you to move, attack, and so on but LTGH would like to change that like making your hero pause. This might be useful in boss fights to prevent the hero from auto-attack without supervision.

The inventory is not a side window. It takes up the entire screen.

In other news. The inventory is now compatible with all players. Only the ress part needs work. LTGH isn't here so we're not able to finish it 100%.
 
Level 1
Joined
May 2, 2009
Messages
1
Couldn't go through 130 pages of this. I'm having some technical problems, and when I try to launch the map in frozen throne, it just goes back to the map selection thing.
Help?
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Awesome :D If you guys can send me a template for the multiboards, ide be happy to start filling in the item info :)

After the 1.18 update, production will be a lot smoother again I assure you :p 1.18 has just been a nightmare to organise as theres been so many parts by different authors to bring togehter and balance xD

Its definately coming together now, so hopefully it wont be too much longer :)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Awesome :D If you guys can send me a template for the multiboards, ide be happy to start filling in the item info :)

After the 1.18 update, production will be a lot smoother again I assure you :p 1.18 has just been a nightmare to organise as theres been so many parts by different authors to bring togehter and balance xD

Its definately coming together now, so hopefully it wont be too much longer :)

I'll send you the template.
In the trigger editor go to the folder 'LTGH's Inventory System' and then find the trigger 'Set Item Variables IMPORTANT'. I think you already have that version. I'll send a new version anyway.

I just came across a not so minor bug. This bug makes you lose all your revives if they are not removed correctly. Meaning even if you have 3 revives and remove the 3rd revive you'll lose all 3 and have to reattach them to make them work again.

It's quite hard to fix this bug as for now but I'll try.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I'll send you the template.
In the trigger editor go to the folder 'LTGH's Inventory System' and then find the trigger 'Set Item Variables IMPORTANT'. I think you already have that version. I'll send a new version anyway.

I just came across a not so minor bug. This bug makes you lose all your revives if they are not removed correctly. Meaning even if you have 3 revives and remove the 3rd revive you'll lose all 3 and have to reattach them to make them work again.

It's quite hard to fix this bug as for now but I'll try.

I'll admit, im starting to think we don't actually need equipable revives :p

We could just give everyone a set 3 at the begining of every map, which would help a bit on the balancing front :p

Otherwise we're going to end up needing a respawn system as people won't always have extra lives with them :S

Just an idea though :) Your opinions matter as much as mine do lol :)
 
Level 9
Joined
Oct 22, 2004
Messages
99
great fun

greetings to the diablo 3 [warcraft style] team :)
i recently downloaded the map, and to summerize :great fun!
the spells, classes, boss fights etc is on hell of an adrenaline rush! XD
im afraid im just a wc3 map editor newb atm, cant help with anything there, but at least to provide the positive feed back - keep at it folks :)

ill see if i can rate now the map, after i commented XD
5/5 for me
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I'll admit, im starting to think we don't actually need equipable revives :p

We could just give everyone a set 3 at the begining of every map, which would help a bit on the balancing front :p

Otherwise we're going to end up needing a respawn system as people won't always have extra lives with them :S

Just an idea though :) Your opinions matter as much as mine do lol :)

To be honest I agree.
I'll just disable it but it's still going to be in the code for now. I don't want to change it all for all players.

I'll send you the map now.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Equipable revives? Why that? What's wrong with the current system?

The problem is that it would seriously delay the new version by a couple of days and the fact that it's not suitable.

The reviving system needed revive items that would have to be attached to the inventory to work. CloudWolf's solution would be a lot easier as we could just convert the items into lumber as it would be a lot easier for players to use.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Im back!

The reviving system needed revive items that would have to be attached to the inventory to work. CloudWolf's solution would be a lot easier as we could just convert the items into lumber as it would be a lot easier for players to use.

But that way you will be able to have unlimited revives and that doesnt make it better :S
To start with, you shouldent be able to revive at all, that is just becouse people dont know what teamwork means and they just run stright into a area solo and dies. Or the healer just dont know what heal means.
And its even more wierd that you actually can find revives o_O And it is even random when you find them?

Myself i think that we should stay with items as revives becouse in the future, when we have save/load and stuff like that, it wouldent work to have lumber as lifes. That would just be wierd since you will transfer the anks just like all the other items. They should be normal items just like all the others later if you ask me. More info about that later.

And another question, will the next map contain town(Safe room in dungeon), Quests maybe even vendors? Since in future we will need a town, right?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Im back!



But that way you will be able to have unlimited revives and that doesnt make it better :S
To start with, you shouldent be able to revive at all, that is just becouse people dont know what teamwork means and they just run stright into a area solo and dies. Or the healer just dont know what heal means.
And its even more wierd that you actually can find revives o_O And it is even random when you find them?

Myself i think that we should stay with items as revives becouse in the future, when we have save/load and stuff like that, it wouldent work to have lumber as lifes. That would just be wierd since you will transfer the anks just like all the other items. They should be normal items just like all the others later if you ask me. More info about that later.

And another question, will the next map contain town(Safe room in dungeon), Quests maybe even vendors? Since in future we will need a town, right?

Well, I think we should keep the new revival system for now and perhaps implement yours later on. It would save development time. Just my two cents.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Im back!



But that way you will be able to have unlimited revives and that doesnt make it better :S
To start with, you shouldent be able to revive at all, that is just becouse people dont know what teamwork means and they just run stright into a area solo and dies. Or the healer just dont know what heal means.
And its even more wierd that you actually can find revives o_O And it is even random when you find them?

Myself i think that we should stay with items as revives becouse in the future, when we have save/load and stuff like that, it wouldent work to have lumber as lifes. That would just be wierd since you will transfer the anks just like all the other items. They should be normal items just like all the others later if you ask me. More info about that later.

And another question, will the next map contain town(Safe room in dungeon), Quests maybe even vendors? Since in future we will need a town, right?

Well, the aim at the moment isnt to make this an ORPG as such :p

Its literally just going to be a collection of dungeons with a pvp map added on:) So kinda like an ORPG, but with no World Map.

I'll probably have to say no to vendors as theres no gold in game.

Heres the concept I was thinking of:

If all the maps are dungeons, then each player would be given 3 lives at the begining of each map. These lives will be independant from the save/load codes, and the player's lives will be set to 3 exactly every time the map is played.

As theres no town or base location in these dungeons, its up to the players to work together. The fact that theres a set number of lives each time should hopefully ecourage teamplay as players will need to stick together to survive.

For Example: With a set revive point and infinite respawns, players may well decide to go off alone as dying will not provide any drawbacks.

However, this is just a rough overview, and is all subject to change anyways ;)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
If all the maps are dungeons, then each player would be given 3 lives at the begining of each map. These lives will be independant from the save/load codes, and the player's lives will be set to 3 exactly every time the map is played.
If we in the future use save/load i think it would be better to have it like this:
When you start a new character you get 3 extra lives.
When you loose all extra lives you will get back to the start of the map with a small amount of exp decrease. You will be able to find anks in the map that you will be able to transfer behind maps since you wont get any new free extra lives after you started your hero.
And it would seriusly be wierd if we dont have any quests or something in the maps, i think it would be good if we could have something like a cell with some prisoners that gives you locations to blah blah blah and if you do that you have a chance to get to a quest related boss and if you defeat him you get hes drop as a reward and such things.
I think it would be nice if we could have atleast a few quests.
And when we are done with the series, is it any possibility that there will ever be a diablo III map from you containing an overworld and maybe even a town? Would be nice if you made an ORPG :p
 
Level 3
Joined
Feb 27, 2008
Messages
43
It's my pleasure to present you this VERY humble piece of work (which still isn't very functional xD)

The Archivist! (No custom model or anything, this is just a sample made within two hours)
ss83hires.png


With terrible skills! Like the already famous Quest Bolt, a skill that enables epic quests like "Go get the old man's dog"
wc3scrnshot050209190036.png


Rediscover the terrible "Lorenado"! (soon with a better skin?)
wc3scrnshot050209185318.png


But also skills you have never seen before!
"Look for Lore", a skill that allows you to find useful tomes in libraries!
wc3scrnshot050209184511.png


And also the mass destruction "Let me tell you a story"! A skill that makes all your enemies fall asleep!
wc3scrnshot050209185254.png


And the one you've been expecting!
...Shuuuush!
But I've not done it yet xD

That's all for the moment ^^
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well, what does that have to do with this? Its nice of you to post it here.
But some people might say that your just trying to steal our atention to your work insted. Only becouse this is a diablo map that doesnt really mean that you should post that here. And we already said that we have no plans in adding him in the near future.
But like i said, its nice of you to post it here. And its even more awesome that you dear post it here :p
 
Level 3
Joined
Feb 27, 2008
Messages
43
Well, what does that have to do with this? Its nice of you to post it here.
But some people might say that your just trying to steal our atention to your work insted. Only becouse this is a diablo map that doesnt really mean that you should post that here. And we already said that we have no plans in adding him in the near future.
But like i said, its nice of you to post it here. And its even more awesome that you dear post it here :p

I had some time to waste actually :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
lol, dont worry about it :D Those spells looke funny, especially the story telling one xD

I have to agree on this one. It really made me laugh. Espio-4x, good job mate. +Rep!

LTGH, we're trying to replicate the Diablo III gameplay trailer and not change it. Just my opinion. Even if we would make a save/load system it would be best to reset the revive because then it wouldn't be exploitable. What if a player kept finding ankh and keep saving? It would give him an unfair advantage over the other players. For this reason and that I didn't want to remake the entire vJass script I believe we should keep CloudWolf's system.

And CloudWolf btw, have you figured out how to make item descriptions yet?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
LTGH, we're trying to replicate the Diablo III gameplay trailer and not change it. Just my opinion. Even if we would make a save/load system it would be best to reset the revive because then it wouldn't be exploitable. What if a player kept finding ankh and keep saving? It would give him an unfair advantage over the other players. For this reason and that I didn't want to remake the entire vJass script I believe we should keep CloudWolf's system.

What are we going to do with the ankh slots then? ;O
And if i dont remember wrong, we removed the ankhs becouse they took up to much space in the inventory, but now they dont takes to much space, they even have their own slots so i dont understand why we should keep the old one. But thats up to you guys, i just make the system & gives my opinions, nothing else :p

The Chat said:
[19-13-28] hawk900: And spamming Stop as Barb, gives you infinite mana.
[19-13-14] hawk900: LTGH, but as of now it does not have at all intersting spells.

[19-12-04] takezandgoez: diablo 3 map is way to short
[19-12-17] takezandgoez: i beat that game in like less than half an hour with my friends
[19-16-26] takezandgoez: agree the viewing the map was cool but when i played it something was just missing
[19-17-38] takezandgoez: the skeleton king was fun to fight
[19-24-15] takezandgoez: LTGH, put a town in the game and make things harder so you have to teleport back into town

[19-15-50] PurplePoot: the gameplay was dry
[19-16-26] PurplePoot: LTGH, uninteresting spells, uninteresting bosses, uninteresting units
[19-19-38] PurplePoot: why bother with the inventory system?
[19-19-38] PurplePoot: it looks like it will detract from gameplay
[19-20-44] PurplePoot: and in general looks just annoying
[19-22-46] PurplePoot: LTGH, if you find a new item it's nice to be able to put it on right away
[19-20-40] PurplePoot: LTGH, because it blocks you from playing

[19-26-52] Dr Super Good: I complained about the unclear side paths
[19-27-13] Dr Super Good: they should for example, shut closed or rocks block them after the stuff has spawned
[19-27-22] Dr Super Good: to make it clear they are not tunnels but are graphical
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
What are we going to do with the ankh slots then? ;O
And if i dont remember wrong, we removed the ankhs becouse they took up to much space in the inventory, but now they dont takes to much space, they even have their own slots so i dont understand why we should keep the old one. But thats up to you guys, i just make the system & gives my opinions, nothing else :p

Don't get me wrong :D The system right now is far from being finalised ;)

We could in fact, build in a small town that will be the same on each map, but with minor changes :p Players could start there, and begin quests there so theres some sort of storyline in each map :)

However, im not sure about the teleport feature :S The dungeon is very linear, and requires players to take a set path, so theres little room for optional quests etc to require going back and forth :S

However, saying that, its definately a possibility for the second and third maps though ;) We could implement some more "ORPG" style features :) For example, dungeons could be less linear, and have more optional side-quests.

We could just say the first map is linear so you can get used to your characters or something :)

______________________________


For the next update though, lets keep it simple and carry on as planned. Otherwise its all gonna take too long, and people dont wait to wait any more than they have :)

As for the items, I havent had time to check it right now, Ive been courseworking it up! 10 days to go, 4 peices to finish xD I'll take a look at it tonight sometime though :)
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Actually i would like it better if you dont make this too much ORPG. This map is just fine, and it isnt a bad thing if they all would be like this.

As for revieve then i must agree with what redmarine said. It wont be good if ppl can just pick up ankhs all the time, and then in the end they would have like 30 ankhs. That would seriously make the game boring.
Now i dont really know how many slots there are for ankhs. But else you could just say that they dont stack if theres 3 slots, or if theres only 1 slot then they could only stack up to 3 or something.
If you make it like that it will still be possible to save/load you ankhs too.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Guys, I need to know this. Should I pause the unit when switching on the inventory? In Diablo III the hero doesn't auto attack anyway and fleeing and pausing the hero might be useful in certain combat situations like boss fighting.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Actually i would like it better if you dont make this too much ORPG. This map is just fine, and it isnt a bad thing if they all would be like this.

As for revieve then i must agree with what redmarine said. It wont be good if ppl can just pick up ankhs all the time, and then in the end they would have like 30 ankhs. That would seriously make the game boring.
Now i dont really know how many slots there are for ankhs. But else you could just say that they dont stack if theres 3 slots, or if theres only 1 slot then they could only stack up to 3 or something.
If you make it like that it will still be possible to save/load you ankhs too.

No need as I'm planning on making 3 starting ankhs default.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Actually i would like it better if you dont make this too much ORPG. This map is just fine, and it isnt a bad thing if they all would be like this.

As for revieve then i must agree with what redmarine said. It wont be good if ppl can just pick up ankhs all the time, and then in the end they would have like 30 ankhs. That would seriously make the game boring.
Now i dont really know how many slots there are for ankhs. But else you could just say that they dont stack if theres 3 slots, or if theres only 1 slot then they could only stack up to 3 or something.
If you make it like that it will still be possible to save/load you ankhs too.
If im not wrong, redmarine is the one that wants us to use lumber so you can stuck up your lives.
And i am the one who wants you to have 3 slots for the ankhs so you can have 3 ankhs equiped but ofc you can have more of them in your inventory but they are not used if you die.
So now i am confused..
 
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