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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
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.

Now theres a dilema xD We need to pause the hero so they cant move into battle when the inventory is up, but at the same time, we dont want them pausing in the middle of bossfights xD

I suppose we could always disable the inventory during boss fights. Or just disable the movement trigger :)

Eg. Make a boolean variable we can turn on and off then:

If Variable = true, pause hero
If variable = false, do nothing

or something like that :) MEans we can disable the "pause hero" feature if we need to :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
LTGH, I only want 3 ress at the beginning and then you could send to another player or pickup more if you want
Thats exactly what im saying. ;O And by "send" people can just drop an ankh and let another player pick it up :)

Now theres a dilema xD We need to pause the hero so they cant move into battle when the inventory is up, but at the same time, we dont want them pausing in the middle of bossfights xD

I suppose we could always disable the inventory during boss fights. Or just disable the movement trigger :)

Eg. Make a boolean variable we can turn on and off then:

If Variable = true, pause hero
If variable = false, do nothing

or something like that :) MEans we can disable the "pasue hero" feature if we need to :p
I actually think that people is smart enough to not enter the inventory when they are in a boss battle but you can never be sure...
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Thats exactly what im saying. ;O And by "send" people can just drop an ankh and let another player pick it up :)


I actually think that people is smart enough to not enter the inventory when they are in a boss battle but you can never be sure...

Well, CloudWolf is using the trade option. :p

Now theres a dilema xD We need to pause the hero so they cant move into battle when the inventory is up, but at the same time, we dont want them pausing in the middle of bossfights xD

I suppose we could always disable the inventory during boss fights. Or just disable the movement trigger :)

Eg. Make a boolean variable we can turn on and off then:

If Variable = true, pause hero
If variable = false, do nothing

or something like that :) MEans we can disable the "pause hero" feature if we need to :p

Sure. I'll test how this works out.

Btw, the max 3 ankhs is implemented.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Tell you what, we can keep the equipable revives that you gius have in the inventory. But if we do, we're gonna need to make them non-saveable to stop people massing them xD

Screw this lol... I just deleted all those functions. :ugly:

Meh, back to the drawing board.

The pause hero function has been implemented. It's turned on 'true' as default. Just turn it false if you want it off.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Tell you what, we can keep the equipable revives that you gius have in the inventory. But if we do, we're gonna need to make them non-saveable to stop people massing them xD

Could I please wait to implement it at least until version 1.18 has been released?

Edit:

lol, if theyre gone, thats also fine :) I dont really mind what we do with the revives, so long as its simple xD

They are simple. That's the whole point of my optimization. :p
 
Level 1
Joined
Mar 24, 2008
Messages
1
I seriously love this map because i love diablo 3 too.
I played it and i was like, wth? omg, it's like the real diablo i have been playing for years.

It looks like the trailer completely.

5/5 for you.
Hope there's more update and more maps.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
hmm guys. Why dint you just make it so when you make a new hero he has 3 ankhs. Then people might get lucky to pick up ankhs up. But always make sure that the max number of ankhs a player can have is 3. So when they save they have 0-3 ankhs.

When someone enter a boss fight you could just write a warning with red text or something, which says "WARNING: Dont open inventory during boss fight, theres a great chance you'll die." Or something shorter maybe XD
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Its Whirlwind. Its imba anyway, so?
We are talking about a version that isnt released yet so you dont have any idea of how imba it is that it requires 70 mana.... Barbarian can only have 10 mana...

hmm guys. Why dint you just make it so when you make a new hero he has 3 ankhs. Then people might get lucky to pick up ankhs up. But always make sure that the max number of ankhs a player can have is 3. So when they save they have 0-3 ankhs.
People will always start with 3 ankhs and they can get more ankhs during the game (i think) but when they start a new game they wont have the amount of ankhs saved. Thats our solution i think...
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
We are talking about a version that isnt released yet so you dont have any idea of how imba it is that it requires 70 mana.... Barbarian can only have 10 mana...


People will always start with 3 ankhs and they can get more ankhs during the game (i think) but when they start a new game they wont have the amount of ankhs saved. Thats our solution i think...

Hm... I've set the max ankhs to 3 at the moment. If the hero picks up an ankh even if he has 3 ankhs they'll drop. If a player sends him ankhs they'll drop.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
YEa, we've had that problem for a while and its hard to balance xD however, I just thougt of something :D

What if we just decrease the EXP rate if there are less players? :D Would stop people from becoming too imba by 2 manning it ;)

__________________________


Also, another idea I had was to make 6 individual loot rooms, where all players will be taken to after finishing a boss? :p That way we can stop players nabbing all the items before others get a chance :D We could even make the rewards class specific, so different items spawn in the loot room depending on your class :D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
YEa, we've had that problem for a while and its hard to balance xD however, I just thougt of something :D

What if we just decrease the EXP rate if there are less players? :D Would stop people from becoming too imba by 2 manning it ;)

__________________________


Also, another idea I had was to make 6 individual loot rooms, where all players will be taken to after finishing a boss? :p That way we can stop players nabbing all the items before others get a chance :D We could even make the rewards class specific, so different items spawn in the loot room depending on your class :D

I really hope this won't mean I have to make changes for the inventory lol.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Better making units stronger/weaker and increase/decrease drop rate when its more/less players. If you only change exp rate the items will remain the same and that will cause imbalance when you have them. Better use the classic system we have but edit it to make it fit in better with the amount of players.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Also, another idea I had was to make 6 individual loot rooms, where all players will be taken to after finishing a boss? :p That way we can stop players nabbing all the items before others get a chance :D We could even make the rewards class specific, so different items spawn in the loot room depending on your class :D

I like that :D I hate ninja looters, so that would be awesome :D
 
Level 7
Joined
Oct 21, 2008
Messages
234
I´ve played this map yesterday once, so i decided to make some notes:
+ great map design, rly awesome
+ models: great! especially skeleton models
o abilities: not bad, but waiting for more unique, triggered abilities; how about envolving the skills with every step, like in the techtree of diablo?
o cam: i liked how it works, following the hero, but i disliked the angle, dunno, maybe increase the angle from ground to cam, flatten it (imho)
- doodad loading: well as i ran trough the dungeon, some doodads suddenly appeared instead of floating in, dunno if this can be changed
- item ninjas
- too short (well i hope this will increase over time :) )
- warlock pets too small (clicking on them is rly hard)


Overall a great implementation, i really liked to play this. But replay value is (imho) low, until further material is released in the map.
4/5
(i didn´t vote, as it is a beta and i hope you keep working on it =) )
 
Level 16
Joined
Mar 8, 2009
Messages
975
I dont know is CW read my post after, but, about the mongrols:
You Should need to add an AI to theys. Like the Necromancer's Squeletons in D2.
I think is very simple to do, an simple attack-move order to his to the position of the Witch doctor every 0.25 seconds of game.
or something ;D
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
- warlock pets too small (clicking on them is rly hard)

Well let me tell ya. You can just draw a box (if you know what i mean) around them and form a control group. Then use attack move if you already dont, then they attack the closetst target, and attack move is much more easy.
Actually the only thing you would want to select one for is the Dispatch spell. But you can still use it on them when they're in a control group.

Btw its called Witch Doctor not Warlock....
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
i dont understand. What you mean? That you dont want to make control groups?

He dont want to make control groups becouse he have to make a new one every time he summons them. And it would be better to make them control them selves. I think there is guides to make good functional AI's and it shouldent be so hard to make units that follows the hero and attack something that walks to near it.
 
Level 15
Joined
Feb 24, 2008
Messages
183
It's really nice but you should put a system to adjust difficult with more players... It's REALLY easy alone but with 3/4 people it's kinda impossible...

Which hero? I've played solo with all three, and I don't see the "REALLY easy" part with any of them.

Barbarian: In combat he slaughters but if he has no Health nor Fury after combat there's not much one can do without a healer.

Wizard: As long as the mana is upp she can kill about anything but if you go out of mana she easily gets overwhelmed.

Witch Doctor: Easily the best class for solo play, he can heal himself, never goes oom because of Mana Drain and he does some good damage and has minions that can tank for him. But he requires the most attention while playing.

With wizard and Barbarian I've made it as far as to Cain before being overwhelmed, with Witch Doctor I took down Skeleton King and then some.

Now for the question, how do you play since I have a hard time doing this and yet you seem to easily finish the game with all classes solo mode. I think of myself as an average wc3 player.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Which hero? I've played solo with all three, and I don't see the "REALLY easy" part with any of them.

Barbarian: In combat he slaughters but if he has no Health nor Fury after combat there's not much one can do without a healer.

Wizard: As long as the mana is upp she can kill about anything but if you go out of mana she easily gets overwhelmed.

Witch Doctor: Easily the best class for solo play, he can heal himself, never goes oom because of Mana Drain and he does some good damage and has minions that can tank for him. But he requires the most attention while playing.

With wizard and Barbarian I've made it as far as to Cain before being overwhelmed, with Witch Doctor I took down Skeleton King and then some.

Now for the question, how do you play since I have a hard time doing this and yet you seem to easily finish the game with all classes solo mode. I think of myself as an average wc3 player.

So far i havent seen a single guy here expect him that says that they have soloed the entire map. I mean, people say "me and my friend got to tyrael before we died" and they were two and couldent make it. So i do NOT think that he actually completed the map with any of them by himself.
Before it was possible to use witch doctor and tank with Moongol's and heal yourself through the map but now its harder then before and i dont think its possible anymore, still in not sure...
And i see myself as an very experienced player in this map.
 
Level 15
Joined
Feb 24, 2008
Messages
183
So far i havent seen a single guy here expect him that says that they have soloed the entire map. I mean, people say "me and my friend got to tyrael before we died" and they were two and couldent make it. So i do NOT think that he actually completed the map with any of them by himself.
Before it was possible to use witch doctor and tank with Moongol's and heal yourself through the map but now its harder then before and i dont think its possible anymore, still in not sure...
And i see myself as an very experienced player in this map.

He didn't say he soloed the entire map, but he said that it was "REALLY easy" which in my opinion meant that the complete game was really easy when playing solo, which it isn't. A with that as a base I also stated some ups and downs with the classes, making team play the way to go when testing this map.

Basically I just wanted to quote something to add that info, and giving you the info that the Witch Doctor can do things no one else can :)
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
I have only tried go solo with barbarian and Witch Doctor. Barbarian was really hard, i dont even think i reched murloc boss. I know that sounds crappy, but i just choosed wrong spells.

With Witch Doctor i came to siege breaker boss, and i can tell it was kinda hard! I think i had 1 revieve when i reached him, but then he pwned me great ^^
So it is possible to solo it (atlast to siege breaker.) But its really hard, and i have only come that far 1 time.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I have only tried go solo with barbarian and Witch Doctor. Barbarian was really hard, i dont even think i reched murloc boss. I know that sounds crappy, but i just choosed wrong spells.

With Witch Doctor i came to siege breaker boss, and i can tell it was kinda hard! I think i had 1 revieve when i reached him, but then he pwned me great ^^
So it is possible to solo it (atlast to siege breaker.) But its really hard, and i have only come that far 1 time.

Was it in 1.17 or are you talking about an older version? Cus i thought CW fixed the balancing with Witch Doctor, he was much stronger then the other classes. Its like in Solo you come far with Witch Doctor and in multiplayer you need him to complete the map (most of the times).
 
Level 3
Joined
Feb 27, 2008
Messages
43
Even if you manage to beat the Siegebreaker AND to beat Tyrael to about 15%, he'll use his avatar skill which makes him immune to magic, making him impossible to beat with WD or Wizard alone (except if you have enough revives to last long enough so that the avatar runs away).
Barbarian can't solo it, even with some realy good micro and usage of bugs (I mean by spamming taking an item that adds mana and cast Whirlwind, you can keep the item and it gives you infinite mana to regen with whirlwind). Even through that, one can't get past the Siegebreaker who has so much stun you can't do much on your own.
Anyway, Diablo is best when played together isn't it? ^^
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
You can defeat Siege Breaker if you solo with barbarian with 3 ankhs, good equipment and skills. I have done it myself, i made a test map where i could start at all bosses of my own choice and choose w/e item i wanted to use. And i completed all bosses expect Tyrael, Void(Never tryed) & The Zombie(Never tryed).
What about avoiding siege breakers stun? :O
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
lol how the hell to avoid it? :O I dint know you could do that :p'

EDIT: btw i realised that the camera is kinda buggy ingame. You've locked the camera for each player to their heroes. But if the hero dies i think you can move it around as you want even when your hero comes back. I think its when this happens but im not 100% sure.
 
Level 3
Joined
Feb 27, 2008
Messages
43
i made a test map where i could start at all bosses of my own choice and choose w/e item i wanted to use.
Allow me to start with the items and level I want too and for sure I'll beat him up ^^

What about avoiding siege breakers stun? :O
Well, barbarian has some trouble to hit him from distance, if I can strike, then he can too, and his stuns like 2/3 of the time.

Maybe trying to use his slowness and to hit him from rear like in trailer? I've not tried this, I dunno if it works.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Allow me to start with the items and level I want too and for sure I'll beat him up ^^.
That was not exactly what i was trying to say.
I took items that you can get before to fight, so its not cheating in any way. And i took avange level i have in multiplayer x1.5 so it would be a fair level.
And i was able to beat him. All you need to know is at what % of life he does he's abilitys :)

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