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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 5
Joined
Jun 27, 2008
Messages
141
OMFG, this is awesome! And the website you made is great to. I could belive its made by blizzard^^
 
Level 30
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Sep 30, 2008
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1,460
As i said before. Make something forum like. I know you said there is this thread. But i think it would help anyway. It would also be good if you make a clan :D

I was kind of hoping to have this as a hosted project on the hive, which would give us our own forum :/ But apparently, they arent taking host requests right now, or so Ghan04 said :)

While it would be easy enough to make a new one, I can't imagine many people would use it. However, if we really cant get our own forum on the hive I guess I'm going to have to :(
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I was kind of hoping to have this as a hosted project on the hive, which would give us our own forum :/ But apparently, they arent taking host requests right now, or so Ghan04 said :)

While it would be easy enough to make a new one, I can't imagine many people would use it. However, if we really cant get our own forum on the hive I guess I'm going to have to :(

Any progress on the map?
 
Level 30
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Any progress on the map?

A little bit :D Ive been reterraining, adding more items, changing some of the units around and I even fixed the bugs with the UI :)

Whats left to do is:

- Add the rest of the items
- Fix the inventory camera (Ill PM Na_Dann_Ma_GoGo now)
- Import The_Silents new spells properly :)

We could probably get away with having one item ability for the 1.18 release, but were gonna have to address that at some point :D
 
Level 19
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Sep 4, 2007
Messages
2,826
A little bit :D Ive been reterraining, adding more items, changing some of the units around and I even fixed the bugs with the UI :)

Whats left to do is:

- Add the rest of the items
- Fix the inventory camera (Ill PM Na_Dann_Ma_GoGo now)
- Import The_Silents new spells properly :)

We could probably get away with having one item ability for the 1.18 release, but were gonna have to address that at some point :D

I could fix it. I'll probably do it tomorrow.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
If im not wrong, you can havge a forum for your map even if its not a hosted project. Im not sure... Gonna check it now.
Edit:
I cant find anything so i guess i was wrong.. But i know i heard some guys in the pokemon RPG thread said that they could get a normal forum here even if they didnt get it hosted by hive >.<
 
Level 30
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1,460
If im not wrong, you can havge a forum for your map even if its not a hosted project. Im not sure... Gonna check it now.
Edit:
I cant find anything so i guess i was wrong.. But i know i heard some guys in the pokemon RPG thread said that they could get a normal forum here even if they didnt get it hosted by hive >.<

I see... well, thats all we really need if its possible :D Its just easier for everyone if the forum is on this site :)
 
Level 30
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Sep 30, 2008
Messages
1,460
That sounds good enough to me =D
CloudWolf, do your thing :p

oh bugger, I just PM'ed Ralle xD I had'nt realsied Ghan_o4 was in charge of setting up new forums lol :)

aah well, hopefully it will get forwarded :p

_________________


I finally took out tyrael to make more space :D and weve saved a good 500kb now which should hopefully give us room for the new classes when they are released :p

I also noticed that at least 1mb of the memory is taken up with custom icons for the items :/ This is going to be a serious problem if we need to add more icons for the next 2 maps xD

I think I might just delete all the items ive made so far and start a new set from scratch :p That way I can make items to fit with the default warcraft icons :p It should hopefully help to balance the map, as the map was'nt finished when I made most of the old items :p

We can still have custom icons, we're just going to have to reserve them for the more "epic" items :)
 
Level 17
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Jun 9, 2007
Messages
2,493
But CloudWolf, as we remake the items we can try to save the space by using already ingame icons that is usable. :p And why not make your own icons for the map? Try to save some space while making them and make them fit in with the map at the same time :p
 
Level 30
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Sep 30, 2008
Messages
1,460
But CloudWolf, as we remake the items we can try to save the space by using already ingame icons that is usable. :p And why not make your own icons for the map? Try to save some space while making them and make them fit in with the map at the same time :p

Aye :) Im going to try and make majority of the items use the normal icons.

While ide love to make them, it would be rather time consuming to make that many :/ I'll probably make a few for it, but I think the majority will need to be by other people ^^

Plus, if I can improve my skinning skills, I could always make us skins for those missing D3 monsters :D

Im also going to reduce the quality of all the .BLP imports we have throughout the map. Only by 10% or so which should hopefully go unnoticed. That way, we can save an extra 100kb or so globaly :D

To save time, ive also sent a mail to ghan, appologising if he gets a forwarded message from Ralle later lol :)

*fingers crossed*
 
Level 17
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Jun 9, 2007
Messages
2,493
Aye :) Im going to try and make majority of the items use the normal icons.

While ide love to make them, it would be rather time consuming to make that many :/ I'll probably make a few for it, but I think the majority will need to be by other people ^^

Plus, if I can improve my skinning skills, I could always make us skins for those missing D3 monsters :D

Im also going to reduce the quality of all the .BLP imports we have throughout the map. Only by 10% or so which should hopefully go unnoticed. That way, we can save an extra 100kb or so globaly :D

To save time, ive also sent a mail to ghan, appologising if he gets a forwarded message from Ralle later lol :)

*fingers crossed*

Stuff inside the dungeon will be impossible to notice, its to dark to be noticeable :p But i would recommend you to keep the inventory .blp at the same quality becouse it looks messy otherwise. And your not going to change the interfaces quality, right? :O
 
Level 30
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Sep 30, 2008
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Stuff inside the dungeon will be impossible to notice, its to dark to be noticeable :p But i would recommend you to keep the inventory .blp at the same quality becouse it looks messy otherwise. And your not going to change the interfaces quality, right? :O

Dont worry about the interface :D Thats had reduced quality since I put it in lol. When converting it to a BLP, i stuck the quality on 65%, and it hardly shows really :)

and yea, the inventory will be kept the same as it is now :) so no changes there :p

_______________________


Also, now that tyrael is no more, we need to do something with the big empty space it left behind xD

Some of the space could be used to make a loot room, but theres a lot of room for an extra boss which I think the map could do with :)

Hell! We could finally make that water boss you suggested and have room to put it in :D
 
Level 17
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2,493
That isnt so big space. We can make the map much bigger then it is now :p
We just have to increase size. But we better start making a new map then increasing the size of this since this should stay cloose to the gameplay videos, right?
And that water boss, lul. Amazing that you still remember it... I dont know if i still have the map with it but well, we have the idea.
I think we could make something better that fits in with the map then the water boss. But maybe a water temple in the next map? Insted of pits you add water in them ;)
 
Level 30
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1,460
That isnt so big space. We can make the map much bigger then it is now :p
We just have to increase size. But we better start making a new map then increasing the size of this since this should stay cloose to the gameplay videos, right?
And that water boss, lul. Amazing that you still remember it... I dont know if i still have the map with it but well, we have the idea.
I think we could make something better that fits in with the map then the water boss. But maybe a water temple in the next map? Insted of pits you add water in them ;)

Perhaps there could be a secret boss which can only be accessed if the player has an item, which could be obtained from the second map?

It would definately persuade people to replay previous maps ;)
 
Level 30
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Sep 30, 2008
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10%? Thats really nothing. Invoker skin in Dota have been reduced down from 72.8 kb to 43.4 kb without actually loosing any quality. Thats almost about 40%.

File size isnt directly proportionate to the quality percentage :) However, we will reduce it as much as possible so long as it doesnt noticably show :D

I wouldnt put it in this map. I think it should stick more to the gameplay video. Then you can make that water thingy in another one.
It would also be awesome if you made a "lava/magma" map after this :D

Yea :D I was thinking the same thing :) It would be a nice contrast to this map. I could even use my "Magma Lord" skin as one of the bosses :D

HeroAvatarFlame.blp - The Hive Workshop - A Warcraft III Modding Site
 
Level 17
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2,493
I would like to see a water map first. We have a concept and it would be easier to make. :p We already have an awesome idea for a boss. And making it to a water temple wouldnt be so hard. Just fill the pits with water and use more water on the floors like i said before :p
 
Level 30
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I would like to see a water map first. We have a concept and it would be easier to make. :p We already have an awesome idea for a boss. And making it to a water temple wouldnt be so hard. Just fill the pits with water and use more water on the floors like i said before :p

That would definately be the theme for one of the maps for sure ;)

However, I feel the next map should be less "blue" than the current one. Otherwise they're going to end up looking very similar and people like diversity :)

Thats not to say we can't start making the second and third map at the same time for dual release ;) So long as we completely finish the current map first, we can use it as a template to make the other two :)
 
Level 17
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:p Okey. Fine with me. We have to make Forest Temple, Spirit Temple, Shadow Temple, Fire Temple, Water Temple and Temple of Light There you will get a medallion as a reward for each map you complete. When you have all medallions you will reach the final map, Diablo Lair! Where you have to rescue Tyrael from diablo and when you manage to save him, the castle colapses and you fly down to the ground with tyrael, there diablo comes out of the ruins of hes lair in a rage form and you have to battle him, defeat him and you have saved the lands of sanctuary.
Now you have finished the series, wohooo! What to do now?.... Ohh, right. You will have to do all maps again since now your able to unlock hidden areas which allows you to battle Mephisto, Baal, Tyrael, Andariel and so on.
Sounds nice, doesnt it? :p

Hmm, from what LTGH says, youre gonna use this map, and then just remake it. Why that? Wouldnt it be better with a whole new one? i would better like that.
No, im talking about an entierly new one. But we can use the pits like in the first map but add water in it and have water on the floors.
 
Level 30
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Hmm, from what LTGH says, youre gonna use this map, and then just remake it. Why that? Wouldnt it be better with a whole new one? i would better like that.

The maps will look 100% different from eachother. We will be using the current map as a template to ensure the hero, item and trigger data is constant throughout the maps. If they arent, the save/load wont work ;)


You are making "your own" dungeons? I thought you just copy D3.

While this map is made to mimic the gameplay videos, blizzard havent released any new content regarding other dungeons in the real D3.

Therefore, we're going to take existing areas from the Diablo World and interpret them ;)
 
Level 17
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The maps will look 100% different from eachother. We will be using the current map as a template to ensure the hero, item and trigger data is constant throughout the maps. If they arent, the save/load wont work ;)




While this map is made to mimic the gameplay videos, blizzard havent released any new content regarding other dungeons in the real D3.

Therefore, we're going to take existing areas from the Diablo World and interpret them ;)

But we have A LOT more work to do on this map, just come on MSN, redmarine talked a bit about it yesterday and we have come up with some ideas that might make this map more interesting.
 
Level 13
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Mar 23, 2008
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1,214
OMG you've forgotten something. If you make this many maps, the inventory system will take up massive space! I mean you need to make some new stuff in each. Ofc some more common stuff like an ordinary axe, can be dropped in more of them. But you still need alot of place.

Also, with the map where you need to have all medallions. You should make its so that when the game sarts and you dont have medallions, you get kicked.

Also remember to make better balance in future, as theres gonna be a huge difference in levels when all the maps are there. So you should make the game check all the levels of the users heroes, so the game is fair to play.
 
Level 30
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OMG you've forgotten something. If you make this many maps, the inventory system will take up massive space! I mean you need to make some new stuff in each. Ofc some more common stuff like an ordinary axe, can be dropped in more of them. But you still need alot of place.

Also, with the map where you need to have all medallions. You should make its so that when the game sarts and you dont have medallions, you get kicked.

Also remember to make better balance in future, as theres gonna be a huge difference in levels when all the maps are there. So you should make the game check all the levels of the users heroes, so the game is fair to play.

Aye, we have been brainstorming the whole "New players will start on the second map" scenario.

An idea we had is to allow new players to create a new character on any map. If they create it on the second or third map, their heroe's start level will be adjusted accordingly to make it playable.

However, to discourage this, we will need to give them some sort of disadvantage over players who put the effort into playing the first map :p No idea what yet, but we'll think of something :)

Again, ill remind people that this concept idea is not set in stone yet. Its subject to change =]
 
Level 17
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The medallions things was actually a joke :p I CnP the gameplay From Ocarina of Time as adult when you need to get the medallions to reach ganondorf and when you defeat him the castle colapses and when you get down you have to battle him in hes beast for to save the lands of hyrule :p

And the inventory... I dont understand what your saying x)
And ofc balance is important.

An idea we had is to allow new players to create a new character on any map. If they create it on the second or third map, their heroe's start level will be adjusted accordingly to make it playable.
You will not be allowed to save the hero by doing that. Thats what we said before atleast.
 
Level 13
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I think you shoud just make it so you can only start in one map, and then the other maps are listed in a "recommended" order, which they should be played. But you can play them in any order you want, except the last light temple map there.

EDIT: i meant you will need to add new items in each map, and that will take space. I like the medallion idea, so just keep it! XD
 
Level 17
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I think you shoud just make it so you can only start in one map, and then the other maps are listed in a "recommended" order, which they should be played. But you can play them in any order you want, except the last light temple map there.

EDIT: i meant you will need to add new items in each map, and that will take space. I like the medallion idea, so just keep it! XD

Read what i said above.
Yes, everytime we add a new item, we will need to add it in all maps when we have the save/load in the game.
And as for the medallion system, maybe we get something similar but they will not take space in the inventory. Maybe just have them in their own spots on the side of the inventory like a "status screen". :p
 
Level 30
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I think you shoud just make it so you can only start in one map, and then the other maps are listed in a "recommended" order, which they should be played. But you can play them in any order you want, except the last light temple map there.

EDIT: i meant you will need to add new items in each map, and that will take space. I like the medallion idea, so just keep it! XD

Aye :) We were thinking of something around 200 items over the 3 maps, which should be do-able :) The item data will be constant throughout the maps which means you can use any item on any map ;)
 

Waterwalk

W

Waterwalk

Aye, we have been brainstorming the whole "New players will start on the second map" scenario.

An idea we had is to allow new players to create a new character on any map. If they create it on the second or third map, their heroe's start level will be adjusted accordingly to make it playable.

However, to discourage this, we will need to give them some sort of disadvantage over players who put the effort into playing the first map :p No idea what yet, but we'll think of something :)

Again, ill remind people that this concept idea is not set in stone yet. Its subject to change =]

My Idea:

Each hero who has not the medallion from the maps before gets a debuff.

Units under this debuff get less EXP through kills.
 
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