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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 17
Joined
Jun 9, 2007
Messages
2,493
But some people wants to be able to try out maps even if they dont have a character.
And cus we are so kind, we will let them choose character and play normally. But they wont be able to save. Atleast i think thats the plan. Everything else is "secret material" as for now.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Basically why we're unable to just start from scratch is because we're using systems which are heavily hardcoded into the map itself. If we start from scratch it would take a lot longer to actually implement them via importing objects, triggers, and so on. One example of this is the inventory.

CloudWolf, would you mind to devide the dungeon into 3 sections? Each section will have 3-4 types of terrain. Meaning that when the game starts it selects different terrain each time for all 3 parts of the game.

This means the map won't always be the same and to add to the fun we could create a randomization spawning system.

Comment?
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hehe, if you want to. It basically adds to the variaty of the game. But lets wait to actually implement it. Lets take small steps. :p

Although thats an awesome idea, I'm rather worried about the lag it would cause having so many doodads in game ;) We could however, expand the existing terrain to include some more alternative pathways that could be accesed at random :) For example, after defeating the skeleton king, you get tp'ed to one of two routes. Or we could simply cut the rooms up a bit and include more doorways, which could be coded to lead to random rooms :p

Thinking about it, we could even code in the differences with trigger :p We could have multiple triggers that setup the map in different ways :)

However, im all for the random creep groups etc :D One of the key Diablo III features is that its random in almost all aspects xD
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Although thats an awesome idea, I'm rather worried about the lag it would cause having so many doodads in game ;) We could however, expand the existing terrain to include some more alternative pathways that could be accesed at random :) For example, after defeating the skeleton king, you get tp'ed to one of two routes. Or we could simply cut the rooms up a bit and include more doorways, which could be coded to lead to random rooms :p

Thinking about it, we could even code in the differences with trigger :p We could have multiple triggers that setup the map in different ways :)

However, im all for the random creep groups etc :D One of the key Diablo III features is that its random in almost all aspects xD

Lets put the randomizing terrain on the hill for a couple of months(forever).

I think I'll try to create a pretty simple system for randomizing creep. It will be easy to use and hopefully it will be awesome.
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
Random Creeps are good.

I was wondering, is there any chance of a 'single player' mod that makes use of JNGP's RTC? It allows custom Native commands including networking options. That means you can have a client and server, people connect to the game through the single player campaign, then they all play on the server. You'd have no size limit, and no player count limit.

The one downside is that presently it would require people to have JNGP. He's working on a lite version for the non-devs though, and it's going to include an auto-updater, so once the user sets it up they won't have to worry about it. They just run their game, it updates their JNGP to the newest version automatically, and you have access to the new functions (networking included) in your map.

I dont know that you like it, but I think it would be awesome.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Random Creeps are good.

I was wondering, is there any chance of a 'single player' mod that makes use of JNGP's RTC? It allows custom Native commands including networking options. That means you can have a client and server, people connect to the game through the single player campaign, then they all play on the server. You'd have no size limit, and no player count limit.

The one downside is that presently it would require people to have JNGP. He's working on a lite version for the non-devs though, and it's going to include an auto-updater, so once the user sets it up they won't have to worry about it. They just run their game, it updates their JNGP to the newest version automatically, and you have access to the new functions (networking included) in your map.

I dont know that you like it, but I think it would be awesome.

I doubt we're going to actually use Warsoc. Even though it's quite an interesting project it doesn't serve us any real bonuses. This map is supposed to be a battle.net compatible map meaning everyone can play without needing WarSoc.
 

Waterwalk

W

Waterwalk

Lets put the randomizing terrain on the hill for a couple of months(forever).

I think I'll try to create a pretty simple system for randomizing creep. It will be easy to use and hopefully it will be awesome.

Dont forget the random traps :)
 
Level 17
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Jun 9, 2007
Messages
2,493
When we are done with everything i might try to make all of the maps into one single campaign. xP Would be a lot of reworking and triggering but it would be cool to have one for battle.net and one for single player.
But why dont we just wait with that untill diablo III is released and make the entire D3 in Starcraft II insted? xD
 
Level 19
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Sep 4, 2007
Messages
2,826
When we are done with everything i might try to make all of the maps into one single campaign. xP Would be a lot of reworking and triggering but it would be cool to have one for battle.net and one for single player.
But why dont we just wait with that untill diablo III is released and make the entire D3 in Starcraft II insted? xD

Because it will take months until StarCraft II will be released.
 
Level 7
Joined
Mar 6, 2008
Messages
322
amazing rpg and its beta :) this was the best diablo map I ever played I saw you put a lot of effort on it so I must say great job! terrain was one of the best I seen like diablo dark atmosphere, dungeon was like Blizzard made it :) classes were well made but on that acolytes or what are they, they have male voices and are females this was the only bad point in this beta (I don't know If some one say this because I don't read whole thread)... anyway great job I can't wait to see the full version :). 5/5 and +rep
 
Level 17
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2,493
Because it will take months until StarCraft II will be released.

Thats not what i ment. I was talking about making it into an campaign for single player. But i better wait until SC2 is released before doing that since we already is bussy with the current maps.
And after thinking about it for a while, i dont feel like making it into a campaign, maybe one day. But that day is not now, or tommorow or in the near future.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
You should make -save and -load commands man :D

Don't worry :) They'll be added at some point :p Weve discussed this before, but I gardly expect you to go through over a hundred pages of comments xD lol

Basically, this game is going to be made up of 4 maps. Three of them will be the dungeons you can see here, and the fourth will be a PvP map.

There will be a save/load to allow player to transfer characters between maps. Essentially, its going to be a bit like an ORPG, however, there won't be any need for repetative grinding due to the games "Instance" like gameplay :)

hope that clears things up for you! :p
 
Level 30
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Sep 30, 2008
Messages
1,460
Hm, now items are capable of holding additional bonuses. Great.

It might be ready tomorrow.

hooray! thats good news :) So long as theres at least 3, we should be fine :D 2 for abilities and 1 for an SFX attachment :p

I still cant beleive how awesome you are for helping the project out as much as you have :p If I can ever return the favour let me know! That goes for LTGH too ;)
 
Level 17
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Jun 9, 2007
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2,493
LISTEN UP PEOPLE.
Im going to make a little "anti-ninja" system.
I was thinking of making it like choose "Need" or "Greed". To choose need you must be able to equip the item (level doesnt count!). And it is "Need before Greed". I was thinking of making a roll window next to the inventory.
So my question is, How do YOU want it to be? Tell me info of how it will work and where you want the roll system to be. Next to inventory, Multiboard, Dialog w/e.
So its time to use your brain people!
 
Level 30
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Sep 30, 2008
Messages
1,460
LISTEN UP PEOPLE.
Im going to make a little "anti-ninja" system.
I was thinking of making it like choose "Need" or "Greed". To choose need you must be able to equip the item (level doesnt count!). And it is "Need before Greed". I was thinking of making a roll window next to the inventory.
So my question is, How do YOU want it to be? Tell me info of how it will work and where you want the roll system to be. Next to inventory, Multiboard, Dialog w/e.
So its time to use your brain people!

Well, we definately dont want it to be too complicated.

We could in fact, drop the item as usual, but make players unable to pick it up. That way they can still see the stats it gives.

A dialog could then appear giving instructions on how to use the roll system. E.g. type "Need" if your hero needs the item, or "Greed" if you dont need it, but just want it.

Then we can add each player to the "Need" or "Greed" player groups, and generate a random number to see which players gets it.

It would save us having to create extra stuff in the UI :p
 
Level 19
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Well, we definately dont want it to be too complicated.

We could in fact, drop the item as usual, but make players unable to pick it up. That way they can still see the stats it gives.

A dialog could then appear giving instructions on how to use the roll system. E.g. type "Need" if your hero needs the item, or "Greed" if you dont need it, but just want it.

Then we can add each player to the "Need" or "Greed" player groups, and generate a random number to see which players gets it.

It would save us having to create extra stuff in the UI :p

This idea seems to be the best so far. Lets do it.

I'll figure a way to prevent the items from getting picked via the pickup trigger.
 
Level 17
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Jun 9, 2007
Messages
2,493
So we will have a dialog that appears? Wont it be frustrating if a dialog appears when a legendary items drops in the middle of a battle or something?

And about the player group thing, i have an better idea.
If a player choose need, he will get the roll amount
(the amount that shows up in the game message (LTGH Need Rolled for [CloudWolf's Runeblade] and got 100/100))
But after the message appears, we just add 101 into the calculated number which gives you that need status becouse you cant normaly reach that high amount. That way we dont have to mess with player groups.

________________
Since you guys want to keep the medallion idea i made some medallion icons. Since we're only going to make 3 maps you guys will have too choose 3 of them. Make a good choice, they're suppost to fit in with the actual map you get it in! Tell me if you want me to make another one.
136024-albums1113-picture11377.png

1. Frost
2. Venom/Poison
3. Blood
4. Soul
5. Fire
6. Darkness/Shadow/Spirit
7. Water (Optional Blood)
8. Wind
 
Last edited:
Level 17
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Jun 9, 2007
Messages
2,493
Frost = Ice
Wind = Air

And soul... doesnt sound good.
This is not names for the medallions, its just to show what it was suppost to be. Not what its suppost to be named.
Well, some of them is not. But i gave them a name.. idk why.

Have you smoked?
First definitely is a snowflake...
Second has no link with soul or anything similar

He said which ones he wanted me too choose... Read my post with the pic...

_______________

UPDATED
136024-albums1113-picture11378.png

01. Frost
02. Venom
03. Blood
04. Soul
05. Fire
06. Darkness
07. Water
08. Wind
09. Death
10. Star
11. Spirit
12. Overworld
13. Lighting
14. Demon
15. Ghost
16. Ghost Two
17. Lighting Two
 
Level 30
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Sep 30, 2008
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1,460
We can not create threads in the forum, we dont have permission ;)
Will RedMarine and i be able to post in announcements? Or most important, will all be able to post there? :S

gaaagh, really? :S Ive been given a little tool that allows me to add people to the forum member list, but i dont think I have anything that can change global access xD

I also just made you and RedMarine moderators :D
 

Waterwalk

W

Waterwalk

Have you smoked?
First definitely is a snowflake...
Second has no link with soul or anything similar

Hey kiddie...before you want to flame others just shut up.

I thought the developers want to know additional scenarios besides their core's like water, fire, light, etc.
And not whether their symbols are similar to their description.

So keep cool and just go away.

have a nice weekend.
 
Level 3
Joined
Feb 27, 2008
Messages
43
Hey kiddie...before you want to flame others just shut up.

I thought the developers want to know additional scenarios besides their core's like water, fire, light, etc.
And not whether their symbols are similar to their description.

So keep cool and just go away.

have a nice weekend.

I meant no offence dude, you're the one who should keep cool ;) .
My weekend is alright, I go out, I see people, I don't spend my time on a forum (which doesn't mean that you do) :eek:
End of the incident. No need to reply to such a kiddy behaviour.
See you on the forum (Finally! :eek:)
 
Level 3
Joined
Apr 23, 2009
Messages
37
I tried the map and I think it is very good the terrain looks great and the enemies are nice too.
The item system isn't bad but it displayed sometimes when I picked up a potion that it isn't made for my class and I cloud pick up 3 weapons.
The spells of the heroes aren't too special but they're useful. But it could be made better. For example the Cleave ability of the Barbarian: if you use it you get a new passive ability and I don't like when heroes get new icons if they cast a spell. You could use the Spell Book ability to avoid this I can explain you how if you don't know.
There is only one more thing I don't like the Icons. The passive abilities like Stamina have a Passive Icon in the Status. Please fix such icon bugs cause this are so...ugh... You are not Icefrog you can fix them....
I know for many people are this things nothing but Icon problems are so easy to fix...
Oh I almost forgot it the attack and armor of some units can be upgraded they have that 0 like an original footman and the Dark Summoners have the Caster Upgrade next to their attack.

However Diablo III is one of the best maps I've ever seen. :thumbs_up: I can't wait to see the new classes
(Sorry for my English I still learn it....or what....)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hmm. The inventory will be replaced in next version.
The spells is kinda "meeh". We will also replace them.
And the icons isnt really bugs, its suppost to be that but... well.. w/e..

Soon as I get hold of the newest inventory version, I'll start making a bunch of new items to replace the existing one :) If I really get into it, it shouldnt take more than a day or so :D lol

Ive also been doing some hardcore terraining updates xD I finally managed to find a chain model so theres some nifty looking bridges in the game now :D
 
Level 30
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Sep 30, 2008
Messages
1,460
So you havent remade any of spells yet? tt

Weve got a set of witch-doctor spells to put it made by The_Silent.

Other than that though, we're still waiting for the rest of the spells :) We've been focusing our efforts on the inventory system in order to release 1.18 as quick as possible (even if it is taking forever lol)

Saying that, The_Silent supposedly will be working on some wizard spells for us. Although, theres been little activity from him recently so we will see :)
 
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