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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 19
Joined
Sep 4, 2007
Messages
2,826
May i ask how many times you have corrupted this map so far?
Your pro at corrupting it. :p
BTW, what is everyone working on right now?
Im kinda trying to fix the roll system but im completly stuck at the camera/math part...
RedMarine is doing ???
CloudWolf is doing terrain? i guess? Maybe items?

I'm currently doing nothing.

A list of my accomplishment:
I'm done polishing and optimizing the the inventory system.
Fixed the camera system so it won't glitch the view of the inventory.

On maybe to do list:
Considering making a status multiboard for heroes...

On Fail list:
Critical bug making any changes useless and causes the editor to crash each time I save and corrupting the map.

Short but yeah, that's pretty much it.
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
GooS: Your being able to solo the map has nothing to do with the Witchdoctor being Imbalanced. The Less people you have the easier the map is because you get monstrous amounts of XP and the challenges don't change. Supposedly the more people you have the harder it gets due to XP scarcity. I don't know how that issue will be fixed, but that's the current issue.

As for the other problems I dunno
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Im currently working on a way to fix the barbarian rage gain bug where a player can spam the stop button in combat to get mana :p

Ive also been doing some extra terraining updates, so a lot of the areas look completely different now :D

Im also re-coding some of the boss fights to prevent players from escaping half way through :p e.g. when fighting the thousand pounder you can leave the fight area xD Im also adding a forcefield gate to appear behind the heroes when the siegebreaker assault beat boss begins :D

Revamped the healing / mana globe drops so we can control them better

also working on a way to show allied stats down the side, however, I havent had any luck making them castable :S

Then on top of all that, im going to be creating a brand new item set for the game with the new inventory :)
 
Level 15
Joined
Feb 24, 2008
Messages
183
@Darkholme, it does to have somewhat with the Witch Doctor since he can, A - Heal himself, B - Summon a temporary tank while doing whatever he wants, C - Regenerate mana at extreme speed due to drain in boss battles.

Things to fix him that I think could work, make the heal a chain heal, healing less, possibility of bounce on Mongrels for less health than on heroes. This will make it more of a team spell. With this, and only this, his soloing capabilities will drop but still keeping him a vitalpart of team play. Since it heals less on Mongrels and mongrels die way fast in the end, I doubt it would have much of an impact in late solo play.

Beyond that my bugs in bosses should be looked at, and rather simply fixed by adding an order at the end of the triggered events.
 
now tell me guys. when are you gona call it Diablo 3, instad of Diablo3 Beta?! D:

i mean you worked ALOT on this awesome project, so how can it still be at a Beta stage?! D: even D.O.T.A that does an upgrade every weeks, don't call it Beta..

anyway, good job has usual, good work so far..

i'm a fan of this map D:
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
now tell me guys. when are you gona call it Diablo 3, instad of Diablo3 Beta?! D:

i mean you worked ALOT on this awesome project, so how can it still be at a Beta stage?! D: even D.O.T.A that does an upgrade every weeks, don't call it Beta..

anyway, good job has usual, good work so far..

i'm a fan of this map D:

Beta is the testing phase before releasing the actual product. We're still adding content to make sure the map will be absolutely awesome before we release the finished product.

DotA has been out for years and it has long left the alpha and beta stages.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Im currently working on a way to fix the barbarian rage gain bug where a player can spam the stop button in combat to get mana :p

Ive also been doing some extra terraining updates, so a lot of the areas look completely different now :D

Im also re-coding some of the boss fights to prevent players from escaping half way through :p e.g. when fighting the thousand pounder you can leave the fight area xD Im also adding a forcefield gate to appear behind the heroes when the siegebreaker assault beat boss begins :D

Revamped the healing / mana globe drops so we can control them better

also working on a way to show allied stats down the side, however, I havent had any luck making them castable :S

Then on top of all that, im going to be creating a brand new item set for the game with the new inventory :)

Cant you CnP the areas you reterrain so you have both of them and then the game chooses a random one, that way you wont need to make a several amount of new terrains, just edit the old when your keeping it at the same time :p

When r u adding save/load?
When we are done with the next map? Otherwise save/load is completely useless?..
 
Level 19
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Sep 4, 2007
Messages
2,826
When we are done with the next map? Otherwise save/load is completely useless?..

Technically no. If the save/load system would work in this version then it should work in the others because we're reusing all systems, object, units, items, abilities etc.

I think he meant implementing a save/load system for map so he can save his progress.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
now tell me guys. when are you gona call it Diablo 3, instad of Diablo3 Beta?! D:

i mean you worked ALOT on this awesome project, so how can it still be at a Beta stage?! D: even D.O.T.A that does an upgrade every weeks, don't call it Beta..

anyway, good job has usual, good work so far..

i'm a fan of this map D:

Lol, i would say they will need to make the other maps they talk about too. Else they're not out of beta if you ask me.
 
Level 6
Joined
Dec 3, 2008
Messages
44
I played it and I've to say it is somehow overrated.

I can't say anything against the map itself, since terraining, models and the whole diablo 3 theme are just awesomely done. What I'd like to say, is that this map is not really a complete RPG since, it is just a predefined dungeon walkthrough like seen in the D3 Preview video. It is not the Editor's fault, and he really did a great job, but people should see, that it is a little easier to create such a 'small' (Size of the World) map, with a predefined story, than creating a whole world for a RPG. Nevertheless it is an awesome map. I hope that other 'real' RPG maps will sometime reach that level of art and perfection in terraining.
 
Level 10
Joined
Jan 14, 2006
Messages
160
I played it and I've to say it is somehow overrated.

I can't say anything against the map itself, since terraining, models and the whole diablo 3 theme are just awesomely done. What I'd like to say, is that this map is not really a complete RPG since, it is just a predefined dungeon walkthrough like seen in the D3 Preview video. It is not the Editor's fault, and he really did a great job, but people should see, that it is a little easier to create such a 'small' (Size of the World) map, with a predefined story, than creating a whole world for a RPG. Nevertheless it is an awesome map. I hope that other 'real' RPG maps will sometime reach that level of art and perfection in terraining.

Well, I don't think that the difficulty is measured by the size of the map, just the dimensions are smaller.
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
I think he's saying he wants plot, and moar mappage. That Campaign Idea I mentioned? It would rock. But if its a whole campaign and its too close to d3 I think blizzard will get pissy.
I'd advise Making it a campaign with an original plot/mapping, and add some original classes.
But I like that more work is being done on this map atm, because if everything is designed system-wise on a small scale it will be easier to implement it in the full map. And this "Teaser Map" would make great advertising for a full campaign on BNET if you did a campaign. hint hint.
lol.
Anyways guys, I'm taking off for the weekend. I'll talk to you some time next week. Ciao.
 
Level 19
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Sep 4, 2007
Messages
2,826
Our goal is to recreate the Diablo III Gameplay trailer in WarCraft III but with some WarCraft touch. We're ofc going to add some mechanics that aren't in the actual trailer but these changes won't be any huge or significant.

Though, when we do come to the point to create more maps we will surely add our own touch to the map.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I have a question, will we start work on the next map when 1.18 is out? Or will we continue work on this map for like 1.20 and then start with the next one?

Technically speaking, so long as the inventory works we can start working on the next map :D If we ever need to make any changes to the map systems, we can just CnP them across with no trouble at all :D

So as of 1.18, we might as well =]
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
yes, after you've been dead hero cam doesent lock anymore. Anyway, can you tell a bit more what you make this map not so good?

It doesn't? :/ When you die, its meant to unlock so the player can look around :p E.g. If you've run out of lives, you can still watch the game :D

Mind you, I guess it would be better if I set the camera to unlock when the player has no lives, rather than every time they die xD Ill fix that now :)

Or are you saying that it doesnt re-lock? :S
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
It doesn't? :/ When you die, its meant to unlock so the player can look around :p E.g. If you've run out of lives, you can still watch the game :D

Mind you, I guess it would be better if I set the camera to unlock when the player has no lives, rather than every time they die xD Ill fix that now :)

Or are you saying that it doesnt re-lock? :S

well it doesent always relock for me. Sometimes when my hero is dead and he then revieves i can look whereever i want.
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
Okay guys, well it seems I still can't get wc3 working on my PC, but it's working fine on my laptop.
CloudWolf, I could start working on the scripted enemy generation if you would like. Maybe make the number of enemies created be based on the number of player heroes within a given radius.
I'd probably need a workable map so I could test it though.
 
Level 19
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Sep 4, 2007
Messages
2,826
I have come up with an idea.
When you die, your camera will look to another players hero. And then you press Left/Right to swap between all the player heros, that way it will still be locked and you will have a view of whats going on.

Not a bad idea. I'll actually try to create such a system.

Okay guys, well it seems I still can't get <acronym title="Warcraft 3">wc3</acronym> working on my PC, but it's working fine on my laptop.
CloudWolf, I could start working on the scripted enemy generation if you would like. Maybe make the number of enemies created be based on the number of player heroes within a given radius.
I'd probably need a workable map so I could test it though.

You could use version 1.17 for now. Anything you make should easily be transferable to the new version.
 
Level 30
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Sep 30, 2008
Messages
1,460
I have come up with an idea.
When you die, your camera will look to another players hero. And then you press Left/Right to swap between all the player heros, that way it will still be locked and you will have a view of whats going on.

you never cease to amaze me ;) brilliant idea!

Okay guys, well it seems I still can't get <acronym title="Warcraft 3"><acronym title="Warcraft 3"><acronym title="Warcraft 3">wc3</acronym></acronym></acronym> working on my PC, but it's working fine on my laptop.
CloudWolf, I could start working on the scripted enemy generation if you would like. Maybe make the number of enemies created be based on the number of player heroes within a given radius.
I'd probably need a workable map so I could test it though.

would be awesome if you could :) Do want want me to make some extra creep types first so that theres a selection to chose from?

Or do you want to add your own units in, and we can just balance them out later? :)

oh, and Ty for the help! :) Those who make regular contributions get put on the official D3W Project Team :D

You could use version 1.17 for now. Anything you make should easily be transferable to the new version.

Naaah, its cool :) I'll send him the current version of 1.18. Ive made loads of terrain updates so while it might fit on 1.17, it probably wont on 1.18 any more xD
 
Level 17
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Sep 2, 2005
Messages
1,029
would be awesome if you could :) Do want want me to make some extra creep types first so that theres a selection to chose from?

Or do you want to add your own units in, and we can just balance them out later? :)

oh, and Ty for the help! :) Those who make regular contributions get put on the official D3W Project Team :D

Naaah, its cool :) I'll send him the current version of 1.18. Ive made loads of terrain updates so while it might fit on 1.17, it probably wont on 1.18 any more xD
Just give me the current version and I'll make new creeps which can be balanced. First I'll figure out how to set up spawning though. I'm not entirely sure which way I should set up the script. I could make a template and then you could use an altered version of the code for different triggering areas, or maybe some elaborate system with a dummy unit hero that has useless abilities to determine how to spawn the creeps?

The first one would be the best way IMO. Just define some functions, then set up a template that calls on the functions given some creature types and auto balances the numbers by the players. We'd need multiple versions of the creeps at some different power levels, but it shouldn't be too hard to come up with them. Then maybe some elites.

Get back to me. Also, I PMed you my email address. :)

[Edit: 1 more thing -> I could also do some texture and model stuff. Mayhaps make the barbarian a new skin (I think it could be improved) or try to rig the sorceress up to Jaina's animations.]
 
Last edited:
Level 30
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Sep 30, 2008
Messages
1,460
Just give me the current version and I'll make new creeps which can be balanced. First I'll figure out how to set up spawning though. I'm not entirely sure which way I should set up the script. I could make a template and then you could use an altered version of the code for different triggering areas, or maybe some elaborate system with a dummy unit hero that has useless abilities to determine how to spawn the creeps?

The first one would be the best way IMO. Just define some functions, then set up a template that calls on the functions given some creature types and auto balances the numbers by the players. We'd need multiple versions of the creeps at some different power levels, but it shouldn't be too hard to come up with them. Then maybe some elites.

Get back to me. Also, I PMed you my email address. :)

awesome! just pm'ed you the map :)

yea :D As for creeps, just make some dummy creeps if you run out of units to use, and I can always fill in the blanks by makign some more types :)

Thanks again for doing this :D much appreciated!
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
I Just Installed d2 again. I know how the scaling should work (because I accidentally stumbled how it works in d2 while trying to get my d2 to work in widescreen - which I saw screenshots from other people but can't figure it out.http://i44.tinypic.com/t5nc45.jpg), but the XP is going to have to all be adjusted.

The basic Idea: You set up the XP To Assume the map will be solo'ed, and the number of creeps in mobs doesn't change. The difference, is that with more players, you actually spawn tougher versions of all the creeps. So you would have 8 versions of each creep, of varying toughness, or you could have less than 8 but then the in between stages would be lumped in. 4 Categories might work. It would mean a shortage of xp & slightly easy creeps for an even number of players though.

Hmm. Maybe instead of actually making different creeps the creeps max hp & damage could be adjusted, as well as player xp gained.

I'm not entirely sure how I want to approach the scaling. Suggestions?

Only thing I'm pretty sure of is that I think I don't want to spawn all the creeps at once. I think it would be good if the players spawned them by walking into areas. Less load on the server, and less to keep track of.

Talk to me people. :)
 
Level 19
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Sep 4, 2007
Messages
2,826
I Just Installed d2 again. I know how the scaling should work (because I accidentally stumbled how it works in d2 while trying to get my d2 to work in widescreen - which I saw screenshots from other people but can't figure it out.http://i44.tinypic.com/t5nc45.jpg), but the XP is going to have to all be adjusted.

The basic Idea: You set up the XP To Assume the map will be solo'ed, and the number of creeps in mobs doesn't change. The difference, is that with more players, you actually spawn tougher versions of all the creeps. So you would have 8 versions of each creep, of varying toughness, or you could have less than 8 but then the in between stages would be lumped in. 4 Categories might work. It would mean a shortage of xp & slightly easy creeps for an even number of players though.

Hmm. Maybe instead of actually making different creeps the creeps max hp & damage could be adjusted, as well as player xp gained.

I'm not entirely sure how I want to approach the scaling. Suggestions?

Only thing I'm pretty sure of is that I think I don't want to spawn all the creeps at once. I think it would be good if the players spawned them by walking into areas. Less load on the server, and less to keep track of.

Talk to me people. :)

That's pretty much how Left 4 Dead handles it.

Well, you could toughen the creeps by adding custom abilities to them according to the amount of heroes ingame. If you set it to variables it would easily be removable and replaced by a weaker enhancement in case a player leaves the game.

I know you already know the details and steps.
 
Level 17
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Sep 2, 2005
Messages
1,029
That's a thought. One thing I also thought of. Presently you just handicap the monsters based on the number of players. But Honestly, If you're making the monster's strength = 60%, you should set all the player's xp gain to 60% as well.

I like this addition of abilities Idea. It's a good additional thing to do.

My main motivation for spawning creeps via scripts wasn't so much the difficulty balancing as it was adding the ability for some random elements, and reducing server load (not a big deal atm but it could be if the project scales.) Additionally, you could have events that spawn more creatures (which would be of the appropriate difficulty). :p

I was thinking the difficulty could scale for who was in the area as opposed to who is in the whole map, though.

We shall see what I come up with. lol
 
Level 19
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Sep 4, 2007
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2,826
That's a thought. One thing I also thought of. Presently you just handicap the monsters based on the number of players. But Honestly, If you're making the monster's strength = 60%, you should set all the player's xp gain to 60% as well.

I like this addition of abilities Idea. It's a good additional thing to do.

My main motivation for spawning creeps via scripts wasn't so much the difficulty balancing as it was adding the ability for some random elements, and reducing server load (not a big deal atm but it could be if the project scales.) Additionally, you could have events that spawn more creatures (which would be of the appropriate difficulty). :p

I was thinking the difficulty could scale for who was in the area as opposed to who is in the whole map, though.

We shall see what I come up with. lol

Perhaps there should be a function which will be called each time a creature is spawned. The function will set all the unit's properties like health, attack damage and so on.

This function will easily be customizable using globals incase something happens like a player leaves or dies permanently.

In case we're adding difficulty options as well, we could also try to create the "infection rush" similar to Left 4 Dead. If players wait too long doing absolutely nothing goblins will attack from an angle. We could add some voices or something to warm them about the upcoming threat.This would keep players on guards all the time and keep pushing them forwards.

We're definitely going to need lots of local and global variables and functions.

Just some suggestions I had to give before bedtime. G'nite mates.
 
Level 17
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Jun 9, 2007
Messages
2,493
Hey Guys. I was playing around with the map. I played with the handicaps, and set the xp% and handicap% to be equal. It seems to be making solo more reasonable and less overpowered. I was having some camera and selection issues involving the new inventory though (It keeps trying to switch back to selecting the unit).

Thats an old bug we have, but redmarine have a fix for it but it is not in CW's version yet. :p

But ya, better have xp/handicap to be aqual.
 
Level 17
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2,493
Just change the value until you think that the handicap system functions well.
CW rushed it and well... It almost makes it worse xD

BTW Darkholme, did you get my PM. If you did, have you tryed it? (Dont tell anyone what it is, i like to keep my stuff secret. Only give out stuff to people that is nice ^_^)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Hey Guys. I was playing around with the map. I played with the handicaps, and set the xp% and handicap% to be equal. It seems to be making solo more reasonable and less overpowered. I was having some camera and selection issues involving the new inventory though (It keeps trying to switch back to selecting the unit).

If you want to play the map without the glitch here you go:
http://www.hiveworkshop.com/forums/...mera-while-using-the-inventory-1-18-a-127330/
Remember to replace the entire "CamLock" trigger with the script.
 
Last edited:
Level 30
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Sep 30, 2008
Messages
1,460
Ok then, are you gonna fix the boss bugs in 1.18? I havn't found an answer after my post about it. Even if you bar the players into the boss areas they still have the problem with not engaging in combat after triggered events, which could easily be fixed but has not.

Dont worry, we're working on it :) The reason it hasnt been fixed is because we havent uploaded a new version yet ;)

but yea! If its a bug, its definately going to be addressed :D So far the known boss bugs are:

- Players can leave the fighting area
- Seigebreaker sometimes knocks players behind the playable area boundary

I beleive your on about the seigebreaker and tyrael becoming invulnerable when pulling off abilities? :D The reason why thats in there is to prevent players from stunning him ;) If the boss gets knocked back whilst performing a triggered spell, it kinda messes up the animation :S

If its something else, feel free to remind us :D Theres been a lot to deal with recently xD

- CW
 
Level 17
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Sep 2, 2005
Messages
1,029
Hey Guys. I haven't gotten much done in the creep scripts, but I'm out of town for the weekend at a friend's. I've done some goofing around testing things.

I'm sure you guys know about many of these, but I thought I'd list them and let you know the things I've found.

Inventory:
1. Not all Items are Pickupable.
2. Not all players can drop items in their inventory.
3. Not All Items have display text
4. Consuming 1 potions seems to consume all of them

Spells
1. Fire Bomb: Target Ground would make sense
2. War Stomp: Mana Cost is Higher than Barbarian Max Mana
3. Mongrols:
a. They Die Too Fast (Dispatch never gets a chance to be used)
b. Exploding doesn't work now.

Overall:
1. # Lives > some kind of death penalty would be better. Maybe have them drop their gear, lose a big chunk of XP, and respawn all the way back at the beginning.
2. Mana Scale for Barbarian. I would suggest a mana scale that matches the other characters. Also, using any ability pretty much exhausts your entire mana pool. It might be a good idea to increase it a bit.

UI:
Is it possible to remove the things we don't use? We don't need a Move Button, a Stop Button, or a Patrol Button.

Overall Thoughts.
Techtree? A Techtree system like the inventory system would be cool - Maybe allow the players to shortcut specific ones to their ability spots, and make the rest rely on hotkeys. Just a thought.

I'll be working on the spawning when I get home on monday.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hey Guys. I haven't gotten much done in the creep scripts, but I'm out of town for the weekend at a friend's. I've done some goofing around testing things.

I'm sure you guys know about many of these, but I thought I'd list them and let you know the things I've found.

Inventory:
1. Not all Items are Pickupable.
2. Not all players can drop items in their inventory.
3. Not All Items have display text
4. Consuming 1 potions seems to consume all of them

Spells
1. Fire Bomb: Target Ground would make sense
2. War Stomp: Mana Cost is Higher than Barbarian Max Mana
3. Mongrols:
a. They Die Too Fast (Dispatch never gets a chance to be used)
b. Exploding doesn't work now.

Overall:
1. # Lives > some kind of death penalty would be better. Maybe have them drop their gear, lose a big chunk of XP, and respawn all the way back at the beginning.
2. Mana Scale for Barbarian. I would suggest a mana scale that matches the other characters. Also, using any ability pretty much exhausts your entire mana pool. It might be a good idea to increase it a bit.

UI:
Is it possible to remove the things we don't use? We don't need a Move Button, a Stop Button, or a Patrol Button.

Overall Thoughts.
Techtree? A Techtree system like the inventory system would be cool - Maybe allow the players to shortcut specific ones to their ability spots, and make the rest rely on hotkeys. Just a thought.

I'll be working on the spawning when I get home on monday.

I wouldnt worry too much aboutt he inventory :) It only works for some items because I havent finished adding the triggers for every item type yet :)

I had no idea the dispatch spell was'nt working any more :S No idea how that happened but it will be fixed :) and yea, I'll rebalance the mongrel units too :) I'll also fix those bugs you mentioned with the other spells ;)

About the barbarian mana system, I agree with you that its not enough :p maybe If I increased it to 15 max mana, it would allow the player to spam the moves a bit more often.

The UI could definately be improved by removing those unwanted buttons :D I'll add that to my to-do list :)

Finally, the techtree idea has been discussed before, however, we're quite tight for space right now, and in order to make a decent tech tree we're going to need some more imports which we just don't have room for :/

All in all though, a very nice report! :D you pointed out a few things that I was unaware of :) ty for the help!
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
It's not so much that Dispatch doesn't work, but you never get the chance to use it.

Your mongrels die too fast. Also, if the mongrels explode when they die, dispatch serves little purpose.

I would replace it with the "bone wall thing." Have it summon up a building with a melee attack. Make the building look like a reskinned wall maybe.

& I meant what I said, you pick up 3 potions, and you click on them and sometimes it drinks them all at once but only gives the effect of 1.
 
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