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Diablo III Warcraft Beta v1.19b



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



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



New Classes will be available as Blizzard reveal them :)








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



New Features for this version:

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

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


New Features for this version:

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




New Features for this version:

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



New Features for this version:

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



New Features for this version:

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

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

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



New Features for this version:

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


New Features for this version:

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


New Features for this version:

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


New Features for this version:

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


New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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

New Features for this version:

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




References:

Models:

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

Skins:

- Mr.Goblin
- Cycloverid

Icons:

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

Other Systems:

- Paladon

logo.png

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

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

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 30
Joined
Sep 30, 2008
Messages
1,460
What do you mean by consuming 1 potion leads to consuming all of them?

CloudWolf, did you actually import the correct potion triggers? I did change them quite a bit.

As far as im aware, ive never imported or changed any potion triggers xD

However, thats not to say I havent done anythign accidentally :)

Its strange how these bugs seem to pop up xD A bit like ground stomp costing 70 mana when its clearly 7 in v1.17 o_O lol

I swear the map is trying to unmake itself :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I want to keep the buttons is the UI..
Move: that ability is a must, without that you cant move at all..
Stop: I use the stop hotkey if i want to stop my hero from running.
Hold position: Stops your hero from running away when you dont want him too.
Patroll: Remove that shit.

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 :/
Wut? O.O I can easily make a techtree. And a background is not really needed... Functionality goes before layout. And the spells is a HUGE part of the game.

Sadly I don't have version 1.17 with the potion fix anymore. You're on your own to find it. Look in your harddrive or ask LTGH if he's got it.
I have three different 1.17... idk if anyone of them contains the bug fix. And i think that one of them is the regular version.

Its strange how these bugs seem to pop up xD A bit like ground stomp costing 70 mana when its clearly 7 in v1.17 o_O lol
I swear the map is trying to unmake itself :p
Its a secret patch created by blizzard that you gets when you enter battle.net that auto-destorys all maps named "Diablo III Beta v....w3x" slowly so that the creator of the map wont notice until its to late. Or blizzard has just throwed a curse upon you. OR its WEU that is freaking out with the values :p
 
Level 30
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Sep 30, 2008
Messages
1,460
I want to keep the buttons is the UI..
Move: that ability is a must, without that you cant move at all..
Stop: I use the stop hotkey if i want to stop my hero from running.
Hold position: Stops your hero from running away when you dont want him too.
Patroll: Remove that shit.


Wut? O.O I can easily make a techtree. And a background is not really needed... Functionality goes before layout. And the spells is a HUGE part of the game.


I have three different 1.17... idk if anyone of them contains the bug fix. And i think that one of them is the regular version.


Its a secret patch created by blizzard that you gets when you enter battle.net that auto-destorys all maps named "Diablo III Beta v....w3x" slowly so that the creator of the map wont notice until its to late. Or blizzard has just throwed a curse upon you. OR its WEU that is freaking out with the values :p

wow :D well, if we could get some sort of tech tree working that could be fun :) Mind you though, I want to get a stable / playable v1.18 before we add any more stuff to the to-do list :p Definately an idea for when we start on 1.19 :p

I have an entire free day tomorrow so im gonna put that time into making all the new items for the inventory :) Man, its gonna be a long day ;) lol
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
I want to keep the buttons is the UI..
Move: that ability is a must, without that you cant move at all..
Stop: I use the stop hotkey if i want to stop my hero from running.
Hold position: Stops your hero from running away when you dont want him too.
Patroll: Remove that shit.
Move: They don't need the button. They can right click. It's not that hard.
Stop: You could just as easily click Hold Position if you want them to stop, and then they dont automatically run off on their own attacking shit after the split second they stopped. Stop works fine in regular <acronym title="Warcraft 3"><acronym title="Warcraft 3"><acronym title="Warcraft 3">wc3</acronym></acronym></acronym>, but in diablo there are almost always some monsters you could easily autoattack.
Hold Position: We need this one.
Attack: This one too.
Patrol: Remove that shit. (lol)

That's 3 extra slots for buttons.
Wut? O.O I can easily make a techtree. And a background is not really needed... Functionality goes before layout. And the spells is a HUGE part of the game.
Awesome.

Hey. For Dying Penalties: Has anyone considered adding a Corpse System like in D2? So you'd lose some XP, A bunch of gold, and leave a corpse with your gear.
 
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Level 30
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Sep 30, 2008
Messages
1,460
hmm... about that potion bug :p I beleive its not really a bug at all :)

In the current build, there are still a lot of potions around that arent in the right format yet :p So whenever they get picked up, they go straight to the 4 slot inventory :p I just need to replace them all with the new potion item you made to go into the full-screen invetory :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Move: They don't need the button. They can right click. It's not that hard.
Stop: You could just as easily click Hold Position if you want them to stop, and then they dont automatically run off on their own attacking shit after the split second they stopped. Stop works fine in regular <acronym title="Warcraft 3"><acronym title="Warcraft 3"><acronym title="Warcraft 3"><acronym title="Warcraft 3"><acronym title="Warcraft 3">wc3</acronym></acronym></acronym></acronym></acronym>, but in diablo there are almost always some monsters you could easily autoattack.

Move: Actually, without move, you cant right click, but i guess its possible to hide the button...
Stop: This is the ability units use when they have moved to the targeted possition, i think it would mess up without that ability, im not sure though. But if you can hide that button it would be perfect.

As for the techtree, that would just be fun to make. I will work on it when i have free time if we decide to have that. x)

Hey. For Dying Penalties: Has anyone considered adding a Corpse System like in D2? So you'd lose some XP, A bunch of gold, and leave a corpse with your gear.
That wouldent fit in with a map like this one. Since now your inside a dungeon all the time and having to run all the way to revive would just be annoying. But if there was citys and such things it would be nice.
 
Level 17
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Jun 9, 2007
Messages
2,493
Didnt you read the suggestion about dropping gear and gold? Other players could steal it.

Did you ever play diablo 2? You didnt understand what he was talking about at all...... Before you make a spam post like that, you should atleast make sure that you know what he is talking about. In diablo 2 when you dies your cropse stay at the location you die at but you get back to town and you have to run back to your cropse to get your items back. And you dont drop your items, its just your cropse with the items on that is there. And other players can not pick that up.

That would suck, I don't want my items to be stolen, whats the point of that?
Your also wrong. He is talking about the system from diablo 2.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I havent played D2. How about to explain things a bit better. And its not spam, I didnt know that the system would be like that.

How about asking him why he want it to be like you thought it would be? Then he would tell you what he was meaning.
But insted you said "Kill allies and steal gear, pls." and that is actually counted as spam as it doesnt help us in any way at all and it is a completly useless post. He came up with an idea and i understod what he was asking for and that is enough for me.
 
Level 17
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Sep 2, 2005
Messages
1,029
I actually think there should be a way to steal items & gold from people. Possibly a voting system. Kindof like vote-kick-drop. If some jackass if stealing all of the gear that they cannot use and is hoarding all the good stuff, or is stealing the gear on things that aren't his kill, there should be allowed a vote by everyone else to kick him, majority rules, and when he's kicked he should drop everything. Players doing this shit is why I stopped playing BNET. I suppose you could need/greed or some other situation but I also want the ability to vote to kick a player who'se a hug jackass.

But yeah, I was talking about the d2 system where you leave a corpse, and you have to go all the way back to the body to get your shit. :p
 
Level 30
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Sep 30, 2008
Messages
1,460
Let me just clarify that this map is not an ORPG :) While its a form of RPG, there are a fair few differences which ive listed below:

The project is 100% dungeon/instance based, therefore, there will be no central town. This has been done to remove monotonous travelling between areas of the game. All quests you pick up will be obtained within the map.

Theres will be no gold in game :) Every item you aquire will be looted from enemies, or won in PvP maps.

The maximum level will be capped at 40. The only way to enhance your characters from then onwards is through collecting more powerfull items.

Respawns will need to be thought out very carefully. We dont want a player ending the game with less exp than when they started, so losing exp is out of the question. Losing gear is also a big no, as players may have gone through a lot of trouble to get the gear in the first place :)

The maps will be as random as possible. This will ensure that each map in the project is different each time you play it which will enhance their replay value. For example:

- Creep groups will randomly generate
- Item drops will be random (including boss loot)
- different bosses may spawn each game
- Alternative pathways randomly appear
- Different optional quests will appear each game

I hope this clears some stuff up for most of you :) I just wanted to ensure everyone realised that this map is not really an ORPG, it aims to be far more action packed, and attempts to remove all the pointless grinding, and replace creep killing with a real purpose.

_________________________________


I actually think there should be a way to steal items & gold from people. Possibly a voting system. Kindof like vote-kick-drop. If some jackass if stealing all of the gear that they cannot use and is hoarding all the good stuff, or is stealing the gear on things that aren't his kill, there should be allowed a vote by everyone else to kick him, majority rules, and when he's kicked he should drop everything. Players doing this shit is why I stopped playing BNET. I suppose you could need/greed or some other situation but I also want the ability to vote to kick a player who'se a hug jackass

We will be adding a role system for all the more powerfull items in the game to help spread them around a bit ;)
 
Level 12
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Aug 7, 2004
Messages
875
Im actually going to make a system that woulds like in World of Warcraft since that one is pretty much all we need. But you wont be able to choose Need if you cant use the item. But im stuck with the system im working >.<

I think that system is much better and fairer. Guild Wars doesn't have a good item system like WoW does. The only good thing about it is balanced gameplay and many skills implementation, which makes it so competitive.
 
Level 13
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Mar 23, 2008
Messages
1,214
I think that system is much better and fairer. Guild Wars doesn't have a good item system like WoW does. The only good thing about it is balanced gameplay and many skills implementation, which makes it so competitive.

I dunno much about Guild Wars system, but i must say wows is smartly thought out. But i just hate ninja looters. And thats what i fear will come in this map too :/ Its just a little warning. Cus i guess ppl only play this with their friends anyway. I do, cus i like it best then. We're much better at team play then :D
 
Level 19
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Sep 4, 2007
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I dunno much about Guild Wars system, but i must say wows is smartly thought out. But i just hate ninja looters. And thats what i fear will come in this map too :/ Its just a little warning. Cus i guess ppl only play this with their friends anyway. I do, cus i like it best then. We're much better at team play then :D
We are going to do whatever we can to prevent ninjas as welll as cheating. But if a player does go rogue and ninjas he will be able to get the boot if players dislike his actions.

Although this won't actually stop ninjas from playing we're going to add hero specific class items. Even now it's still possible for ninjas to steal items. This just shows how hard it actually is to make the map ninja free if not impossible.

On a side note we're considering reducing the number of players to 5. Hopefully this will richen players' experience and cause a much more fun and intense gameplay. A bonus would be that we're going to add a total of 5 heroes and 5 players resulting in a more devorse gameplay experience.

I have to go to school now.

It's quite fun to write long posts on my net table(N810)
 
Level 12
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875
And please explain to me the rationalization of anyone doing that? It will be fairer for everyone. Aside from that, it is hard to kick someone because it requires everyone to vote yes. If one guy attempts to kick someone because of his/her personal reasons, it will be hard to convince everyone to agree ...
 
Level 30
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Sep 30, 2008
Messages
1,460
Maybe make kick command works only for host?

Well at least... all hosts must be not tard's :)))

And they can decide properly...

People to kick: stealers,abusers, flooders, laggers who don't leave

naaah, a vote kick would kinda ruin the game :S While most hosts won't abuse it, theres always going to be a few that will :p

The fact that theres going to be a save/load makes a kick command rather unfair. A player may spend an hour advancing in the game, only to waste that effort by being kicked.

It's going to be up to us to create some kind of system that will distribute the items evenly. We'll think of something, you can be sure of that :D
 
Level 17
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Sep 2, 2005
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1,029
I made a Difficulty System Yesterday. It scales XP and Enemy HP according to the number of playrs in the map. It seems to use better numbers, and gives more reasonable experience. I also added a system like diablo II's "/players X" where you can raise the difficulty (and experiance to match) if you so choose. You can't however, set the difficulty less than the number of players.

Now for Issues I found.

-Barbarian
By equipping +Int Gear, the Barbarian's Mana Pool can easily be Septupled. It also gains an auto recharge.
This would be less of an issue if the Barbarian's Mana pool was set of a number scale equivalent to the other player's mana pools. The Change would also make mana potions and Mana Spheres less potent for the barbarian. Give a bigger pool, and up the mana costs.
Mana Auto Recharge could be fixed if you remove the auto recharge from int. But you'd also have to make recharge systems via script for each hero type. The Sorcerer would have an auto recharge, the Barbarian would have an Auto Drain in addition to the rage system, etc. it would be an all around improvement.

-Repick would be niceif it worked, even if only for testing purposes.

-I'm in favor of the EXP Penalty, but at least making the player walk through a bunch of dungeon to reclaim their corpse would be an improvemnt over "You have X Lives". Maybe it would be worth it if more monsters would randomly show up in the areas you've already cleared.

- I wasn't thinking that the creature spawns would be random, just that the quantities would be random, I like the idea but it would be a different system to design. Good thing I havent gotten to it yet.
 
Level 30
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I made a Difficulty System Yesterday. It scales XP and Enemy HP according to the number of playrs in the map. It seems to use better numbers, and gives more reasonable experience. I also added a system like diablo II's "/players X" where you can raise the difficulty (and experiance to match) if you so choose. You can't however, set the difficulty less than the number of players.

Now for Issues I found.

-Barbarian
By equipping +Int Gear, the Barbarian's Mana Pool can easily be Septupled. It also gains an auto recharge.
This would be less of an issue if the Barbarian's Mana pool was set of a number scale equivalent to the other player's mana pools. The Change would also make mana potions and Mana Spheres less potent for the barbarian. Give a bigger pool, and up the mana costs.
Mana Auto Recharge could be fixed if you remove the auto recharge from int. But you'd also have to make recharge systems via script for each hero type. The Sorcerer would have an auto recharge, the Barbarian would have an Auto Drain in addition to the rage system, etc. it would be an all around improvement.

-Repick would be niceif it worked, even if only for testing purposes.

-I'm in favor of the EXP Penalty, but at least making the player walk through a bunch of dungeon to reclaim their corpse would be an improvemnt over "You have X Lives". Maybe it would be worth it if more monsters would randomly show up in the areas you've already cleared.

- I wasn't thinking that the creature spawns would be random, just that the quantities would be random, I like the idea but it would be a different system to design. Good thing I havent gotten to it yet.

aaah ok :p Well, I can make the random creep groups appear at a later date :D just carry on with whatever you were planning to do :)

Thanks for the help by the way :) If you want to help us in the future, ide be happy to add you to the official D3W Project team :)
 
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Level 17
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my msn is sylraedimanna at gmail.com. I dont use the email anymore so dont send mail there. You'd have a better chance catching me on skype or gtalk though.

And as for further contributions, that's the plan. :)

I'd also like to reskin your heroes too at some point. The current skins are good, but I can think of a few things I could improve.

Once I get the Spawning system more set up, I'd like to make the difficulty handicap apply only to bosses, and make the creeps just spawn different types and numbers. Or maybe just spawn a different version of the boss altogether, with capabilities more fit to match the number of players.
 
Level 30
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my msn is sylraedimanna at gmail.com. I dont use the email anymore so dont send mail there. You'd have a better chance catching me on skype or gtalk though.

And as for further contributions, that's the plan. :)

I'd also like to reskin your heroes too at some point. The current skins are good, but I can think of a few things I could improve.

Once I get the Spawning system more set up, I'd like to make the difficulty handicap apply only to bosses, and make the creeps just spawn different types and numbers. Or maybe just spawn a different version of the boss altogether, with capabilities more fit to match the number of players.

Sounds good to me :D I'll PM you with details about joining the team ;)

and yea! We could easily make 6 versions of each boss if you reckon thats the best way to do it :D
 
Level 17
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Jun 9, 2007
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First of all we should try to make better triggered bosses :p
More spell cast, more variation, more realistic (not a robot boss that use hes "Zomg-da-whooopp when having 1% health left) & ofc more nice effects xD
The best boss so far is skeleton king but he can be much much better ;P
 
Level 19
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Sep 4, 2007
Messages
2,826
No, you shouldn't do so... GUI is quite efficient even if JASS is better for performance, etc. but GUI suffices.

LTGH only used GUI because he didn't know how to use Jass. I didn't use v/Jass because I wasn't comfortable and skilled enough but lately we've been kinda using it all around. Perhaps we might consider shifting to v/Jass soon.

We're getting lots of practice. :grin:
 
Level 17
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2,493
LTGH only used GUI because he didn't know how to use Jass. I didn't use v/Jass because I wasn't comfortable and skilled enough but lately we've been kinda using it all around. Perhaps we might consider shifting to v/Jass soon.

We're getting lots of practice. :grin:

The past days i have tried to learn vJass but im still just a big question mark.
But i will keep trying until i success!
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
what? GUI isnt better in any ways.
I just use GUI becouse i dont know Jass ;S

wtf? i never said GUI is better than Jass! Everybody knows that Jass is more performant etc... but GUI SUFFICES! And i don't care about why you are using Jass or GUI or what ever... ^^

Anyway, it's a nice map! Keep on working pls!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
wtf? i never said GUI is better than Jass! Everybody knows that Jass is more performant etc... but GUI SUFFICES! And i don't care about why you are using Jass or GUI or what ever... ^^

Anyway, it's a nice map! Keep on working pls!

Nice to clear up that misunderstanding. It's true that GUI suffices to the masses as it it easier to understand for people without programming knowledge. People with programming knowledge and who are programming hardcore can get confused when doing graphical coding as it isn't targeted nor made for them. That's why we have Jass. :p

Making raw codes gives you a lot of advantages if the coding editor has enough critical features like find, replace, syntax highlighter, etc. If these features didn't exist I wouldn't dare to make a shift. Luckily these features are in JassNewGen.
 
Level 8
Joined
May 7, 2007
Messages
278
I have a question about the map. I know it isn't your top concern, but I am trying to make a mod for this, and every time I save the map, I get a lot of errors concerning JASS, therefor not allowing me to test the stuff.

First, I tried deleting all of the things that were causing the errors to pop up. It worked, but I had to resort to the older camera you guys had because one of the errors causing it was the camera, which was made it JASS.

So, I tried downloading jassnewgenpack5c and saving / opening the map from there to see if it would fix the problem. Nope, didn't help. (even though, the jass newgen pack is sweet, glad I found it even though it didn't help me at this point actually).

I don't know if this is fixed yet or not in the next version, but it would be great. The mod is called Median XL (some of you may know of it if you've played Median XL Diablo2. All I did was expand the map for another area that you would go to after Tyrael, and create a couple of triggers for game modes such as, modifying the difficulty, making more orbs drop, adding a couple more lives, etc.

And the bug still happens even when I try to save the normal 1.17 map. I don't know if it's the way you protect your map from being edited or not, but if it isn't it'd be great if y'all could fix it!
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I have a question about the map. I know it isn't your top concern, but I am trying to make a mod for this, and every time I save the map, I get a lot of errors concerning JASS, therefor not allowing me to test the stuff.

First, I tried deleting all of the things that were causing the errors to pop up. It worked, but I had to resort to the older camera you guys had because one of the errors causing it was the camera, which was made it JASS.

So, I tried downloading jassnewgenpack5c and saving / opening the map from there to see if it would fix the problem. Nope, didn't help. (even though, the jass newgen pack is sweet, glad I found it even though it didn't help me at this point actually).

I don't know if this is fixed yet or not in the next version, but it would be great. The mod is called Median XL (some of you may know of it if you've played Median XL Diablo2. All I did was expand the map for another area that you would go to after Tyrael, and create a couple of triggers for game modes such as, modifying the difficulty, making more orbs drop, adding a couple more lives, etc.

And the bug still happens even when I try to save the normal 1.17 map. I don't know if it's the way you protect your map from being edited or not, but if it isn't it'd be great if y'all could fix it!

hmmm.... as far as I'm aware theres absolutely no protection on the map :) It's been made to be 100% open-source :p I've never encountered any bugs when editting the map like that so im not really sure whats going on :S

Which triggers were causing the problem just out of interest? :D

Ive been making it using JassNewGen v 0.9.E.0, just in case your using an older version perhaps :)
 
Level 17
Joined
Sep 2, 2005
Messages
1,029
Well you have to use JassNewGen to make it work, or maybe WEU. Is it possible that all the changes you made in the regular WE broke it and youre trying to use the broken copy with JNGP?

I'm moving things from my external HD to DVD & Deleting stuff, the clear space, to backup the stuff I want to keep on my laptop, before I format the whole damn thing. Tomorrow I'll probably start something similar with my Desktop, (which is the one where wc3 wont run.)

This will take time. -_-
 
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