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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...
Umm, that's definitely not how I did it. I ditched the wc3 system for regen completely, and scripted one myself. negative would be -100%, stopping it would be a zero, in which case I would have it skip the line where it alters health.
Thats exactly how I also did it.

We may use pieces of your system if we see something we could use that we dont have, but we have alot of our own stuff done already, and to be honest, in-house might be a better way for us to go anyways because then it's exactly what we want and how we want.
I see, but I think soon or later its functionality might be interesting.
It's up to CW, but we have our own regen functions already.
I see. I guess 3 classes do not need the system. But maybe for later.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Sorry for not being very active recently :p I took a short trip back home which turned out to be longer than I planned lol :) But im back!

Hey! New Blizz just updated beastary. This new unit was added http://www.blizzard.com/diablo3/world/bestiary/thefallen.xml I rly hope you guys put it in too :D But you dont have to, as its not in the gameplay video, and you dont have all the other units from beastary in the map.

Anyway, i hope you put this fella in :D

I'll definatelly add that in somewhere :) They do look rather neat if I say so myself!

CloudWolf, would it be any good if we actually protected official map and just made the open-sourced version available as a secondary download?

Just a thought as it would allow us to use WinOptimizer 4.8 to reduce the map's filesize even more and by that adding more content.

Edit: I tested the optimizer on the version DarkHolm.
I managed to reduce the filesize from 3,56 MB down to 3,01 MB. Pretty much 15% reduction in filesize.

Yea :D Thats the plan really :) Once we add those save/load codes we're going to have to protect it to prevent cheating :p Having an unprotected version is a nice idea though :) It just wont have the save codes in :)

I have always wanted the map to be protected actually xP
Since i dont want my triggers to be open source.
It is made for this map, and i want it to stay in this map.
If people is stupid enough to de-protect a map to edit it, they are no-lifers and i cant do anything about that.
So id say, Protect it and leave 1.17 unprotected and protect 1.18
It is a HUGE difference between 1.17 and 1.18. So much new and changed stuff.

I'll admit protecting it full stop would be the easiest way, however, I want players to be able to see how the map works, and hopefully learn some stuff from it ;) But like I said above, the main version will definately be protected from now on. We can always remove triggers we dont want to share and release an unprotected version if need be :)


well, i was going to have 2 global real array variables. 1 for hp and one for mana.

set it to 0 for pause
1 for normal behavior (regen)
-1 for drain

then you can also have things speed it up or slow it down.

That would be fantastic! I had a lot of trouble making the barbarians mana decrease without affecting the other heroes, so its just set to 0 regen atm :) This could easily solve the problem! :)

Thanks for the map btw :) Im checking it out now :D
 
That would be fantastic! I had a lot of trouble making the barbarians mana decrease without affecting the other heroes, so its just set to 0 regen atm :) This could easily solve the problem! :)
Ehrm, isn't it uneffective? A real array variable must walk through every member since its to the member it should ( when I understood this right, you also save units in a diffrent array variable and check if unit is aimunit, then you will stop the regen at aimunits-index? Anyway, I see noone is interested. Afaik, the more classes you have the more complicated it will be to distinguish. I know that keeping the code as less as you can is effective, but sometimes bigger solutions are most effective.

Anyway, thanks for this good map
 

Waterwalk

W

Waterwalk

funny..the last week in april you guys said we will release next week...

How time flies!
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well, like i said before, we cant promise release dates. noone can promise release dates, ever. Becouse you can always find stuff to improve or add.

And we are getting spammed about "when is next ver coming".. its kind of annoying.
It comes when it comes. We cant stop time and finish it all instantly...
 

Waterwalk

W

Waterwalk

Well i understand your problem rly good out of my business life.
As you can see this time pressure is the reason why we have a lot of games with many bugs the last years.

But this isn't final version....maybe it would be better to make smaller releases to let the project grow....with feedback out of your community?! It's still a beta and there can be errors, unbalanced situations, etc.

Just don't blow every release step with 100 new updates...the community wants to see new stuff and maybe you can get them addicted to your map ;)

greetz,
water
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
thats pretty much we're aiming to do :D The problem with this update, is that it contains the full-screen inventory which is a major addition, and has to be 100% finished before we can release it :p Theres no point in playing if half the items dont work xD

Ive also had several coursework deadlines and exams for my university course which havent helped xD BUT! I had my last exam like 30 mins ago, so im free now :D While i cant promise an exact release dcate for v1.18, it will be rather soon ;)
 

Waterwalk

W

Waterwalk

then congratz...its such a releave to have your examens behind you :)

i never wrote any code in warIII, but is there the possibility to have a synchonization tool or framework for your project? we use this method in our company...everybody has a the newest version, gets a notice for changes....a full tree about the historical versions and it can be easily restored...

maybe a solution for your decentralised development?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
LTGH, still working on the pickup system?

You might find this useful: http://www.wc3c.net/showthread.php?t=104931

attachment.php

I wont have time to work on the map until the summer. Since its school is soon over and i have a lot of work to finish up, but i have time to check the forum time to time. So no, i havent.
I havent even got time to start it :[

And i already know about that system. Thats the guy that made the other system i tryed to use but got stuck with becouse of the camera. :p
 
Level 3
Joined
Apr 10, 2009
Messages
39
Just played it through as a barbarian. I had a wizard and 4 witch doctors backing me up. The siege breaker boss glitched and ran up the side of the cliff so i couldn't hit him. He came down eventually though! I am especially envious of your terrain.

Keep up the good work. :D
 
Level 1
Joined
May 31, 2009
Messages
1
It's almost perfect but i think there should be more healing potions.cuz there are a lotta potions on daiblo and its absolutly workin on crowded skirmish.maybe u can add a marketplace to merchandising
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Oh never mind then...


Ya, its a bit boring and a bit unoriginal (i think RUI's review says it all)

Uhm... the mods themselves says that the rating is outdated...
I talked on the chat and they will make a new one when 1.18 is released becouse it deserves more then the current one, so... dont judge the map after that.
And ofc this map isnt original? Its suppost to be Diablo 3.
And if you dont like this kind of map (think that its boring) dont play it :/
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Ya, but I hope Diablo III isn't like this map (no offense, just isnt my type) because who would play an RPG that is strictly CRPG? (all CRPGs have failed)
PS: I hope yours isnt either :p

It takes more time then you think to make something like diablo, since a big part of that game is the randomized areas, that means that we will have to make a huge amount of different areas in the map that you randomly reach.
But we will start to work on that sometime after 1.18.

And this isnt really a RPG, atleast i wouldent call it an RPG.
This is a map where you are a hero and run through a map, maps like that isnt called RPG normally. :p
 
Well, not that my opinion matters, but I think this is an excellent map.

While I was playing it, I paid little attention to the actual systems (which are pretty good by the way), and units, and instead looked at the terrain.
Being a terrainer myself, I was surprised on how amazingly accurate the terrain was to the videos I've seen of Diablo 3.
The terrain is truly amazing. I've actually learned a few things about a terraining style just by playing this map.
There were a few glitches with spells, but that's because of the way pathing was done, and as far as I know, there isn't much you can do to fix it.

I do hope this map continues to be worked on after the release of Diablo 3, because then it will give me a reason to continue playing Warcraft (Other than my clan)

So, my personal rating for this would be 4/5.
 
Level 6
Joined
Oct 4, 2008
Messages
263
I return with An Opinion!

Fantatic map! You have succeeded both in capturing the unique diablo feel (loads of mobs, gloomy ambience, etc), and make an allround good map. Im sure anybody who didn't even know what diablo was (aka an alien) would love this map.
Please keep expanding upon this after the game comes out!
 
Level 2
Joined
May 23, 2009
Messages
7
Hi This is great map! but... like many have said it was to easy D= me and my friend completed it in 1:13:51. I lost 4 life and he 2. He was barbarian and i was witchdoctor. it's easy because i just healed and norm attacked. and when i was lvl 18 my mana was never ending! so just spam heal and run. bosses was good. not to hard and not to easy. but when we first tried it with wizards... we lost almost all revives at first monsters... but. Terrain was Super! never seen anything like that. all the little details and stuff. so only thing that i think you need to do is make it harder... much harder.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
There are so much pirates on battle net, even 1.19 ver. is out xD

"THIS MAP IS OPEN SOURCE. Anyone can open this map in the world editor. If your looking for ideas, or just want to make a mod? Feel free to do so! Just remember to state clearly that it was made by myself, and modded by you :)"

But they should not call the map the same... They cant just continue work on the map and pretend it to be a new version, that sucks...

But it will not be open source in 1.18 becouse we will optimize the map i think =)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
"THIS MAP IS OPEN SOURCE. Anyone can open this map in the world editor. If your looking for ideas, or just want to make a mod? Feel free to do so! Just remember to state clearly that it was made by myself, and modded by you :)"

But they should not call the map the same... They cant just continue work on the map and pretend it to be a new version, that sucks...

But it will not be open source in 1.18 becouse we will optimize the map i think =)

Haha that would be funny. To optimize the map causing the removal of all the data and be stored in an exported file. This file should be available on the forums.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Hi This is great map! but... like many have said it was to easy D= me and my friend completed it in 1:13:51. I lost 4 life and he 2. He was barbarian and i was witchdoctor. it's easy because i just healed and norm attacked. and when i was lvl 18 my mana was never ending! so just spam heal and run. bosses was good. not to hard and not to easy. but when we first tried it with wizards... we lost almost all revives at first monsters... but. Terrain was Super! never seen anything like that. all the little details and stuff. so only thing that i think you need to do is make it harder... much harder.

I've heard darkholme is working on a new dificculty system :D So i guess it will be more funny to play :D
 
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