• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

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 13
Joined
Mar 23, 2008
Messages
1,214
Okay guys. i played v1.18 in single player, and i noticed a few things. Unfortunately i dint write a review while i was playing, and i dint take screenshots when i was playing. So i'll come with more info later.
But here are some things you could improve.

1. I know you might already be working on this. But some more items would be great. It gets kinda boring with the few ones there are now. Although the inventory system is so nice, so its not that bad ;D

2. You should really fix some items, as it says you get bonuses for them which aint always the bonuses you get. (wish i wrote this down while i played but:) Thinking of an item which gave 20int and +20 dmg. It dint give +40dmg (i was WD) as it should. Think it gave 37 or something.

3. The terrain looked really nice as always. But dont you think you should find a new model instead of blizzards ordinary lordaeron fall tree wall?

4. The mouse can be quite annoying sometimes. Its hard to see if you have it so you would click soemthing or not.

5. The inventory key is "esc". But also to exit a spellbook, which the WD has, you need to press "esc". This is quite annoying, i actually died once because i wanted to exit spellbook and use heal. But instead it entered inventory. Maybe you should consider finding another key than esc for opening inventory. But as far i recall you can only use esc, arrow up, arrow down, arrow left, arrow right and maybe enter.

6. I got a bug when fighting the siege breaker. (like the new skin btw.) When he was charging and than war stomp effect came behind him, he suddently got stuck OUSIDE the arena, and i think some pathing blockers were blocking him because he couldnt enter again. So i just stood and fired shots at him, and sending mongrels in to dispatch until he died.

7. Now i defeated siege breaker because of bug. But i think, that if that bug wasnt there, i surely had died. The battle was way too hard! Also, its kinda weird he keeps running back to inside the gate...

8. When in inventory the mana potions have the healing potions icon. Looks dump.

9. I still had the bridge bug one place (dint look if i had it other places). When you've just finished the first group of ghouls at the start, you walk further and gets ambushed. The bridge in the upper left corner where the ghouls come are bugged, and still dissapears. Btw regarding this area. If you just run forward, and then back again, you can take ghouls from the first bridge down without the other ghouls come to rescue. And then you can go take the rest of them. This makes it kinda easy to take down the ghouls at this point, where it should have been a bit harder.

10. (EDITED) Why is it that WD and i guess Wizard too cant carry ANYTHING in their second hand? I mean in D2 all races could atleast have a shield in their other hand...

Hope that will do for now. Next time i play it i remember to take screenshots. And you may post here if you are working on the items :D
 
Level 1
Joined
Aug 1, 2009
Messages
3
Hey everyone. I just registered so I can say this. I've been playing your map for a while and I thought I'd throw my 2 cents. The map is great, but I have a few problems with it. For 1, why is there a cool down for ANY spell? And also, why is the Barbarian running on the "Fury" system? Thought it would be more like Diablo, because you know, that completely changes the game. A bunch of other stuff, but that's for another time.
 
Level 2
Joined
Jul 27, 2009
Messages
6
the game is Fantastic as far as i can see at the moment but, the Camra on the Hero's is kinda Wobly and some times it can wonder off the hero and be a Pain to get it back in place...but other then that Great Job so far!
 
Level 20
Joined
Oct 21, 2006
Messages
3,231
You can stuck Siege Breaker with knockback effects, so I think that he can block you too. (Screen)

And I was wearing two two-handed weapons at the same time. And having 2k mana with Barbarian doesnt just feel right..

Also, when you play alone most of the creeps have only 10 hp, this means that one aoe and all dead. You could try to modify the number of the creeps spawned instead of their hp. And Barbarian's Whirlwind makes you immune to all spells and magical attacks, so that all ranged enemy casters start running away from you, because their attack type is magic, and Witch Doctor cant heal you because of the magic immunity.
 

Attachments

  • d3stuck.JPG
    d3stuck.JPG
    232.8 KB · Views: 161

AXN

AXN

Level 1
Joined
Mar 21, 2008
Messages
3
Very impressive and the scenery... WOW it's feels like I'm playing Diablo III!

This is very good! Even though there a some bugs and UI problems that needs user familiarization like:

1.) Normally user can click in inventory then replace an item with the one we want to equip --> here we need to select the item, place it back in the inventory then equip the one we want.

2.) The spells are good and the effects are impressive (this is for barbarian since that's my initial test)

Keep it up and I hope you finish this map! I give it a 5/5! Great job here!
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
You can stuck Siege Breaker with knockback effects, so I think that he can block you too. (Screen)

And I was wearing two two-handed weapons at the same time. And having 2k mana with Barbarian doesnt just feel right..

Also, when you play alone most of the creeps have only 10 hp, this means that one aoe and all dead. You could try to modify the number of the creeps spawned instead of their hp. And Barbarian's Whirlwind makes you immune to all spells and magical attacks, so that all ranged enemy casters start running away from you, because their attack type is magic, and Witch Doctor cant heal you because of the magic immunity.

I have already reported the siege breaker issue, you can do the same thing at many other places.
 
Level 4
Joined
Aug 23, 2008
Messages
77
7. Now i defeated siege breaker because of bug. But i think, that if that bug wasnt there, i surely had died. The battle was way too hard! Also, its kinda weird he keeps running back to inside the gate...

I just played - 2 witch doctors, 1 barb

was able to defeat siegebreaker tho it was a bit challenging(not too much) died 2wice.

all the other bosses were basically rlly easy cept for skeleton king. maybe the difficulty of the "Abomination- Thousand Pounder" should increase?

amazing map tho, luv the new skins and the inventory system. terrain far surpasses any other terrain i have every played. ive only tryed witch doc so far, but maybe more triggered abilities would make it nicer- the spells were good but would have been nice to have some more triggered ones.

5/5
 
Level 1
Joined
Aug 1, 2009
Messages
3
If the 'cool down' to all the spells were removed, or drastically reduced and the Barbarian was to run on normal mana, and not "fury", this game would be a masterpiece.
 
Some other bugs i have found.
The most weapons are not clasified.
I played as a wizard but could use all weaponstypes, even the ones of the Whitchdoctor and the barbarian.
The potions look all the same in the inventory.(minor bug)

Tipp:It would be cool that if you use a potion from your normal inventory, another potion from your big one is moving to it, because i allways had to open the big inventory during a fight with a boss and that sucked alot :/

The creep hps are way to small because with one AoE Spell you can kill them all instantly.
Try to give them spelldamagereduction by 50% or stuff like that :)
There are also some tooltip bugs.
As i got an item that gave me +damage aura, i got a special abillity for my hero that said:Tooltip missing :)

I will search for more bugs and report them later :)
 
Level 4
Joined
Mar 24, 2009
Messages
67
This is my first time playing on a terrain like this. I was just amazed by the beauty of it. The gameplay was wonderful. The map is just so intense. Very lovely indeed.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Hell ya, CloudWolf made all the items in a rush, he made them in like two weeks :S
Bad cloudwolf :p
He didnt tell us that the item descriptions was in a very early stage, we need to rework it later, maybe i will come up with an entire new layout by then.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
found a bug!
if you have your inventory open when someone opens gate to skeleton king, your camera pans over to him in a bird's eye view :p after the cinematic happens it goes back to your inventory, it doesnt affect gameplay though.
Great game!
-noob134

That is not really a bug.
The thing is that your camera is suppost to pan from where you are looking to the skeleton king and when your in the inventory and destroy the gate, you pan from there. I know how to solve it easily.
 
Level 5
Joined
Jun 8, 2009
Messages
101
I've played your map yesterday with 6 people. The map seemed perfect, although when people left the Auto balance maybe made the map easier than original? Not sure but after 2 people left it seemed to become alot easier. we ran through it with 1 barb a wizard and 2 witch doctors. which only 1 was healing cuz the other was a jackass and just ninja'd items and spammed Fire summons and Locusts.

I must say I was extra sad when I reached the end of the beta, great ending though :D.

My review in my opinion. IS that moderator who rated you? Yea, he can kiss my ass. This map is great, The inventory system is well thought out. The terrain is breathtaking. I mean, I've never seen it used so well before. Keep up the good work. The models are used greatly. The bosses, wow. Item drops are just enough. Half the map I diddn't equip half the stuff i had cuz it said Recommended and i thought that was required class. And I can't wait for future releases of this map. Im going to be playing this beta till i Pro it.

Also, it says to seek legendary items, are there any in this version i've found nothing, except 1 time a xtra Life dropped. Other than that nothing special. Also, I do understand it's beta and theres much your working on. But at the end of the game, my inventory consisted of me only having a helm a weapon a chest and legs. Leaving much of the inventory unused. It leaves much to be hungered for :D.

The game made we want to put in Diablo 2 and play through the game once again.
 
Um, yea. I found some really strange bugs.
Here are the screenshots:

First bug:
http://img262.imageshack.us/i/bug2f.jpg/
When i used the spell to slow down enemies, i couldn't use orbs on the ground.

Second bug:
http://img136.imageshack.us/i/bug3r.jpg/
The Siege breaker always goes back in, kind of annoying. He didn't use any spells, only when he got a chance to attack me, i was always out of his range and zaping him with spells.

Third Bug, more of a suggestion:
http://img148.imageshack.us/i/bugeqb.jpg/
He used the ghosts and the inferno on me, kinda imba when together! it's a bug i think, he didn't use any spells until he got a chance to attack me like the Siege Breaker.Weird.
http://img148.imageshack.us/i/bug1a.jpg/
then he died suddenly, :/

Fourth bug:
The boss of Thousand Powder if i'm right with the name. He doesn't use any spells when he doesn't attack me, i always run away and zap him, and when i get out of his range he goes into the corner and stands there every time!! :/
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Um, yea. I found some really strange bugs.
Here are the screenshots:

First bug:
http://img262.imageshack.us/i/bug2f.jpg/
When i used the spell to slow down enemies, i couldn't use orbs on the ground.

Second bug:
http://img136.imageshack.us/i/bug3r.jpg/
The Siege breaker always goes back in, kind of annoying. He didn't use any spells, only when he got a chance to attack me, i was always out of his range and zaping him with spells.

Third Bug, more of a suggestion:
http://img148.imageshack.us/i/bugeqb.jpg/
He used the ghosts and the inferno on me, kinda imba when together! it's a bug i think, he didn't use any spells until he got a chance to attack me like the Siege Breaker.Weird.
http://img148.imageshack.us/i/bug1a.jpg/
then he died suddenly, :/

Fourth bug:
The boss of Thousand Powder if i'm right with the name. He doesn't use any spells when he doesn't attack me, i always run away and zap him, and when i get out of his range he goes into the corner and stands there every time!! :/

Two: That should not happen if you do not run away and hide by purpose.
Three: Yes he can use many spells together depending on how you battle him. Thats not really a bug. And i have no idea about the instant death thing.
Four: Thousand Pounder. They walk back when you run away and hide, and thats not the purpose of the game.

So Two & Four should only happen if you play hide and seek with the bosses and that is a default system in wc3, it has nothing to do with our map.
Also, Your not suppost to play this map single player, and its when you play single player and play hide and seek that most of the stuff happens, and whats the fun of playing if you just run away, attack, run away over and over? :S
 
Level 8
Joined
Oct 18, 2008
Messages
371
That is probabably the most noble thing I've heard someone on this site say about their own resource. Good show!

Very good map, played it a few times, bugs are very few at this point.

I recently played this version for the first time, and now I'd like to point out a few things:

I played in a nearly full party. We had 2 witchdoctors (1 havign been myself) 2 barbarians, and a wizard. We went through the first half of the game without any problems. 1 of our barbs left, but I kept us alive quite well with a maexd out heal spell. 1 of the problems our wiz encountered was the hotkey for pulse was bugging after using other spells, and wouldnt work for a short while. We also collectively discussed improvements after he had beaten the game:

1. The graphics were astounding, and mostly true to Diablo 3.

2. The lack of a merchant is a bit of a let down. Even though one does not exist in the gameplay trailer, it would be very nice if you put one in, as there is a bit of an overflow of useless items, which could be ver successfully pawned to get better ones. (not expectign this oen to get implemented, we had just discussed it, and we felt it could be a nice addition)

3. There is a lack of item variety and high-level items. At one point, in the end jungle area, nearly every enemy was dropping Kinght's Armor or a Basic Sword.

4. The hotkey bug, as described above.

5. The spell choice was very good, if a bit hard to get used to when you have to open several different menus to get at certain spells, such as Summon Mongrels, but, this is a necessary evil.

6. The inventory system was very good; however, we all felt it should not be the esc key that opens it. There should also be a tooltip over each empty item slot telling you what the slot is for. People also had trouble figurign out how to put potions in your potion belt, as they went straight to your inventory. Perhaps have them automatically be sent to the potion belt?

7. The enemy variety was very good, and kept us on our toes.

8. There is a bit of leak within your triggers, I believe. We had a bit of lag at certain points where normally there would be no lag, and a very long black screen after the game has ended.

9.The bosses were mostly just a hack 'n' slash. I noticed that you added phases and minions and unique spells to each; however, the only boss where we really had to think and form a strategy was the Skeleton King.

10.All of the cinematics were bugged. The cameras went to totally wrong places, and often just plowed straight into the ground.

11.The voice acting was very well done, and gave the Skeleton King a very good aura of evilness (if you hadent noticed, we agreed that the Skeleton King was one of the best instances of the game).

12. The end boss seemed rather bland, and seemed to be lackign the explosive power he had in the Diablo 3 gameplay trailer.

Overall, an amzing game from beginning to end, and because this is only the beta, these minor bugs arent that big a deal
5/5 and +rep!
 
Last edited:
Level 21
Joined
Dec 9, 2007
Messages
3,096
Well the icon of the mana potion seems to be like the healing potion's.
Orb of darkness seems to give either 17 damage and 20 intelligence or 20 damage and 17 intelligence.

I saw some possibly interesting areas, but I guess they are not complete or they just aren't playable...

The hotkey of the "Pulse" ability of the Wizard after casting the shield is jammed. No hotkey...

I suggest rising the mana cost of the Wizard's third ability and probably increase the stun duration a bit.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
is the playable area going to be larger in the next few updats or the final vs?
Because there still is alot of space left and it would be a pitty if the game is this short, like now, because its still very easy and needs more "quests" ^^
but you have time :p
wc4 is far away from being produced^^

This is suppost to be a hack & slash map, not a run around and quest map :/
And it really isnt that short, its not often i see maps that takes as long as this to complete.
And if we add more stuff into the map, it will start to lag, but we will make more maps insted of having a huge one that lags.
 
This is suppost to be a hack & slash map, not a run around and quest map :/
And it really isnt that short, its not often i see maps that takes as long as this to complete.
And if we add more stuff into the map, it will start to lag, but we will make more maps insted of having a huge one that lags.

Yea that is a truely better then a lagging map.
But poor you guys :D that will take long^^
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Yea that is a truely better then a lagging map.
But poor you guys :D that will take long^^

New maps won't take as long as you think ;) We have most of the base systems etc made in the existing map, so all we have to do is CnP then across and make a new level :) So basically, we could make new maps in a fraction of the time as over half the work will already be done :D

Before we can start on another map though, we need to make sure the current one is 100% finished :D
 
New maps won't take as long as you think ;) We have most of the base systems etc made in the existing map, so all we have to do is CnP then across and make a new level :) So basically, we could make new maps in a fraction of the time as over half the work will already be done :D

Before we can start on another map though, we need to make sure the current one is 100% finished :D

No question :)
But would it be possible to add them like a campaign, so if you won the game with your team you will be lead to the new map?^^
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
Campaigns are singleplayer and new maps cannot be started like that in multiplayer.
Plus, all the players need to have the next map downloaded.

For an example of multiplayer maps network, see Ragos ORPG or something like that.

A RPG version of the D3W would be nice after the map is out of Beta.
 
Top