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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
Well Ithink they mentioned that they didn't want to release a Open code map for security perposes for their map. Although they also said they might release one without the key systems :).

Was that your question?

Well, the reason why the map is inaccessible is because we had to reduce the map's filesize using MapOptimizer. The tool removes as much data from the map without actually breaking it but in the process it makes the editor crash on loading.
 
LTGH doesn't want his inventory distributed.

Remove the Inventory System and load it up as an unprotected one^^
Than he will not be distributed and everyone is happy to be thought of.

Another question:
What kind of optimizer did you use?
I am searching for a better one then mine, because it does just reduce the fiesize about 6%-.-
 
Level 14
Joined
Dec 13, 2008
Messages
1,614
Hmm, now that Blizzard released a new class (not a joke like the Archivist, but he was powas :) ) i think you will add a anew class at D3W, maybe using the faceless one model for the skinn :), just fix the god damn hands, and the squids at his face are perfect for beard :)
 
Hmm, now that Blizzard released a new class (not a joke like the Archivist, but he was powas :) ) i think you will add a anew class at D3W, maybe using the faceless one model for the skinn :), just fix the god damn hands, and the squids at his face are perfect for beard :)

Actually a custom model is in progress...
 
Level 2
Joined
Apr 23, 2008
Messages
25
1.18 seems a lot more slow-paced than 1.17,imo.it also felt really weird that the wizard's auto attack only has 180 range.other than that,I have no complaints about the map,keep up with the awesome job,guys ^^
 
Level 9
Joined
Dec 17, 2007
Messages
431
He means that I can play Dota over ninethousand times and dont get bored, but I'll get bored to Diablo 3 after playing it a few times.

Which is very true, It's awesome when a new version comes out, or something new happen with this project, but playing a version more than once is plain boring :( but it still looks good :) There are some factors which can help on the replayabillity for a map :)
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
There are some factors which can help on the replayabillity for a map :)
As making it more difficult (OD <3) and adding more variation (so its not a plain hack'n slash), enemies just get plain down slaughtered instead of being countered in one way or another. I believe Archian's D3 has done quite a bit on that part.

A way would be to add ambushes (i think there is one, but this is just supposed to be an example), getting surrounded, having to get past barricades, dodging missiles?, or something along that. Secret paths leading to secret items would be nice too ;)

Wc3 campaign actually has alot of variation when it comes to things like this.
 
Level 20
Joined
Oct 21, 2006
Messages
3,231
Yesh, this map is just a visual beast that impresses you a time or two, but nothing else.

To be honest the game play and everything suck, but because it looks so Diablo'ish you just think that its cool and bla bla. Ooo 40 enemies spawn, cool, one nuke, omgofdvkcool. Not.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Yesh, this map is just a visual beast that impresses you a time or two, but nothing else.

To be honest the game play and everything suck, but because it looks so Diablo'ish you just think that its cool and bla bla. Ooo 40 enemies spawn, cool, one nuke, omgofdvkcool. Not.

Thats the exact reason why we have a forum.
So people can tell us whats wrong with the map and what to improve.
If that map is plain boring and "SUCKS" just tell us why and we will see what we can do about it.
For example, we will HOPEFULLY... add the new spells in 1.19... i will stop spamming about we "WILL" add it, cus i dont know whats happening right now...
And we will try to make a custom system to the map that makes the path different time to time, also we plan to make random events so that different things happen like everytime you play, hopefully that will increase the replayability.
 

NisNamanArhat

N

NisNamanArhat

In the equip menu, the mana potion icon is the same as the healing potion. As in the mana potion is represented by the healing potion icon, instead of the mana potion icon.
 
Level 6
Joined
Aug 26, 2009
Messages
221
i've go to blizzard web and it's say there are new classes, monk, it's right? i never play diablo but your game it's awesome! try to add some maze or secret or another strategy gameplay! if only game to kill the enemy it's make me (and my friend) feel bored. But it's awesome !(again)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
In the equip menu, the mana potion icon is the same as the healing potion. As in the mana potion is represented by the healing potion icon, instead of the mana potion icon.
That have been posted a few times already and you can find it in our bug report section of the forums.

new monk class!
Is that counted as spam or was you just bored enough to post it? :S
We have 2 huge threads about the monk class and still we get posts like "The monk!" "Add monk" "is the monk going to be added"
And i say "We will add more classes as blizzard reveals them" and that should be easy to understand :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
and way to much armor.
Maybe you could reduce the aggi/3=Armor to Aggi/2=Armor.
Or reduce the attackspeedbonus/agility.

We will need to balance it more then that i think.
In the end, agi > armor would get imba.
Imagine a high level char with only agi items? He would have a huge amount of armor & attack speed. Maybe reduce the armor given to like 1 and then give a small dodge chance etc...
And insted of a much attack speed, reduce that by 50% and insted add crit chance..
We will talk about that later : p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Dont make agility to increase attack speed or armor. Instead of that it should give +dmg (if main) and increased critical strike chance on physical attacks and increased chance to evade physical attacks.

Since when did you boss over us? :(
I think agi should be:
Damage increase.
Critical Hit % increase.
And a small amount of dodge insted of armor.

And i think that weapons should decide the attack speed, not the heros.
With that said, i think that you agree with me since we pretty much said the same thing.
 
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