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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 17
Joined
Jun 9, 2007
Messages
2,493
Even a noob who is new to the Hive knows this is a great map but I wonder why yous guys aren't getting the Directors cut Moderation....

Becouse it lack some things.
The gameplay is still a bit "meehhhh.." It needs more hack and slash gameplay.
We are still fighting with bugs.
And we have some problems regarding such things as the inventory.
But i think we could reach a 5/5 if we work harder :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
It needs some role playing elements. Pure hack and slash sound tough, eh?

Diablo is a hack and slash game. :O
Have you watched the gameplay videos?
The big mobs in our map dies in like 3 hits in the videos, but you also get damaged like hell when they hit you. In d3 your suppost to avoid attacks while you do massive damage to a massive amount of units etc.
And our map doesnt have that :p
 
Level 10
Joined
Jun 7, 2008
Messages
420
Well its a very good map, too bad its no longer open source... don't get the point actually, shouldn't we all be cooperating to advance the state of mapping in warcraft? Don't understand why you don't like others to use your 'best' triggers.
Just my .02
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Well its a very good map, too bad its no longer open source... don't get the point actually, shouldn't we all be cooperating to advance the state of mapping in warcraft? Don't understand why you don't like others to use your 'best' triggers.
Just my .02

It is quite possible that the map will become open-sourced again for version 1.20.

The reason why it isn't open-sourced is because we need to optimize the map to make the map as battle.net friendly as possible. It's not like our triggers are worth protecting for.
 
Level 10
Joined
Jun 7, 2008
Messages
420
It is quite possible that the map will become open-sourced again for version 1.20.

The reason why it isn't open-sourced is because we need to optimize the map to make the map as battle.net friendly as possible. It's not like our triggers are worth protecting for.

Ah allright thanks. +repped.
Thing is, for visual learners like me, the best way to learn is to open up and reverse engineer a map.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Problem solved :p

Well how do I put this...

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attachment.php


Might tell you guys that I accidentally ruined my computer. I got no drivers for my graphic card meaning I am unable to play any game nor open any 3D stuff.
 

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Level 30
Joined
Sep 30, 2008
Messages
1,460
Basically, the current inventory is a lost cause. It's a million times more complicated than it needs to be, and there's several bugs which we've had no luck fixing :p This is one of the main reasons we are starting a new one from scratch :)

However! For v1.19, I'll be re-skinning the current inventory to not include the slots that do not work :) I'll also be adding a few extra items to the random-drop pool to create a little more diversity :)

v1.19 should be upon us soon :)
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
Problem solved :p

Well how do I put this...

attachment.php


attachment.php


Might tell you guys that I accidentally ruined my computer. I got no drivers for my graphic card meaning I am unable to play any game nor open any 3D stuff.

I've got 2.5 at my lowest score. Sadly, I no longer have Vista or 7 for some issues, but I had 8 on my graphics card. :smile:

And how about implementing the BX-TRS II for 1.20?
It's very easy to use and in Diablo (2) style.
Try using WoW icon borders, or custom ones and you'll make a nice one.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
And how about implementing the BX-TRS II for 1.20?
It's very easy to use and in Diablo (2) style.
Try using WoW icon borders, or custom ones and you'll make a nice one.

We have already said to many times that we wont use it :O
We want a fast and easy to use system that even can be used during combat and when you still have controll over you character.
BX-TRS II is as far away from that as you can get.
And this is also why we want to make a new one.

:|
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
We have already said to many times that we wont use it :O
We want a fast and easy to use system that even can be used during combat and when you still have controll over you character.
BX-TRS II is as far away from that as you can get.
And this is also why we want to make a new one.

:|

Just let me finish my version of the BX-TRS II and you'll see.
I open the TcX core to extract data such as custom bonuses, oh and it works during combat. You have to remove/comment out just one line. You can also have another multiboard while the FSI isn't open.

But eh, as you wish. I think it's pointless to try to convince you anymore.
 
Level 3
Joined
Aug 26, 2009
Messages
48
This question has probably already been answered... but ill just ask away like the noob I am. Was Tyrael in the video tutorial because I didn't watch it completely and if he was why was he deleted from the map? just asking don't be offended if you find this offending.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
This question has probably already been answered... but ill just ask away like the noob I am. Was Tyrael in the video tutorial because I didn't watch it completely and if he was why was he deleted from the map? just asking don't be offended if you find this offending.

As VengeanceKael rightly said, the tyrael model was just too big in terms of file size. He took up approximately 1mb. At the time the max size limit was 4mb, and 1/4 of the total size on one model just wasn't acceptable for us :D

However! Now that the max size-limit has been increased to 8mb, we've got plans to re-make the Tyrael boss fight better than ever for v1.20 :)
 
Level 3
Joined
Aug 26, 2009
Messages
48
oh... all good. The scene when I get stunned by this librarian guy and a corpse drags me off only showed up once then I played it again the it wouldn't show.
 
Level 1
Joined
Aug 3, 2009
Messages
501
I too miss Tyrael...my favourite character in Diablo II (haven't played Diablo III yet,only seen game play) - Wish you would've added him in this version though. *sigh* Models and terrain are awesome! 5/5 no question about it!
 
Level 8
Joined
Apr 5, 2008
Messages
367
Okay, played it for about 15min and stopped because I was too lazy to search the switch for the door. I'll mention what I think needs to be improved.

-too much blood
Don't play the blood effects that often, the effects by willy are just too huge to be used on every ghoul etc. That also makes em less special and reduces performance.

-camera frequency
Increase the frequency for the camera adjustment. Even though the framerate seems to be much better now the low camera frequency gives everything a laggy touch

-monk (well this is rather Taylors business ;> )
-too thin
-doesn't look warcraftish overall and thus doesn't fit
-the portrait seems to be bugged (looks like it's interrupted all the time)
-and most important, the animations suck hard regarding their speed and well... the kick is just awkward, I told him already but he didn't wanna change :<

-and you may check out his attack range ingame, looks like it was a bit too far for a melee, but uncertain about that
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Okay, played it for about 15min and stopped because I was too lazy to search the switch for the door. I'll mention what I think needs to be improved.

Well, the thing is that the switch is basically the trap which opens the door.
-too much blood
Don't play the blood effects that often, the effects by willy are just too huge to be used on every ghoul etc. That also makes em less special and reduces performance.

Well, would perhaps be a good idea to make it 50/50?
 
-too much blood
Don't play the blood effects that often, the effects by willy are just too huge to be used on every ghoul etc. That also makes em less special and reduces performance.

I agree with Na_Dann_Ma_GoGo, there are too much blood 'explosions'.
They look really nice, but there are too many, if every enemy (ghuls en masse) dies with a big fountain of blood. Just create that effect every 4th kill, or if it's possible if the damage is 3x larger than the life of the unit, when it dies. (the 3x is only a suggestion.)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I'm quite happy to reduce the amount of blood if its a popular request :) Personally I love the amount of blood xD But I'm here to give the players what they want, not what I want ;)

What about the shaking camera?

I was under the impression we fixed that bug? None of the players who helped test the map reported it, and there were quite a few testers :S I'm hoping that's not the same as the old bug?

I'd like a little more info please :) Does your camera shake permanently, and fall during cinematics? or are you just talking about the rate at which the camera follows the hero? :) In which case, I can just adjust the frequency of the trigger ;)
 
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