Diablo III Warcraft Beta v1.19b

This bundle is marked as approved. It works and satisfies the submission rules.


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
1.05 wohoo. Ive been "unactive in this topic" (lols) becouse i just got sonic unleashed. But i will check everything when i got time.

Im done whit it, check this out:
Diablo 3 Warcraft - Standard Charts
Warning: if you go to this link you will see how the map looks, if you want to get suprised when you play the map, dont click this link.

Diablo 3 Warcraft - Detail Charts
Warning: if you go to this link you will get information about where all event, chest and boss locations is, if you want to find it yourself, dont click this link.

I made Charts for you map, hope you like it.
=)
 
Level 5
Joined
Apr 2, 2007
Messages
184
I always wanted to start my own religion... so I did! Join the CloudWolfians today!
Translated to english that means: Yay, 1.05 :D. You're damn fast at updating the map ;P
 
Level 29
Joined
Sep 30, 2008
Messages
1,458
argh xD Ive already found a few bugs with 1.05 lol :)

mana potions dont stack, and the thunder hammer doesnt bestow any stat increases xD

meh, that can be for 1.06 :)

I always wanted to start my own religion... so I did! Join the CloudWolfians today!
Translated to english that means: Yay, 1.05 :D. You're damn fast at updating the map ;P

lol! if that were true, you would probably all get bored from the serious lack of smiting ^^
 
Level 5
Joined
Apr 2, 2007
Messages
184
Well right now "we" only have one member and that is me... but that means I can be the Hierophant or whatever!

W00t? Doesn't the thunder hammer have any stats? So I've been carrying around on a useless lump of rock? Should have checked that it really gave any stats before I walked away with it...

As for the mana potions, yes that is quite annoying.

And according to my calculations on how fast you update the map I predict that 1.06 will be released before this time tomorrow. Probably earlier. lol
 
Level 5
Joined
Apr 2, 2007
Messages
184
Oh and I have two things I want to point out.
Why is the Witchdoctor "flying"? He seems to hover just a little bit above the ground. Or are my eyes have playing tricks on me o_O.
And why are the "ghouls" in the beginning of the dungeon murlocs? I mean, which scenario sound most realistic:

Barbarian: This place is thick with the stench of ghouls.
<Big bunch of ghouls appear>
or
Barbarian: This place is thick with the stench of ghouls.
<Big bunch of murlocs appear>
 
Level 8
Joined
Apr 5, 2008
Messages
367
Indeed:xxd:

CloudWolf... why did you change the mini map? I got the feeling that you change the Loading Screen and stuff each new version... which might be exaggerated.
Personally I dislike having pictures replacing a real mini map : /

By the way, I guess we're doomed. Guys from Wc3 Campaigns net are working on a D3 map as well... :(

Which is good on the other side, because it will be great as well, too great^^
 
Level 29
Joined
Sep 30, 2008
Messages
1,458
I offer my services to make for every hero a fully triggered spell set (if needed I can make them MUI too), so you can connect attributes and such with the spells... like real diablo 3.

Just pm me if you want.

If you want my references, search in the spell section my name.

Right now, im doing this 100% by myself :D however! Saying that, I may decide to get this project hosted on the Hive, and put together a team for it :D If I do, i'de gladly hire you lol :)

Indeed:xxd:

CloudWolf... why did you change the mini map? I got the feeling that you change the Loading Screen and stuff each new version... which might be exaggerated.
Personally I dislike having pictures replacing a real mini map : /

By the way, I guess we're doomed. Guys from Wc3 Campaigns net are working on a D3 map as well... :(

Which is good on the other side, because it will be great as well, too great^^

gaaagh, and so the competition starts :D Ide better get cracking with some nes stuff xD Gotta stay one step ahead :) could you link me to it? lol, i wanna see how far they are :)
 
Level 17
Joined
Feb 9, 2008
Messages
1,505
Right now, im doing this 100% by myself :D however! Saying that, I may decide to get this project hosted on the Hive, and put together a team for it :D If I do, i'de gladly hire you lol :)



gaaagh, and so the competition starts :D Ide better get cracking with some nes stuff xD Gotta stay one step ahead :) could you link me to it? lol, i wanna see how far they are :)


What the map needs is a ranger class, like the Amazon, even if Blizzard hasn't added the class yet.
 
Level 3
Joined
Jun 9, 2008
Messages
14
version 1.05
much better, gratulations

but there is something:
class spezifik items dont work ... the babarian can take wizzard staff's or something else
and its a bit inbalanced... with the babarian:
at the beginning shocwave rips all the creeps with only 1 attack
but outside of the katacombs the creeps are so strong ... with babarian (singleplayer)... no chance

i think the babarian needs his jump... e.g. to jumb behind zombies to kill the mages
because if they call her skelletons its so hard that you have to run a bit back for health orbs ...

healt orbs... at the beginn there are so much ^^ later (outside) there are just few orbs ....
 
Level 5
Joined
Apr 2, 2007
Messages
184
Since I come here every 5 minutes I'll ansver your first question Soraphis:
They aren't "class-specific". It just says for example "recommended for Witchdoctor/Wizard" or "recommended for Warrior/Barbarian" because it is a good idea to use those items as those classes. You don't NEED to be those classes.

And I doubt those "upstarts" at Wc3campaigns will be of any trouble. Their map won't be half as good as this one ;P
I hope...
 
Level 2
Joined
Jul 13, 2008
Messages
18
Indeed:xxd:

CloudWolf... why did you change the mini map? I got the feeling that you change the Loading Screen and stuff each new version... which might be exaggerated.
Personally I dislike having pictures replacing a real mini map : /

By the way, I guess we're doomed. Guys from Wc3 Campaigns net are working on a D3 map as well... :(

Which is good on the other side, because it will be great as well, too great^^

Sorry to troll but can you post link to the d3 from wc3campaigns team ?
 
Level 8
Joined
Apr 5, 2008
Messages
367
Sorry to troll but can you post link to the d3 from wc3campaigns team ?

I dunno the team. I just read through many threads on Wc3c today and on one emjlr3 talked about having finished the WD and Barbars skillset and was half done with the ones of the wizard. And there was written some further stuff :s

I myself finished the Barbars skills and am half done with the WD, took me ages already but I'm confident the result :p
 
Level 3
Joined
Jan 11, 2009
Messages
62
Man, this map is awesome! Some suggestions:

-This point isn't that important, but i think lvling is way too fast. You own it solo though oO
-Im not sure, but it doesn't seems that the evasion skill of the warrior is really 30% (high-skilled). It's a bit lower in my opinion...
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
You should add the wizard's disintegration beam.
I think its kinda hard to make a beam appear infront on the hero and then your able to aim it by clicking where it should attack.
Also, the description say "Coming Soon: The Amazon!".
One ability that can be done in ages, or one hero? :p

What the map needs is a ranger class, like the Amazon, even if Blizzard hasn't added the class yet.

Coming Soon: The Amazon!
Wohooo, seems like noone reads the damn description. like befor "whhaaaaa why cant i open the map, is it protected?!... yeah it said that in the description.
The darn description already says that he will add amazon.
Hope your happy now.

Before I make a next version, i need to come up with some ideas, cus I'm running out of things to implement xD

Why didnt you say that befor? There is much stuff you can implement x).
Adding Rage (atleast try :]).

Making the custom stats system (so you can choose stats yourself(Can be hard to balance but that is somthing to work on, right?))

Item sets, A small chance that the chests and bosses drops a Str, Int or (agi when amazon is released) set item (like 5% drop) and make them stronger if you have more then one part.

Making the Spell System like in Diablo2. You have to learn one spell to learn another, and when you learn one spell, another spell gets better(becouse they are both the same type of spell). This system shouldent be THAT hard to make if you just know how.
 
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Level 5
Joined
Apr 2, 2007
Messages
184
Isn't there already a rage system :S At least when I tried the barbarian (for the millionth time, this time in v 1.05) there was a rage system. And didn't CloudWolf say that he had implemented it?
 
Level 23
Joined
Nov 29, 2006
Messages
2,483
Agility focusing is not a good thing in wc3 since agilityheroes often gets imbalanced. Ofcourse experimenting and nerfing them at the end will work... But the first glimpse at it, meh, in my opinion.
 
Level 20
Joined
Oct 21, 2006
Messages
3,232
Make all heroes to be agi and set armor and as bonus from agi to 0.

Well for an example if theres a very powerful tank in game and it has like 999 str then it would also have 999 damage and then its imba becuz 10000 hit points and 999 dmg.
 
Level 29
Joined
Sep 30, 2008
Messages
1,458
Isn't there already a rage system :S At least when I tried the barbarian (for the millionth time, this time in v 1.05) there was a rage system. And didn't CloudWolf say that he had implemented it?

yea :D there is! Basically, his mana decreases 2 points every second, and he gains mana by attacking stuff :) its a shame i cant change the mana colour to red for one unit :D lol

In other news, im currently working on some new items, and making the non-rare ones have a random drop rate :D Im also gonna put several more spell items in the game :D maybe even a bag system? ;)
 
Level 5
Joined
Apr 2, 2007
Messages
184
Yay, more spellz0rs :p How about a big evil spell of mass-destruction that will blow up even Tyrael? (which I haven't managed so far, at least not with the Witch Doctor). And a bag system would be awesome. But even more awesome would be an equipment system. And those two combined would of course be even more awesome ;P
 
Level 1
Joined
Oct 29, 2008
Messages
6
Imo, you should first make each character more unique, give them better (triggered) spells, that's the first impression I got after looking at the character skills, "Oh, ah well, the terrain is awesome".
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
yea :D there is! Basically, his mana decreases 2 points every second, and he gains mana by attacking stuff :) its a shame i cant change the mana colour to red for one unit :D lol

In other news, im currently working on some new items, and making the non-rare ones have a random drop rate :D Im also gonna put several more spell items in the game :D maybe even a bag system? ;)

Perhaps if you made some floating text appear above heroes?
Like level, health, mana etc? This would be very useful and would help players make faster decisions.

Example:
-LVL X-
======
======

It's proven that players usually just play and don't look at all the informations around them like in multiboards etc.

I'd suggest you implement such a system to make players more aware of their partners.
 
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Level 5
Joined
Apr 2, 2007
Messages
184
I just remembered an idea I came up with when playing the map:
How about changing the music during boss battles and such? For example when you encounter the Skeleton king it could play "dark victory" or whatever. And changing the music in the map in general would be an improvement, though not an important one. I wish it was possible to get the Diablo III music somewhere but that'll probably not be possible in a loooong time :(
 
Level 6
Joined
Feb 21, 2008
Messages
205
I played this map with another friend, we playe barbarian / Witch doctor.

First of all:
The terrain is AMAZING! Your map would get 10/5 even if it only had terrain in it.
The game seems to be slightly easy, though I think it would be ALOT harder without a witch doctor healing.
The one thing that I really didnt like, was the lack of "exciting spells". I played the witch doctor, and the firebomb said it would do high damage on impact, though i didnt see any impact damage, only the DoT. You need to work on triggered abilities, but else this map is fantastic, keep up the effin' good job.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
The one thing that I really didnt like, was the lack of "exciting spells". I played the witch doctor, and the firebomb said it would do high damage on impact, though i didnt see any impact damage, only the DoT. You need to work on triggered abilities, but else this map is fantastic, keep up the effin' good job.

He is recruiting(if i spelled it right) people to work on this map right now, and if we get someone that is awesome on making triggered spells... :eek:.

BTW, nice name you got, specially when this map is open source, lol :gg:
 
Level 6
Joined
Feb 21, 2008
Messages
205
He is recruiting(if i spelled it right) people to work on this map right now, and if we get someone that is awesome on making triggered spells... :eek:.

BTW, nice name you got, specially when this map is open source, lol :gg:

Am busy working on my own maps am afraid, takes up too much time.

yeah I like my name, thanks, I guess lol
 
Level 2
Joined
Nov 18, 2008
Messages
4
i downloaded it today and played it with 3 friends. we were all impressed by the great atmosphere and the awesome terrain. though, you could make the ways wider and increase the line of sight. i could help you with some spells or heroes if you like. i am not that experienced with it, but i like to create new skills. just pm me.
 
Level 29
Joined
Sep 30, 2008
Messages
1,458
Well, its a bit of both i guess :) I can imagine that this happens a lot when your on the bridges at the start? :S

I dont really want to make them wider, as theyre meant to be quite thin. However! I do have an alternative :) I could make the heroes Collision size smaller, allowing them to almost move over one another?

Ill have to test it out though, because i dont want ppl running through masses of creeps :D lol
 
Level 3
Joined
Oct 3, 2008
Messages
47
Well, its a bit of both i guess :) I can imagine that this happens a lot when your on the bridges at the start? :S

I dont really want to make them wider, as theyre meant to be quite thin. However! I do have an alternative :) I could make the heroes Collision size smaller, allowing them to almost move over one another?

Ill have to test it out though, because i dont want ppl running through masses of creeps :D lol
If you could somehow implement it to where heroes no-collide with eachother, but nothing else, that would work very well, and its not very much the players fault, its like a one at a time move-through at some places, and two at a time in others, it gets kinda hard, especially with the ranged running ahead, so melee can't get up and tank.
 
Level 5
Joined
Apr 2, 2007
Messages
184
If you could somehow implement it to where heroes no-collide with eachother, but nothing else, that would work very well, and its not very much the players fault, its like a one at a time move-through at some places, and two at a time in others, it gets kinda hard, especially with the ranged running ahead, so melee can't get up and tank.

The easiest solution to that would be:
Let the damn tank go first! That's kinda the point with tanks right?
If the "ranged-classes" are so extremely eager to move on, its their fault if they die.
 
Level 20
Joined
Oct 21, 2006
Messages
3,232
Well, its a bit of both i guess :) I can imagine that this happens a lot when your on the bridges at the start? :S

I dont really want to make them wider, as theyre meant to be quite thin. However! I do have an alternative :) I could make the heroes Collision size smaller, allowing them to almost move over one another?

Ill have to test it out though, because i dont want ppl running through masses of creeps :D lol
Hero = 32+
Footman = 31
Peasant = 16

Just set it to 31 and all will be fine. :/
 
Level 2
Joined
Oct 17, 2008
Messages
11
nice job

map is fantastic i dl it emedietly when i saw it is out i tought it will be ok map and i decided to try it out but when i choose my hero i was shocked i watched trailers of diablo III and man you even maked it look cooler than on trailer. I tryed it myself on singelplayer and i had do use cheats to finish it so i was little disapoind but when i gave it few more trys i find it very amuzing and interesting i was able to finish it whit barabrian on my own whitout cheats dont ask how ×D. Any way i give map 4/5 for one and one only reason map is too small.
This map have much potential in becoming awsome RPG if you make it bigg and more interesting if it is possible so my advice is make it bigger an make more zones people would like to play map like this and they do so keep up whit good work and if you need help ( i hardly believe ) feel free to PM so i can help

gl & hf

P.S. make those versions more often i love playing them
 
Level 29
Joined
Sep 30, 2008
Messages
1,458
map is fantastic i dl it emedietly when i saw it is out i tought it will be ok map and i decided to try it out but when i choose my hero i was shocked i watched trailers of diablo III and man you even maked it look cooler than on trailer. I tryed it myself on singelplayer and i had do use cheats to finish it so i was little disapoind but when i gave it few more trys i find it very amuzing and interesting i was able to finish it whit barabrian on my own whitout cheats dont ask how ×D. Any way i give map 4/5 for one and one only reason map is too small.
This map have much potential in becoming awsome RPG if you make it bigg and more interesting if it is possible so my advice is make it bigger an make more zones people would like to play map like this and they do so keep up whit good work and if you need help ( i hardly believe ) feel free to PM so i can help

gl & hf

P.S. make those versions more often i love playing them

Ty for the review :D lol

Only problem with making this map bigger is the lack of available size, and the number of doodads is uses xD To make it bigger means reducing the quality of existing terrain which just isnt acceptable for me :S lol

However! Saying that, the idea for the future is to make multiple maps based on new stuff blizzard reveals, where players can load their character from the previous map :)
 
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