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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 this is what I did:
I made a small testmap.
I have added Clawns Of Attack (+12) to the system.
I have picked up items.

That's all!
The messages you can read are examples of the information you can get with the system, and how else should I give information?

He wanted to see some Graphic User Interface to which you interacted with. It ain't plain obvious for some. :)

EDIT: Oh, right. Good job on the system! Looks pretty solid. When will you have a ready version for us to try out?
 
Sup Diablo III - Warcraft Team!
I decided to make a little save / load addon, because I've heared you are planning to do several maps. If you want so I will include the functionality that loading forward is possible, but backward not. (So the maps you do can have different difficulty, for example this is easy, next will be harder and so on).
You could save code from this version and load in the second part, but not the other way around. Tell me if you like it. Will work on the inventory system again later.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Sup Diablo III - Warcraft Team!
I decided to make a little save / load addon, because I've heared you are planning to do several maps. If you want so I will include the functionality that loading forward is possible, but backward not. (So the maps you do can have different difficulty, for example this is easy, next will be harder and so on).
You could save code from this version and load in the second part, but not the other way around. Tell me if you like it. Will work on the inventory system again later.

Those plans have been scratched. Making multiple maps aren't worth it since we simply don't have the luxury of time.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Those plans have been scratched. Making multiple maps aren't worth it since we simply don't have the luxury of time.

But there is still a chance of a ORPG d3w map.
Even if some people dont have so much time, it would be fun to have something to work on time to time ^.^

When i think of it, i could just go and make up some small side-story quest lines etc for the map.. in hope of actually making the map :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
But there is still a chance of a ORPG d3w map.
Even if some people dont have so much time, it would be fun to have something to work on time to time ^.^

When i think of it, i could just go and make up some small side-story quest lines etc for the map.. in hope of actually making the map :p

Could you tell me more about what you're actually planning to do? Will it be in the same map or in an external one?

If I'm not mistaken CloudWolf changed his mind about creating a new map because it's simply not worth it.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Could you tell me more about what you're actually planning to do? Will it be in the same map or in an external one?

If I'm not mistaken CloudWolf changed his mind about creating a new map because it's simply not worth it.

I have talked alot about it.
And cloudwolf said that we could make another map, an ORPG, but he will not be able to lead the project all the time, but he will terrain the map etc.

And my plan is to make it like your in a main town, you get quests, go to different areas etc. but there will only be one big town, just like if it was one act in diablo 2

You start in a town, you get some quests, you go out there and do them, return to town, get new ones, go to new areas etc.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Im still unsure whether or not its worth starting a brand new ORPG project :p

As soon as SC2 is released, I'll pretty much finish with all my warcraft 3 projects and begin something new for starcraft :)

My personal preference would be to continue updating this map as much as psosible until then :)

As for multiple maps, thats an idea which has been abandoned. I've decided to keep everything on the current map. However, with each update I'll be expanding the dungeon and adding new content :) I'm already creating a new boss for the upcoming v1.20 :p
 
Guys I got to update! ... (Bump lol)

Well I worked a LOT on the inventory system this weekend.
I got the InventoryHandler to work, implemented AdvancedInventory, ItemStacking, ItemForging and InventoryItemSeek.

What does this mean for you? Well currently I can (successfully) forge items, make items stack and remove or count items of type from/of the hero.

Also I made the pickup condition module to work, so a little test has proven that for example a function that returns false for MountainKings are not able to pickup a chosen itemtype.

While this means only I do have more stuff, I now (unofficially) announce my first BetA of the inventory system to the 1st of January 2010.

While still a lot of testing has to be done, I also need to implement an user UI to give the user access to the system. Currently I replace blizzards ugly 6 slot inventory which is really awful, because I plan to do an large fullscreen system, which includes trading, multiple item selections and sorting of items by type, name or custom data.

While the fullscreen may not be public for the beta, most of the functions will.
 
Exactly. I will release it to the public so developers can actually test it and find bugs and issues for me, also so that they can get familiar with code.

Good news!

PurplePoot was about making an Data Exporter which is able to access to Object Editor data in vJass. You can find the program here.
When I get it to work I will make it so that most information will be loaded automaticly, so you don't need to setup anything at all.
 
Level 4
Joined
Jun 6, 2008
Messages
97
This Map has gotta be the best Diablo Map I've ever seen!
I first Tried the Barbarian and then whoa!I went
Then I tried Witch Doctor and I said He's Immortal!
Then I went to try Monk which Ill try later.
I just downloaded the map 2 days ago. and a few testings before commenting.
Very Balanced for JUST a Beta.What I'm trying to say is that This map is too completed for my thoughts of it just being a beta.


Overall :11/10
 
Level 3
Joined
Aug 26, 2009
Messages
48
Heehey, the camera's movable! What's the place in the right most side of the mini map for? You never really get there... but hey I never really fully saw the demo so I'll just shut up.
 
Important update notice!

Due to the newest changings to the vJass developing, JNGP Tools and my vJass knowledge increasement I made a new one from scratch.

Due to this discussion I learned that keeping things small is really important.

The new one will has every feature the old system has, however, its a lot smaller and easier to implement.

For example, the modules CIForging and CIStacking are optional and can be implemented or not. If you use them, you need to also implement the module CIItemSeek (A helper for itemsearches)

For example, this will add a new forgeitem (when you have module CIForging implemented):

JASS:
CustomInventory.addForgeItem('ID', "[2x'itm1'][3x'itm2']")
This will make the new itemforging requirements in a one liner.
Also, I will add "&" and "|" (And & or) support later.
 
Level 12
Joined
Jul 30, 2009
Messages
1,156
CloudWolf, that's one of the best projects I've ever seen. I swear. And you have a lot of potential there. (You could even make it into a ORPG, if it is possible. A hero arena, cause the skills are awesome.) The spells, the ideas, the models, the icons, the terrain... it is everything so incredible. I don't even know how to start.

Since I just erased all of what I writed, I will resume. Everything is perfect, basically. I soloed with witch doctor only, which means you need not only to balance this, but also add a difficulty system: like this ->

Beginner: Only 1-2 first-time players. Too dumb to play with more players/more skill.

Easy: 1-2 pro. 3-4 newbie.

Medium: 1-2 very pro (like me! :D) 3-4 pro, 5-6 newbie.

Hard: 3-4 very pro, 5-6 pro.

Extreme: For awesome players only. You can try to do this in 3-4 if you're very, very pro and if you soloed the game on hard difficulty. 5-6 very pro players, a very challenging mode. The-mode-if-not-only-want-a-challenge-but-also-to-hit-your-head-in-the-monitor-or-any-kind-of-frustation.

Keep expanding the territory, and also fix a problem in the inventory: the right hand does not work, which means I can only equip a weapon, or a shield. And can everyone use like two weapons, or two shields? Make the barbarian the only that can use 2 weapons. Since the monk does not use shields as long as I'm aware, make some two-handed weapons for him. And don't worry, I'll get this map hosted as DotA. It deserves to be so. Keep up the good work.
 
Last edited:
Keep expanding the territory, and also fix a problem in the inventory: the right hand does not work, which means I can only equip a weapon, or a shield. And can everyone use like two weapons, or two shields? Make the barbarian the only that can use 2 weapons. Since the monk does not use shields as long as I'm aware, make some two-handed weapons for him. And don't worry, I'll get this map hosted as DotA. It deserves to be so. Keep up the good work.
About this:
I am currently making a new inventory system from scratch that won't bug anymore and will be able to make classbased equipments.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
so, the from-sratch-start-news also effect the 1.st-january-release-news ?

edit: dragonforce yay!

We scratched that idea. It wasn't feasible since we're all too busy with our daily lives.

What we are creating from scratch is the inventory. Anachron above has been working on a new improved architecture for the inventory. This will significantly improve our ability to more easily add new items for every new release. This also makes us able to use more types of items which was a huge problem with the old one.

@Anachron, keep it up. Hopefully you'll be done soon with your technical preview. :D
 
Level 9
Joined
Aug 21, 2008
Messages
533
Hey
will you add something so you can evade projektilse like you could in D2(and probably you will can in D3)?
If you do so you could use the real slow time spell and not the crappy one you using now.

I also want to say that the map is lacking in replayplayability. After you played all classes it is getting boring quite fast. Thats cause there always the same and you cant make different char builds...
 
We scratched that idea. It wasn't feasible since we're all too busy with our daily lives.

What we are creating from scratch is the inventory. Anachron above has been working on a new improved architecture for the inventory. This will significantly improve our ability to more easily add new items for every new release. This also makes us able to use more types of items which was a huge problem with the old one.

@Anachron, keep it up. Hopefully you'll be done soon with your technical preview. :D

Hey.

Well the from scratch thing does not affect the release of the beta of the inventory system at all.

still i will make it public on the 1st of january. i did not test the new from scratch made system, however i am quite confident that it will work as i thought.

the new module system will make much things easier, while the functionality will stay.
thanks alot for your patience.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Hey
will you add something so you can evade projektilse like you could in D2(and probably you will can in D3)?
If you do so you could use the real slow time spell and not the crappy one you using now.

I also want to say that the map is lacking in replayplayability. After you played all classes it is getting boring quite fast. Thats cause there always the same and you cant make different char builds...

Well, we're going to implement different difficulty modes such as normal(current difficulty)), nightmare and hell.

We're also currently adding more optional paths for players to choose from as well as random mini paths. Although this will probably be implemented slowly throughout multiple versions. :D
 
Level 2
Joined
Dec 6, 2009
Messages
14
Well, we're going to implement different difficulty modes such as normal(current difficulty)), nightmare and hell.

We're also currently adding more optional paths for players to choose from as well as random mini paths. Although this will probably be implemented slowly throughout multiple versions. :D

wow, the map will be updated again? yes I actually agree about this, adding some mode will be helpfull for newbies to play :D

========================================

sorry for my bad english.
 
Level 2
Joined
Aug 18, 2009
Messages
11
Хм, это одна из самых лучших карт для WarCraft 3...
Я ставлю 4/5 потому что нет ничего идеального...
Классные текстуры...
Массовые бои...
То что надо...
I'm from Ukrain...
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Хм, это одна из самых лучших карт для WarCraft 3...
Я ставлю 4/5 потому что нет ничего идеального...
Классные текстуры...
Массовые бои...
То что надо...
I'm from Ukrain...

Well, thank you for your comment! It's nice to see someone from Ukrainian on Hiveworkshop. :D

Google Translator said:
Hmm, this is one of the best maps for WarCraft 3 ...
I put 4 / 5 because nothing is perfect ...
Cool texture ...
Massive battles ...
The fact that it is necessary ...
 
Level 2
Joined
Aug 18, 2009
Messages
11
Thank you redmarine, very pleasantly for attention...
I already sit in the editor of maps for 2 years...
Well in any way I can not create a map to the end...
Constantly new ideas climb in a head...
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Thank you redmarine, very pleasantly for attention...
I already sit in the editor of maps for 2 years...
Well in any way I can not create a map to the end...
Constantly new ideas climb in a head...

We would never have reached this far with our map if we wasnt a team ^^
That could be one part to why it doesnt work for you. :)
I dont think that cloudwolf ever imagined that the map would get this big, but then i joined him and we climbed on to make it a even better map, and then more and more people came to help us :)
Some people pretend that we already reached the top, but you can always climb higher! Just keep that in head. If you really wanna do something, dont try to do it perfect at once, start easy and then make it better & better.
 
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