• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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
Isnt there a action that lock the camera height in the camera action list? :O
I think there is but i might be wrong.
I havent been got any free time to use world editor for like a week now and im starting to remember things wrong...

http://www.zfgc.com/forum/index.php?topic=33558.0 <-- Thats the game i have been working on for the last week. I might even post it on this site when its getting to the Beta stage, now its just alpha :p
 
Level 30
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Sep 30, 2008
Messages
1,460
Version 1.12 Has Arrived!

For a full list of updates, check the main post

__________________________________________


I thought it was time for an update of sorts :D Blizzard recently featured a new unit on their site, the unburied, which is now featured in the game :)

theres also a load of bug fixes, and some new terraining in a few areas :)

__________________________________________


People have been waiting a long time for the new skills and inventory, but I thought I'de make a few mini updates while they are being made to keep people interested ;)
 
Level 17
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Jun 9, 2007
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2,493
but i had made a diablo 3 like hero selection system and fixed the witch doctor hover bug xD
But w/e, it really needed some updates. :eek:
The only problem is that it takes hours of hours to import the boss later on and the doodads height will reset when i import it to the new version :S
 
Level 30
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but i had made a diablo 3 like hero selection system and fixed the witch doctor hover bug xD
But w/e, it really needed some updates. :eek:
The only problem is that it takes hours of hours to import the boss later on and the doodads height will reset when i import it to the new version :S

Its true, but i cant really afford to put everything on hold until its done :/ Otherwise we're gonna have huge gaps between updates xD and people are gonna lose interest.

Let me worry about the importing :D
 
Level 3
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Jan 26, 2009
Messages
36
Version 1.12 Has Arrived!

For a full list of updates, check the main post

__________________________________________


I thought it was time for an update of sorts :D Blizzard recently featured a new unit on their site, the unburied, which is now featured in the game :)

theres also a load of bug fixes, and some new terraining in a few areas :)

__________________________________________


People have been waiting a long time for the new skills and inventory, but I thought I'de make a few mini updates while they are being made to keep people interested ;)

Just downloaded, going to take a look at it play it all the way through and post some feed back. Either way I'm looking forward to the completed release in the form of 1.12b or 1.13? :p

*edit* The information at the top of the page is still out of date: Last Updated: 22:13, 3rd Mar 2009 Also, the picture is not updated, not sure if you just don't have a new JPEG ready to upload or what, just wanted to point it out.

LGHT said:
We can also create "Event" maps that we only host once a month or something and we have to put a password at the start of the game for it to start and have special epic items and stuff that only is accessible at several times of the year, that would be fun xD

I would love to see something like that. Obviously not only a few times a year, but perhaps release side maps with only a few bosses in them that would drop good loot but that would be to an extent exceptionally difficult. Then with the normal save/load codes you could then load your hero into what ever other maps are released, ranging from this idea of small dungeon like maps with exclusive boss encounters to the normal insanely large maps that NewGen allow you to make where you traverse the lands utterly destroying all in your way! - with of cores those new fancy items you got from the harder side projects!

*edit*

Finally got around to play 1.12 and I must say, it is looking pretty good. You fixed a lot of the grammar errors, and simple English mistakes. I haven't played it all the way through yet. Actually playing right now >> What I have see so far that I feel needs changed is...

Items:

Soulstone Necklace - things to change - "This necklace has the soul of a demon's soul..." a little bit redundant don't you think? :p

Also the armor that grants Illumination, the buff is still listed as Cloak of Flames. (I forget the exact name of the item, I will edit asap)

Bosses:

Thousand Pounder - Why the model change? The Abomination was perfect.

*edit*

Alright, just played the game all the way through, it is definitely shaping up well, the assault beast is challenging with 2 people, but definitely well balanced now. I'll keep editing this post for the next few days with any ideas, or things I come across. Keep up the good work Wolf!
 
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Level 30
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Sep 30, 2008
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Items:

Soulstone Necklace - things to change - "This necklace has the soul of a demon's soul..." a little bit redundant don't you think? :p

Also the armor that grants Illumination, the buff is still listed as Cloak of Flames. (I forget the exact name of the item, I will edit asap)

Bosses:

Thousand Pounder - Why the model change? The Abomination was perfect.

Thanks for the review! And ty for pointing out those bugs :) I'll have them fixed for 1.13 ;)

As for the thousand Pounder, I changed it just to make the new version slightly different, althought I must admit I can see what you mean xD I'll probably change it back at some point :)

We can also create "Event" maps that we only host once a month or something and we have to put a password at the start of the game for it to start and have special epic items and stuff that only is accesable at serveral times of the year, that would be fun xD

Tyrael looks to badass to get removed now but if we have to, he will be gone. I guess alot of people will kill us if we remove him but do we have a chooice? :/


I'm all for that :D It just means that every time we add a new epic item, its gonna need to be added to every single map, which in turn means we're gonna have a lot of versions on our hands :S If we do this, then these new "one off" epic maps should be made to fit with each major update :) For example, every time we update the game, we could make 2 - 3 of these maps to fit with the version, and host them whenever we like :D
 
Level 30
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I am not impressed, why haven't you made the FSI all ready?

LTGH has other commitments, so he cant be working on it day and night xD It involves a lot of coding, and if anything, we're only gonna need it once the save/load codes are introduced :) For a single map that lasts 1 hour, a FSI would be rather confusing :/

Dont worry though. it will be done eventually ;)

Things take a lot longer when you bring in outside help, as I'm no longer working at my own pace =[

You didnt add a Lock Camera mode? :p
Oziris, to be honest, idk what you even mean with that xD

I tried it, but it really doesnt work :/ Every time the camera is locked, the hero disapears off the screen for most of the map, because of the difference in terrain height xD

If I can find a way to lock the camera height to the height of the unit, then it would work :D
 
Level 3
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Jan 14, 2009
Messages
54
good map love the work you put into it just feels a bit lacking in terms of abiltys and characters(no necromancer!? WTF!!) could also use a wanderer merchant to use gold also make decard invul or give him high evade or atleast higher hp regain cuz he drops...fast
 
Level 30
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1,460
good map love the work you put into it just feels a bit lacking in terms of abiltys and characters(no necromancer!? WTF!!) could also use a wanderer merchant to use gold also make decard invul or give him high evade or atleast higher hp regain cuz he drops...fast

Its based on Diablo 3 :D Necromancer is a Diablo 2 character and wont be returning for number 3 ^^ soz!

But dont worry, I'll be adding the new classes as soon as blizzard reveals what they are :D
 
Level 17
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2,493
Baboolaba... No, no and no.
We wont add a vendor, that would destroy to much of the gameplay.
Necromancer is not in Diablo 3 T__T
And decard is suppost to be able to get killed, the point is to rescue him, did you even read something of what the dialogue said? :S
How often is people invul? :S

Edit: CloudWolf, your to fast! ;D
 
Level 30
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Baboolaba... No, no and no.
We wont add a vendor, that would destroy to much of the gameplay.
Necromancer is not in Diablo 3 T__T
And decard is suppost to be able to get killed, the point is to rescue him, did you even read something of what the dialogue said? :S
How often is people invul? :S

Edit: CloudWolf, your to fast! ;D

It's true ^^ Deckard cain can die, and I was meant to add some sort of reward for saving him, but it slipped my mind :O I'll make sure theres a reward for keeping him alive for 1.13 :D
 
Level 7
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Apr 16, 2008
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303
Looks cool, but tubbylub is not in the right place, needs to be near cain and before the skello king, lol.


And i extend my Invitation to join our rather, unique clan.....http://www.lomm.co.nr/

Northrend?cool ill make an acc. there and add u, prepare to be stalkered!:p
 
Last edited by a moderator:
Level 17
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2,493
Northrend?cool ill make an acc. there and add u, prepare to be stalkered!:p
You are 4 hours late, check when he made the post befor telling us that your joining >.<

Double Post.

And i extend my Invitation to join our rather, unique clan.....Clan LoM
He is almost never online on battle.net, most of the times he just loggin to test the latest version. And i think he dont have time to join a clan and an entirely other site. This is our home, hive is the shit.
BTW, Why didnt i get an invitation? o.o

Triple Post.
 
Level 3
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Jan 26, 2009
Messages
36
I'm all for that :D It just means that every time we add a new epic item, its gonna need to be added to every single map, which in turn means we're gonna have a lot of versions on our hands :S If we do this, then these new "one off" epic maps should be made to fit with each major update :) For example, every time we update the game, we could make 2 - 3 of these maps to fit with the version, and host them whenever we like :D

I think this would be a fantastic idea. I certainly understand where you're coming from in terms of how many versions would be floating around if you continuously released mini-map dungeons, etc. you would have to then create the save/load code for every other map already out. ha ha.

Regardless, if you don't intend to use gold/lumber/food for anything. I would love to see that part of them map changed in the Game Interface. Maybe list your name @ Gold, LTGHs @ Lumber, and then what ever else @ Food and Upkeep tabs.

Again, these are all ideas for the future, the point of the maps you're releasing now is for fine tuning, getting things were you want them, things of that nature. Either way; keep up the good work!
 
Level 17
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Gold and Mana will be used later on for our inventory system.
Lumber > Lives (increase when you equip revive item, decrease when you unequip it, this is so you fastly can see how many live s you have)
Gold > The amount of attribute points you have, you will be able to choose stats yourself later on but that will require some major balancing.
Lumber > Can be used for Map version, list of the team and the adress "www.hiveworkshop.com" at the bottom? :)

btw, the event maps was my idea. x) Im soooo smart.
 
Level 4
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Couldn't you adjust the camera height corresponding to the ground height of the character?

For example, you could have the camera height 100 higher than the current ground height of the character at ALL times. Thus, when your character moves up, so does the camera.
 
Level 30
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Couldn't you adjust the camera height corresponding to the ground height of the character?

For example, you could have the camera height 100 higher than the current ground height of the character at ALL times. Thus, when your character moves up, so does the camera.

It occured to me, but I cant find a trigger for that sort of thing anywhere xD lol

Looks cool, but tubbylub is not in the right place, needs to be near cain and before the skello king, lol.

Its true, in the gameplay videos the thousand pounder does appear in a room like that :D However, this map isnt meant to be an exact remake as you've probably guessed ;) It features content listed from all over the diablo website, and has been bunged together into a single map :D
 
Level 30
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Its a Jass action that tests terrain high, i can send you a camera system based on it when I send you the other Witch Doctor spells.

Would be awesome if you could :) and ty ^^

If it wont bother you I would like to ask you if you´re going to implent theRune System

I'm not really prepared to spend the time remaking all the items to incorporate this :/ It would take hours of work lol :)

However! saying that, I may introduce some higher level items that can be fused with runes or something :p Nothings set in stone yet though :)
 
Level 2
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I may not be able to play you game but that doesn't mean I won't when I get my own laptop (sometime in the future) I AM SUPPORTING YOU THE WHOLE WAY!
 
Level 3
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noooooooOOOO i loved the necromancer!!!!! i loved his minion army!!! well is druid atleast there??

Hey guy, reading is super hard!

This map is based off of Diablo 3 and the Diablo 3 trailer we have see so far. So unless it was released or discussed on the Diablo3 website, it will not be in this game.
 
Level 30
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noooooooOOOO i loved the necromancer!!!!! i loved his minion army!!! well is druid atleast there??

As far as I can tell, the witch doctor has replaced the necromancer in diablo III :D He has some similar summoning style moves to create armies with :)

I may not be able to play you game but that doesn't mean I won't when I get my own laptop (sometime in the future) I AM SUPPORTING YOU THE WHOLE WAY!

and ty! I appreciate it! :D
 
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Would be awesome if you could :) and ty ^^



I'm not really prepared to spend the time remaking all the items to incorporate this :/ It would take hours of work lol :)

However! saying that, I may introduce some higher level items that can be fused with runes or something :p Nothings set in stone yet though :)
#


The Rune System affects the spells I.e Teleport with greater Fire Rune leads to massive fire AoE damage around the teleport station :grin:

There´s no chance that you´ll implent it??:huh::huh:
 
Level 30
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The Rune System affects the spells I.e Teleport with greater Fire Rune leads to massive fire AoE damage around the teleport station :grin:

There´s no chance that you´ll implent it??:huh::huh:

You never know :D If I do, it will probably be one of the last things I add though :)

This is still very much a draft version, so anything could change :D The idea sounds good though ;)

_________________________________________


also, new trailer! whooo :)

YouTube - Diablo III Warcraft Trailer

(except theres a bug preventing me from actually posting it xD)
 
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Level 17
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Why would they add necromancer in D3 Expansion when they said that barbarian will be the only playable character from D1 & D2 and only barbarian.
I dont think they would lie about a major thing like that and i think its more fun to explore new classes insted of playing the old ones.

And what the heck do you mean by "not hard to make"? You gotta be kidding me -.-'
Blizzard never made a "socket item" trigger you know :[
It takes a while to make it good and functional.
 
Level 30
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Why would they add necromancer in D3 Expansion when they said that barbarian will be the only playable character from D1 & D2 and only barbarian.
I dont think they would lie about a major thing like that and i think its more fun to explore new classes insted of playing the old ones.

And what the heck do you mean by "not hard to make"? You gotta be kidding me -.-'
Blizzard never made a "socket item" trigger you know :[
It takes a while to make it good and functional.

I'll admit, the actual system wont be hard to make, its the spells that go with it xD We would have to create several versions of each spell to fit with the runes :/ and thats gonna take a lot of effort now that were making triggered abilities xD

I may get round ot it eventually, but its not my top priority for now :)
 
Level 17
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What i mean is that it would be wierd if we add it.
Becouse if we add it, we will have to remove it when my inventory comes.
And like you said, we have to edit several spells.

Other faqs: I still have no freaking idea of how im suppost to make a pickup system and i think im totaly stuck to be honest :/
Thats all i need and im done and i feel so stupid of not doing that first since the system is shit without anpickup system.
 
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