• 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 30
Joined
Sep 30, 2008
Messages
1,460
Just coded that new spell we were talking about :D

Only problem ive got is that in order to make the units explode after 10 secs, Ive had to code the ability myself, rather than using the "Locust Swarm" ability as a template.

This means the "locust" units just attack normally, rather than flying around at random :S This means that after 10 seconds, they all explode in the same area, dealign some imba damage lol

Anyone have an idea how to solve this? :D
 
Just coded that new spell we were talking about :D

Only problem ive got is that in order to make the units explode after 10 secs, Ive had to code the ability myself, rather than using the "Locust Swarm" ability as a template.

This means the "locust" units just attack normally, rather than flying around at random :S This means that after 10 seconds, they all explode in the same area, dealign some imba damage lol

Anyone have an idea how to solve this? :D

Order them every 1.00 second to move/attack to a random point in 500 area.
 
Level 8
Joined
Nov 20, 2008
Messages
445
Hmm as your coder has gone missing i'm gonna offer my help again. I know vJass to a point that i can create every spell that is currently released in all the trailers. I can create the cool skill rune system and i can definately add the Hack'n'Slash to the map so if you're still looking for a coder i'll be glad to help ya :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Skill Rune System wont work since im making an entire new inventory system, and im pretty just you will get confused when you look at my triggers.
We have remade almost all spells now, but maybe you can make the remaining ones.
And we want the map to be as it is, we do not want to change the gameplay.
And at the moment, we dont have so much that needs to be coded.
We also have a topic where you can request to be a part of our team if you search on the forum (wonder why cloud havent linked it in the map description).
 
Level 8
Joined
Nov 20, 2008
Messages
445
Erm i dont get why would ur system get in the way of me making a rune system. Thats 2 complete different things. And i don't think you need only a few skills changed cause currently almost all of your skills are just base skills that are just resembling the diablo ones(yeah its not that bad cuz they are pretty similer) but getting them to be the same will make the game even more pleasing.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I said "We have almost remade them", that means that its not done T_T.
Which means that you can make the ones that we isnt working on, befor you say that you should know about that.

And if im not wrong, the runes is connected to the actual items.
Like the runes in Diablo 2. If they havent confirmed how it works, we cant add them. And if they are connected to items, we cant add them.
 
Level 8
Joined
Nov 20, 2008
Messages
445
Actually you should watch one of the panels from the last BlizzCon(i dont remember which one of them) but they actually revealed the rune system and it has nothing to do with items. The runes are dirrectly put into the skills in the skill trees. And just because you don't have skill trees doesnt mean you can't add skill runes. It can be done pretty nice in many different ways :)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hey RaiN.!

If you could, that would be fantastic :) I'm still looking for someone to make the Wizard, and Barbarian Skills, although barbarian isnt neccesary as I could probably code those myself :)

If your interested, the list of spells can be found here:

http://www.hiveworkshop.com/forums/f202/diablo-iii-warcraft-115444/

Theres no need to fully commit yourself to it :D Just work on it whenever you have time really ^^ Once your spells are in the map, I'll add you to the credits! :D

the last BlizzCon(i dont remember which one of them) but they actually revealed the rune system and it has nothing to do with items. The runes are dirrectly put into the skills in the skill trees. And just because you don't have skill trees doesnt mean you can't add skill runes. It can be done pretty nice in many different ways :)

As for the rune system, its a possibility for the future :D It will involve a lot of work though, as essentially we would be making multiple versions of each spell, which is rather time consuming :D For now though, we're just going to focus on the basic abilities for each class :D
 
Level 17
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Jun 9, 2007
Messages
2,493
It can be done pretty easy you mean.
For example, a rune that give damage = We just need to increase the value in a variable by the X amount of more damage the spell should give.
But we shouldnt make a rune system befor we are done with all the new spells.
BTW, I want to do the rune system if we are going to make one since it has to be balanced with the items im making to, otherwise it will turn out sucky. And its good if we put as much as possible into my system cus it will make everything look much better and it will be easier to do.
Also, runes have to be connected with items, how do you obtain them otherwise? I think the runes themselves is items.

Cloud, come online on MSN if you can !:D
 
Level 8
Joined
Nov 20, 2008
Messages
445
Actually as i already told u its not that time consuming its just making a spell do several bonus things on certain conditions... anyway ill be glad to make em which will prob be later today or tommorow as most of them are easy to make anyway :)
 
Level 8
Joined
Apr 5, 2008
Messages
367
Are they? I saw you're template on Wc3c, that one of the wizard. I guess you're far better in vJASS than I'm however I think it's quite hard to do a well functioning Desintegrate Beam for example.
Since that map is lacking good spells let's hope you make some nice stuff x)

Edit: Ehm LTGH if he's making the Spell System there is most likely no way that you do the Rune System. Especially if you lack real JASS / vJASS knowledge.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Desintegrate Beam is done. We will add all spells as soon as "ALL" the spells is done.
People really dont listen :[

BTW, if you need any info RaiN., just ask me. I know pretty much everyting about this map from top to bottom :p
Also RaiN., befor you start to making any spell, ask our other spell maker in the team thread what spells he is working on so it doesnt end up with both of you are making the same.
 
Level 8
Joined
Nov 20, 2008
Messages
445
And btw Na Dann currently i like your desintegrate better then mine but you maybe need to make it rotate faster and anyway i even think your coding skills are currently better then mine :).

On Topic:
LTGH don't worry i'll probably just recreate every single spell and then let Cloud decide if he wants them in i'll be able to do them by tommorow probably anyway cuz i already have some of the wizards spells done ^^.

And for the last time LTGH the inventory(the items itself) DOESN'T have to do anything with the runes. The runes are now a spell thing and you DON'T need to put em in items and such...
 
Level 17
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Jun 9, 2007
Messages
2,493
If you can make it in one day, i wonder if they really can be that awesome, lol xD
I mean, creating the spells to look like blizzards spells in one day is pretty much impossible. And i suggest you to redo the spells insted of editing them since ours is far away from the D3 spells, its just the same names.
 
Level 8
Joined
Nov 20, 2008
Messages
445
Ofc imma redo them. Its just that when the spells were released i just made them for wc3 just out of curiousity so now i just need to redo them and i know how for most of em :)
 
Level 1
Joined
Mar 14, 2009
Messages
2
One of the best maps I ever played. It's great for single and multi-player. THE TERRAIN IS GODLIKE! Haven't seen anyone going near you in terraining! You are PRO- terrainer :D Keep up the good work.
 
Level 17
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Jun 9, 2007
Messages
2,493
We will miss you while your gone..... I WILL BE BACK ON WC3 TO PLAY UR DIABLO 3 SOON!

He is not here 24/7 anyway mate. And i dont think you will see any big changes if he is gone or not. :p
But there would be huge change if i left since about 35-40% of the comments here is mine xD
But who cares, I will miss him since i cant talk with him now :'(
 
Level 30
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Sep 30, 2008
Messages
1,460
Your images is linked "www.mattsawyer.co.uk/diablo3/screenshots/" so i checked "www.mattsawyer.co.uk" and what do i find, a guitarist/vocalist that looks pretty much exactly the same as you.
hmmm, i wonder...
:p

lol! Yea :) That was my little music project about 2 years ago, Please ignore the photos lol :) They're from the old Myspace days xD shhhhh :p
 
Level 30
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Sep 30, 2008
Messages
1,460
The problem I've got is that im relying on external help for the spells and inventory :/ I can only add them in once they are done. Until then, all I can do is keep making bug fixes and improving the current content.

Ive also had the problem of people dropping out, without informing me :/ I've enlisted some more help now, so hopefully the spells should'nt be too far away from being implemented :)

As soon as these outside parts are added to the map, I can begin making the second and third maps which will be based on different areas from the diablo world :) They will feature new creeps, items, and bosses. There's even going to be a save/load code to allow players to transfer their heroes between them! The best part is, I'll be doing most of the map-making myself from there onwards, making production a lot smoother, and faster than it is now :)

Theres also some plans to make a PvP style map, featuring several scenario's such as Duels and team Arena's :D
 
Level 17
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Jun 9, 2007
Messages
2,493
We will try to make them larger, like we said a thousend of times befor, its so small becouse we dont want to customise it to much, it should be based on the GP videos.

"It takes year for LTGH to make a one inventory system."
Ive said it befor and i say it again, the inventory system is DONE but i cant figure out how im suppost to do so that you can pick up items.
I want a system that makes you pick up items and make it appear in the first possible slot, but i have no idea of how to do that >.<
 
Level 8
Joined
Apr 5, 2008
Messages
367
Yet you consider it as done?
As I've told you more than 10 pages before, if you want a rather complex item system, learn JASS. But no, kinda ignorant you just didn't listen to me and tried some fancy stuff.
In the whole time (about 3 weeks or so) you could've learned at least the JASS basics and were able to help CloudWolf better than now.
Maybe you should, at least, have a look on the one or other advice we give you.
 
Level 17
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Jun 9, 2007
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2,493
The INVENTORY SYSTEM is done, and i said the INVENTORY. That means that the inventory is done but i have not made a system to get the items inside the actual inventory.
I tried to learn JASS but i dont have time and its kinda hard. Also, do you mean that my system is not good only becouse im not using JASS? They can be good even if its GUI.
 
Level 30
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Sep 30, 2008
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1,460
yay but make the other maps ''abit'' bigger pls

As its stands, the map is almost at the maximum doodad limit, and its highly recommended not to exceed this limit, as it can cause some serious lag in game :)

In order to add more content, I would have to decrease the number of doodads used in the rest of the map, which basically means decreasing the quality of terrain, which I don't plan to do as its one of the key features of this map :)

I wouldn't worry about lack of content though :) I'll be releasing new maps / dungeons for users to play all the time, along with PvP scenario's as well to keep people interested :D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Na_Dann_Ma_GoGo, JASS is not always providing the most simple and easiest solutions but I agree that it does the job better than it's Graphical version. Take into consideration that not everyone is skilled in raw scripting programming.

The INVENTORY SYSTEM is done, and i said the INVENTORY. That means that the inventory is done but i have not made a system to get the items inside the actual inventory.
I tried to learn JASS but i dont have time and its kinda hard. Also, do you mean that my system is not good only becouse im not using JASS? They can be good even if its GUI.
According to my knowledge GUI is not the optimal language to use in this situation. But I've never made a custom inventory system before so it's quite possible that GUI might be okay. Even though most inventory systems are made in JASS.
 
Level 17
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Jun 9, 2007
Messages
2,493
The most inventorys is made in JASS becouse that would give easier solutions but, like i said i can JASS myself so i have no other choice then using GUI :eek:
You know, the script i made is an entire mess and its a miracle that it works :p

You guys should also keep in mind that im making my own game, that takes most of my time. >.<
 
Level 8
Joined
Apr 5, 2008
Messages
367
LTGH are you kidding me?
the inventory system is DONE
How could your goddamn Inventory System be finished when you cannot get items into your "special" inventory? Seriously, where is your point to claim it as "done".
And for sure you can do a system using GUI for those things, I would never deny that, yet JASS / vJASS is in high advantage for an inventory system (as for everything to be honest).

Na_Dann_Ma_GoGo, JASS is not always providing the most simple and easiest solutions
Always easier than GUI (unless you've no experience with one or the other).

@LTGH but okay, I'll leave it as that. If you simply don't want, I don't care any further. At last I would say one last thing though, telling us you have no time to learn JASS (and yahh it can be awful, I experienced myself) but posting hundreds of comments here... is awkward :X

Edit: Ah and Cloud, doesn't NewGen Editor include an unlimited doodad function as well?
 
Level 1
Joined
Dec 29, 2008
Messages
5
I love this map and have been reading many of these post. I have this feeling long time ago and now it is just so clear. Having LTGH involved in this project is a huge mistake. Too much bullshit.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I love this map and have been reading many of these post. I have this feeling long time ago and now it is just so clear. Having LTGH involved in this project is a huge mistake. Too much bullshit.

Thanks Leo, i hope you have a good life, starts to be KIND to people who have taken all their free time the past few weeks when he doesnt even have to, only becouse he wants to be kind and help someone.

I lost ALOT of my free time, i have not been able to work on my game for a while & as fast as i start to doing my own business, people is like "Omg, LTGH is stupid". Am i not allowed to have a life? Seriusly, i have putted alot of afort on this map that you dont know about, i have done alot that is not mentioned in this thread, i have made stuff that never made it into this map to. If you just knew, you would not say that to me, i can promise that.

I like you way to start on a forum my friend, your exactly like all the other flamers/spammers i have seen. Now i said all this the kind way, you dont want me to get pissed of on you. Why would you even want that?

I also noticed that you got a reputation, and you know what? I gave it to you becouse i wanted to be kind, and what do i get back?
Having LTGH involved in this project is a huge mistake. Too much bullshit.
Thnx for that.

I hope you understand now and next time you say something, start to think first.

Thanks.
 
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