• 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 19
Joined
Sep 4, 2007
Messages
2,826
I'm proud to announce that I actually fix the damn Inventory slot system!
LTGH, now, fix the damn drop system!


I replaced this condition:
  • Inventory_Empty_Player1[(Integer A)] Equal to True
With this new one. And now everything works fine beside the fact that the icon isn't appearing until you move the item around.
  • Inventory_Item_Player1[((Integer A) + 19)] Equal to No destructible
How it should be:
  • For each (Integer A) from 1 to 15, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Inventory_Item_Player1[((Integer A) + 19)] Equal to No destructible
              • Inventory_Found_Slot Equal to False
        • Then - Actions
          • Set Inventory_FirstEmpty_Player1 = (Integer A)
          • Set Inventory_Found_Slot = True
        • Else - Actions
If all goes well we might see the inventory system in version 1.18. :thumbs_up:
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I'm proud to announce that I actually fix the damn Inventory slot system!
LTGH, now, fix the damn drop system!


I replaced this condition:
  • Inventory_Empty_Player1[(Integer A)] Equal to True
With this new one. And now everything works fine beside the fact that the icon isn't appearing until you move the item around.
  • Inventory_Item_Player1[((Integer A) + 19)] Equal to No destructible
How it should be:
  • For each (Integer A) from 1 to 15, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Inventory_Item_Player1[((Integer A) + 19)] Equal to No destructible
              • Inventory_Found_Slot Equal to False
        • Then - Actions
          • Set Inventory_FirstEmpty_Player1 = (Integer A)
          • Set Inventory_Found_Slot = True
        • Else - Actions
If all goes well we might see the inventory system in version 1.18. :thumbs_up:

O_______O
Zomg, Wohoooo! Yay! Now i have to fix so that the image/icon appear.
Cant you send the entire map so that i dont have to add that myself? 0:)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
O_______O
Zomg, Wohoooo! Yay! Now i have to fix so that the image/icon appear.
Cant you send the entire map so that i dont have to add that myself? 0:)

Meh, okay. Uploading the map now. It'll probably take a while considering my upload is quite slow.

Edit: I forgot to mention that you have to optimize the triggers for global usage and not just 1 player.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I know, i said that a page or two back (about 5 pages xD), i will quote it so CloudWolf wont miss it.

CloudWolf, as you know im using Garena and i checked the map supporting thread on the forums.
This is what you have to do:
1) Interested map authors is required to email Garena at [email protected] with the title as “Map Support Application - *Map Name*”, as well as attach the map in the email for the team to evaluate and test. In the email, please include a brief description and other facts about the maps (e.g. Suggested number of players, genre, and etc).
2) Garena would also require map authors to include the Garena Logo in the map’s loading page/screen with a statement wrapping around the logo (either above or below the logo) stating “Recommended Gaming Platform – www.Garena.com”
And this is what we get for supporting them:
Maps supported by Garena will enjoy the following benefits
( NOTE: Benefits will be granted upon request by map author and approval from Warcraft III Community Administrator of Garena):
1) Dedicated Map Page under Garena’s Map Portal at http://www.garena.com/maps.
2) Dedicated Forum Page under Garena Community Forums at http://www.garena.com/forum.
3) Room(s)/Channel(s) named after the “Map” in Garena Platform
4) Tournaments support (Prize, other promotions) from Garena for events hosted related to the map.
5) FREE Premium Membership to Map Authors who has their map supported by Garena.
6) Direct EXPOSURE to over 6.5 MILLION gamers !
Quoted from http://www.garena.com/forum/viewthread.php?tid=122749&extra=page=1

So what do you think? Supported by Garena would be huge.
 
Level 1
Joined
Apr 10, 2009
Messages
2
Light bug?

I just downloaded the map, and while it does indeed look fantastic in the video clip, the version I downloaded was extremely dark. So dark that it was unplayable without turning gamma up to the point where it ruins the looks.

Is this just me or has anyone else had this problem?

If I enter a menu (quest menu or game menu) the lights turn on, and I can see the brighter game in the background, but when I close the menu, it goes dark and unplayable again.

This is with version 1.17, on a Mac OSX 10.5.6 Warcraft III TFT, b.net on latest version.

I also tried adjusting light and video settings, but it didn't help.

UPDATED: I just tried it on a Win XP machine, and this seems to be an issue when using OSX Leopard with this map

d11.jpg


d12.jpg
 
Last edited:
Level 17
Joined
Jun 9, 2007
Messages
2,493
Awesome! Thanks for the heads up.

Now I have to make an account there to contact him... weak sauce.
Zomg, and a blizzard poster said that, that is awesome!

http://www.hiveworkshop.com/forums/members/Bashiok/
That is the blizzard poster. People says that he is a fake but he made the post the same day.

Damn, need to get the inventory system done, they didnt even mention anyone in the crew, only CloudWolf xP
 
bashiok actually is the community manageer of d3 so...
not only a blizzard poster
anyway, i will advertise your map a little if that is ok? in indiablo.de

i could be your manager ^^
no, quite an awesome map but i have to beg you once more to open a discussion thread because i am receiving a mail for every single post here....

announced it here

http://diablo3.ingame.de/forum/showthread.php?p=22531761#post22531761
 
Level 11
Joined
Jul 28, 2007
Messages
920
Take 1 more guy to make you an inventory. peace of cake, will be finished within day or two... and i dont think its a good idea to Pm bashy about d3 questions and spamming him -.-', he created acc here to contact Cloud, he could make some profit from this :), but i doubt it :D . Anyway i think that updates are very tiny per version... -.-'
 
Level 1
Joined
Apr 11, 2009
Messages
3
Great map, I'm impressed with the visuals and scripting.
That being said,
It isn't a very solo friendly map, I understand taking something and making it your own but I would do away with the healing completely. Just misses the diablo hack and slash feeling when you have to rely on a healer. I remember once a blizz rep said that every character would feel like they were an offensive class and not have to fall back into, or rely on, a support class.
I did read somewhere that difficulty settings were a future idea that would be worked on after the map was complete though.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
i like it gets updates all the time :D Always good to have the latest news ;D
But i just realised you will first get done with this in some years as blizzard wont have made all classes before very very long time in the furture XD

Anyway, do you start on the other diablo maps you talked about before this is 100% finished, and then update all maps everytime there comes something new?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Take 1 more guy to make you an inventory. peace of cake, will be finished within day or two... and i dont think its a good idea to Pm bashy about d3 questions and spamming him -.-', he created acc here to contact Cloud, he could make some profit from this :), but i doubt it :D . Anyway i think that updates are very tiny per version... -.-'

Im the one who makes the actual inventory system, Redmarine added a pickup system so both of us doesnt really work on the inventory.
But redmarine is trying to make it better coded (i think) so i guess it counts.

I dont even think that "bashy" comes online here, he maybe PMed cloudwolf but im pretty sure he said something about contacting him by Mail/Battle.net.

We wouldent release versions this often at all if people didnt keep saying "IT WAS LONG AGO IT WAS A VER, RELEASE A NEW", "WE WANT A NEW VER" and so on... We just do some small changes fixes, we have already said that we wont add so much more into this map expect the inventory system.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
yeah and ofc the new classes which will mean more items right? XD

Thats one of the things that i forgot to mention.
People expect the inventory system to be done till next version, right?
It maybe is done till next version, just one problem... I have to make items also... And it will take a while to create items for all the slots & class specified items. Takes about 5/10min to transfer an already existing item into my system. :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
well, i guess the easiest would be that when you make a class you also make a whole bunch og items. Then in a later version all those items will be in the inventory system.

What im saying is that the inventory system is almost done.
But its only like 6 items that is done (including 2 potions).
So i will have to make a HUGE amount of items befor i can actually release the inventory system.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
What im saying is that the inventory system is almost done.
But its only like 6 items that is done (including 2 potions).
So i will have to make a HUGE amount of items befor i can actually release the inventory system.

That's where my solution kicks in. Theoretically if my solution works the only thing we have to do is to make a variable list of icon, item type/classification and item level.
Done finito! No more triggering for ya! Only create 3 lines of codes and everything will work fine!

Hope I can do this without completely remake the inventory system. If I have to I'd rather not do it.

EDIT: 200 more downloads untill 15000 downloads! GO GO GO!
 
Last edited:
Just
a
single
word:

AMAZING

Okay I couldn't keep myself from hitting the Edit button and saying something more

Man this is simply the most amazing terrain I've ever seen!! It made me delete my terraining maps from which I use to get inspiration for my maps and replace them with yours!!!!!111

Gameplay was okay for me, I loved it! I really felt the sensation of playing a great demo like when I played Diablo I demo for the first time!!!!!111one Noway this is not warcraft... xD

no more words xD
 
Level 1
Joined
Apr 12, 2009
Messages
1
it may just be me, but i get to the door where it says i need to activate a switch, but i can't find one, and the two chests i come across don't do anything
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
That's where my solution kicks in. Theoretically if my solution works the only thing we have to do is to make a variable list of icon, item type/classification and item level.
Done finito! No more triggering for ya! Only create 3 lines of codes and everything will work fine!

Hope I can do this without completely remake the inventory system. If I have to I'd rather not do it.

EDIT: 200 more downloads untill 15000 downloads! GO GO GO!

Its the multiboard that takes time to make dude :p

The terrain was amazing, but the gameplay was blah and the coding was somewhat lacking. I'm giving this a 3/5 for now.

If you want any coding help or perhaps a spell/system (for this), feel free to PM me and I'll consider it.

Yupp, yupp. The coding is like you said.
We are reworking on the damn spells but i wonder why they never appears in the damn map, the should be done by now. Was like over one moth since they started to work on them :S
What makes the gameplay "Blah"? If you tell us what makes so maybe we can make it even more enjoyable and fun to play. ^^

What about making the april fools joke character a boss or character.
About 10 people have asked that and i have answered that to every single person. If you want the answer, you have to go back some pages, im to lazy to say it again.
 
ok on poot i want to say that yes, the terrain is the .... (cannot describe) while the gameplay is blah because it is not as original diablo. if you wanna do a real diablo map, then try to adapt it more to it. e.g. in original diablo you can spam spells for low mana cost but they only do highg dmg at beginning and later it gets much harder.

else you should at more systems to make it even more like the real diablo. some kind of exp system that the creeps give more exp when more players are ingame and get harder.

and i dont know. some more original features f diablo like making a new skill system because the wc3 skill sys only features little more than 5 skills at one time...

anyway good luck!
 
Top