• 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 11
Joined
Jul 28, 2007
Messages
920
You can have more skills if you make a spellbook. Theres a tutorial at this page, but then you got to open the spellbook befre you can use the skills/spells :S

In fact, year ago a made a map, had some spellbook system, you have somting like 20 or more spells to choose, and from those you can put 5 on you command board(where spells gos when you learn them). And you can switch them anytime. Its like d2 spells and then you can bind them to f1, f2, f3 ,f4.

You can make something similar :).
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
In fact, year ago a made a map, had some spellbook system, you have somting like 20 or more spells to choose, and from those you can put 5 on you command board(where spells gos when you learn them). And you can switch them anytime. Its like d2 spells and then you can bind them to f1, f2, f3 ,f4.

You can make something similar :).

In fact, i have been working on a layout for a system of my own.
something like this: http://www.hiveworkshop.com/forums/members/136024-albums1113-picture8388.html
In the lower one you click on a spell and it will appear in the upper one and that one represent your hero. And then you select one on the upper to remove an ability. I want to have this included in my full screen system in the future.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
ATENTION!

Redmarine and i have worked on the inventory system the entire day now.
And im proud to tell everyone that your now able to pick up items!
Soon you can also drop items.
We are also redoing some parts of the system so it will be 10 times easier to create items in the system so it will go much faster for us to add items in the future.
Also i fixed a few bugs that im not going to talk about.

I hope that the system will be done in the near future.
I cant promise but i think that the system will be done in less then one week but not the items.
 
Level 2
Joined
Apr 11, 2009
Messages
7
Hi, I hope that no one else already tell you these bug.

Go on this page Diablo III Beta v1.17 - Page 91 - The Hive Workshop - A Warcraft III Modding Site
you will see down of the page some screen of glitch.

So for the first one, when you are at the manaroth's arena (before the last boss (andariel?)) go with your hero on manaroth's spawn, then just walk on the wall, then you can go out of map.

For the second screen, you just have to walk on the item, and while the hero is walking ask him to take the item.

I hope that my english is not too bad.
 
Level 1
Joined
Apr 10, 2009
Messages
2
For some reason, I can only see my earlier post when I'm logged in, and it seems as if no one else has seen it either.

Anyway, there seems to be a bug or something with this map. When played on a Mac the light is extremely dim, and thus unplayable.

i tried it on a XP machine as well, without any problems.
 
Level 2
Joined
Apr 11, 2009
Messages
7
Bug

You can easy creep the two montain giant behind the closed door at begin, with witch/wizard.

You can use fire bomb's ability on the captain skeleton behind the closed door. That make appear two captain skeleton.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Dix decay/death time of mountain giant. And make multiboard that dispels hp of you mates.
what do you wanna tell us? not understandable for me sry
He is not trying to tell you anything? :S He is talking to the maps crew.
And he means that the decay time on the unit with the mountain giant model is fucked and that he wants a multiboard that shows all heros hp so that you easily can see who need to be healed.

He wasnt talking to you so why reply? And why reply when you didnt even understand what he was saying? o_O
 
Level 5
Joined
Aug 25, 2007
Messages
44
Yay my Tyrael in a great map =D I almost didn't want to kill him ._.
I think my only criticism would be to lower the cool down on the spells. Sorry if it's been suggested before. From the gameplay trailer they really seemed to have free will with how often they were casting spells, though. Also I think the Barb "Charge" skill would be a great replacement for that attack speed skill. Maybe that could be a hidden passive skill that goes up with hero level?
 
Level 17
Joined
Jun 17, 2007
Messages
1,433
After hearing of the popularity this map has attained, I've finally decided to review it.

Pros:
-Amazing use of imported material.
-The atmosphere felt exactly as I had hoped it to.
-Some of the best terrain I have ever seen.

Cons:
-Gameplay had something missing. It seemed rather dull, just continuous enemy grinding.
-Lack of classes really took way from the gameplay. I know there are currently only 3 announced (AFAIK), but it wouldn't hurt to have your own custom classes.

Rating: 3.0

Overall, a decent RPG.
 
Level 6
Joined
Aug 24, 2008
Messages
218
I forgot to write that when Io was playing single player, I got to the Skelton King and it said that he was on my team.

Really good map. I liked it 10/10 :thumbs_up:
 
Level 30
Joined
Sep 30, 2008
Messages
1,459
Guess whos back? :D Prepare for the longest post ever made on the hive xD

By the way, will you make the Archivist class in this?
I mean, I know it's a joke class, but it has some serious gameplay possibility.

It would definitely be a fun class to play, however, I currently have no plans to add him. I’m not saying that I won’t at some point, just that I’ve got some more important stuff to attend to right now. Awesome idea though!

__________________________________________________


Cloud,what spell did you get from The_Silent ??do they include Desintegrate ??because that spell looks awesome.

also,about the WD's Soul Harvest,shouldn't it work completely different from how it does now ??I mean,as far as i know,it should deal damage to all enemy units around the WD,not be a targeted spell.Of course,I'm assuming that such spell can be created,but it should be possible,since it is a small AOE damage spell,kinda like War Stomp.

The silent has sent me a full set of Witch Doctor spells, however, these still need to be added, and balanced for the current version of the map. Spells for the other two classes are still in production! :D

__________________________________________________


Guy, guys... The Archivist might be real, they talked about it on the forums they said that one of the updates might be real. They even updated their main page on diablo3.com and starcraft2.com. And they did the main page updates on the 2nd april. Just think for a while. It can be real, right?
I can be wrong, but according to the faqs that they updated it the 2nd april, it cant be an april fool.

EDIT: Its now confirmed that it was a joke on Blizzard.com. I tought it was a joke myself but why did they keep updating on the 2nd april? wierd..

I still think that we should add him to the map as a "joker card", the only problem is that 3 mages is to much. :S

I hope they keep Terra-tron for starcraft 2 but not as a playable unit, but like a boss in campaign for example or just as a cinematic unit in the Terran campaign. Atleast keep him in the game so we can use him for our own maps =D

And why didnt they add the dancing system in WoW, it would be fun xD lol. I mean, it is something new and unique (atleast for me).

__________________

Redmarine, now when i think of it, what am i suppost to send you? I just have to version you sended me. :eek:

BTW, do you have Garena? If not, i can invite you to the site if you want.
__________________

CloudWolf, as you know im using Garena and i checked the map supporting thread on the forums.
This is what you have to do:

And this is what we get for supporting them:

Quoted from War3 Map Developers can now get their Maps supported and promoted by Garena - Project Proposal and Inquiries - Garena Gaming Community | Esports platform| Dota platform| Cod4 platform| CS | CSS | AOE | GGC | GG Client - Powered by Discuz!

So what do you think? Supported by Garena would be huge.

I’ll admit that the maps popularity could easily double if hosted on GArena, however, I’de rather be seen as a small production team than become part of the GArena community. I also read the terms and conditions a while back, stating that all hosted maps have to have the GArena logo on the loading screen, and I really don’t want this map to become an advertisement vessel for any other site. I owe it to the hive workshop because of all the help they’ve given me. So I’m afraid that unless someone gives me a big bag of cash, this map will be exclusive to the hive workshop :D

__________________________________________________


This is amazing! 10/5 for gameplay!
Btw how did you get det hige ground? Like on the trailer...looks great.
And where did you get all the models? Not everyone looks like their from hive?!
Rated 5/5

While most of the models are from the hive, 1 or 2 came from war3campaigns.net. As for the high ground, I simply used World Editor Unlimited as it removes the terrain steepness cap. However, I wouldn’t recommend using WEU for anything other than terraining ;)

__________________________________________________


I am just about do download this again! I have not seen it pretty much since the first version.

I just thought up of something pretty cool, I don't know if you've added it or not yet, or if it even should be added since this is, the first act.

Hoadric Cube: A unit that has the full inventory slots, and can be used for storing more items, and creating stronger items, by fusing them together.

Mystic Orbs: Orange-named items (some of you may know these if you play Median XL Diablo2) that have bonuses such as:

+1 to faster run/walk (speed)
+2 required level (to use item)

+5 Strength
+1 required level

+Increases healing done by Witch Doctor's healing spell
+3 required level

And so on, the possibilities are endless! To get these stats however, you must combine them with an item inside the hoadric cube. Now, it would be tiring and annoying to have to add all of the Mystic Orbs, meaning you would have to create a copy of every item with each one of the orb's powers. (what would be even more annoying, create different sets of each orb combination, if you know what I mean, but suggested just 1 maximum orb for each item)

Just a suggestion :D. I might just create a mod for the mystic orbs however, (of course, giving you credit for the map) since they aren't really a part of Diablo, it's just in a mod but it would be great if you could add them in the main map. :D

They sound like some rather nice features :D The map is open source, so feel free to make a mod!

__________________________________________________


Well, I haven't actually contributed anything yet beside fixing the pick up system.

Hm... I think I know what I could do to fix this issue. I'm off. Thanks for leading me into the right direction.

And LTGH btw ask CloudWolf if he thinks that the shading and lightning effects would be a great addition to his masterpiece.

Shading and lighting effects? I’ve got a few coloured light sources in the map, however, I’m not entirely sure what you mean by shading and lighting effects. It sounds like fun though :)

Plus, as far as I’m concerned, you’ve helped considerably! I’d be more than happy to have you as part of the official team for the map :p

__________________________________________________


hey, im pacient. but if you two dont hurry up a little with the inventory system, Diablo 3 goes out... xD


EDIT: an idea for CW:
in diablo 2, the skeletons of the necromancer have an simple AI, you cant control theys. what you dont do that with the mongrols? its really simple, only When a Units its summoned if it equal to mongrol add to unit group Mongrolss, in other trigger, every x seconds of game issue order to attack-move the mongrolss group to Witch Doctor(var) Position. then u can add other trigger : if Mongrolss are too far of Witch Doctor position, move it to him position.
see ya.

I’ll admit, it sounds like a good idea :) it would make controlling the witch doctor easier if his pets followed him automatically. However, I’ll have to test this out to see how it plays first =]

I don't know if this have been mentioned before, but I found a bug in v1.17 where player blue can't choose the Witch Doctor class.

I opened up the map in World Editor and found that in the "Blue Hero Pick" trigger, the "Set BlueHeroSelect[3] = False" action is wrong.
I looked on the other players trigger and it is "Set RedHeroSelect[2] = False"

So just put a "2" there instead and I think it will work.

I haven't tested if it works, since I get an error when I save. (Something about CamLock missing a function.)


Anyways, AWESOME map!!

Aaaaaah, thanks for that :) it sounds like a pretty major bug to me. I’ll make sure its fixed for 1.18

__________________________________________________


After you made this inventory system. Is the map then finished?

The map itself will be done after the inventory and the new spells are added. However, the project will be far from over :) The plan is to create several more maps like this one with a save/load system so players can transfer their characters between them.

__________________________________________________


Not to be rude but he will soon be removed from the map.
We are getting out of space and he is just a little bonus boss that CW wanted to add :p
If you could lower the size on him we might be able to keep him a little longer ^_^

Well, I’m not removing him completely :) The plan is to make several maps with the save/load between them, so I was thinking we could have a single map devoted to a Tyrael boss. It could be insanely hard, and be 10x better than the one currently featured :p Or something like that :D

__________________________________________________


I’d also like to say thanks for all the support everyone has given me and the team :)

I didn’t expect it to become this popular when I started it. I literally saw the game play videos and thought “I could soo make that terrain in Warcraft 3” and that’s pretty much how it started :)

If I’ve missed any questions / suggestions let me know! I’ve had a lot to read through ;)
 
Level 30
Joined
Sep 30, 2008
Messages
1,459
CloudWolf, welcome back! LTGH and I have waited like mad to tell you all our progress and how this map continuous increasing popularity has reached Blizzard HQ. Btw, did Bashiok write anything to you?

lol, yea! I saw :O Theres stuff all over the internet about it xD I also love the new "Monthly Top Maps" the hive has made :D

As for Bashiok, he literally just asked me to contact him via Email :p I have'nt a clue what its about but I'll let you guys know if anything major comes up =]

Thanks again for all the help on the inventory system :D Ive been reading all the posts and it appears that LTGH and yourself have made some rather impressive breakthroughs! :) Keep up the good work!
 
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