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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...

Waterwalk

W

Waterwalk

Log information appears in single player only. The log is only used to show game messages in single player and your own messages. In multiplayer it simply log the players messages. I think that is what causes it. (if it still doesnt work, be sure that you are in single player not b.net or local area network)

Well its not rly important for me....i think the best solution would be just display the note until a hero is picked.


again youo overlooked my last two comments which were meant to seriously help you :(

can anyone help this poor person ;) and btw i hate your name...PALAS FOREVER!!!
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
again youo overlooked my last two comments which were meant to seriously help you :(

Are you talking about this?
its just black on the minimap. that makes the dungeon fealing more exciting and you wont see inv sys.
Cus i forgot to reply on that and well. The inventory hides when you enter and leave it and camera is locked, right? (Correct me if im wrong).
People mention that the inv wont be on the minimap (it has never been) but people does not complain on the faqs that the old hero pick area is still ingame (i think..) and that you can see a huge white spot in the upper right corner.

pffh, and make another thing. you can set in the map options something like show unseen areas or such which is most likely checked. uncheck it and be surprised: you will not be able to see the maps unexplored areas anymore. its just black on the minimap. that makes the dungeon fealing more exciting and you wont see inv sys.
What is the minimap good for anyway? Seriusly. You wont get lost in the map and you just have to follow the road expect in one place, the start where you have to open the gate.

I think CW will do like you said in the second quote anyway.
AND, i didnt ignore you at all, that is CWs job, im working on the inventory now.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Heya! Sorry for the long reply :) I was out giving blood :D

I had a go at making him use the charge animation for 1.17, but couldnt wory out how to do it xD However, I'll try my best to have it done for 1.18 as its definately a good idea.

As for the Thousand Pounder, I'm working on making him slightly more dynamic as we speak :D I agree that it needs some work, as right now all he does is stand and attack which gets very repetative :p

Ty for the feedback!

Are you talking about those answers? :D Or did I miss something else? :S

Also, replying to your post above, I'm going to keep the fog-of-war the way it is :) After re-watching the diablo III videos, I noticed that there are no completely black areas and i want to stick to the gameplay trailers as much as possible :)

_______________________________


Another thing i noticed while watching the video was that while using various spells, the camera began shaking :) This could easily be incorporated into some of the maps spells too :D
 
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May i suggest something more? i know i did some review before but i think you missed one idea of mine that i told cw a while back.

The last boss, siegebreaker, moves in very slowly. i think this is ridiculous because you could do something much more impressive without much work. else i want to say that bossfights could be more interesting as they sometimes do not much more than attacking. therefore a few suggestions:

-the last boss could charge in and get some autocast spells
-the fat boss (forgot how he is called, some girls are sacrificed for him) does some really cool things in the d3 gameplay trailer, like going into a rage and then charging to players, knocking back a little and so on


I already heard that you are improving hero skills by triggering them from now on instead of just working with the object idea and i can only appreciate and recommend the progress the map does though you will have to notice that sometimes the small things make a game. even if they are only eyecatchers and no actually important things to the gameplay they add a lot of style to a game and players will love it.
that might also be one reason why diablo 2 which is a very old game is still so popular that it is under the 10 most played games (2007 or 2008).
My suggestion: work on the gameplay - make it faster and more interesting.



yeah, saphiree, the bosses could have more abilities, not only events in the surroundings.
else what about some general events in the dungeon? make it more questlike.
something like rocks falling down from top of you, crashing bridges, whatever.



with some luck i can finish the rework of my charge template today evening and you can use it though you can use the present version as well


you can set in the map options something like show unseen areas or such which is most likely checked. uncheck it and be surprised: you will not be able to see the maps unexplored areas anymore. its just black on the minimap. that makes the dungeon fealing more exciting and you wont see inv sys.


ok just copied everything in a big quote tag hf ^^
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
The boss thing i have already replied on. But well to the other sutff. And btw, i think i say LTGH is right. Theese big ones gets much more attention :D

The gameplay thing i agree with. It gets quite boring when you've first completed this map once. And even the first time its kinda boring just to run around and kill creeps. the idea with adding something is good. I just dont know what it could be.

Templates i dont really have anything to say about...

Covering the whole map in darkness is in my oppinion not needed. The cam is locked to the heroes anyway, so its not necerssary to waste time on it. And as the other said, it's good to navigate after in the first part of the map.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
The gameplay thing i agree with. It gets quite boring when you've first completed this map once. And even the first time its kinda boring just to run around and kill creeps. the idea with adding something is good. I just dont know what it could be.

*Rolling on floor laughing*!!! I have played this map up to 25 times minimum. Well, i do get a little bored but what can i do about it xP

ok just copied everything in a big quote tag hf ^^
I dont have time to reply now since i have to sleep but i will tommorow if you want.
 
hm, ok, if i should offer some ideas. after u added new skills for all chars which will make it alot more interesting i gueess with jump, teleport, disintegrate, whirlwind and so on as well as disease cloud of the which doctor you can add environmental events like in the d3 gameplay trailer. e.g. with a gui video event you can make the screen shake (earthquake) maybe before 'something is in here'.

-add some rock falling from above which you have to escape or which causes trouble with the terrain (use some destructibles to destroy :D)
-yeah, still more boss abilities (auto cast - you can make normal abilities auto-castable as well so do not worry, there is a guide)

hm, more ^^
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
okay mr. serious XD We shall ^^
anyways, when is that inventory system rdy? Its been really long since there was an update.
Also, are you going to make the boss fights more funny in the next fight? Or do we have to wait longer :p?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Well, the progress on the new inventory has been quite slow but we're getting things done. I and LTGH tested the system yesterday and we found a lot of bugs which needed to be addressed. Luckily only 1 known bug remains which is duelwielding the same items causes conflict in the system. Anyway, the chest armour, weapon, duelwield, potions, ress, legging are all useable now.

The system has finally been playable since yesterday. I'm not sure if it'll be released for 1.18 but I'm highly certain it'll be in the map for version 1.19.
 
Level 2
Joined
Feb 12, 2008
Messages
12
This is one of the best ive seen for a beta
1-terraning is better than any ive seen although there are a few things here and there
---one would be the bridges, you just need a way to see them while they are in the fog stil cause some places are hard to navigate the first time because of it

2-The abilities could use some work but they are already great for the pourpaces they have
---Ive never been able to figure it out, but there is a way to allow you to add stats every level like in diablo
---If you can eventually get an ability tree to work like in diablo 1 and 2 with a bunch of abilities it would create a diablo feel also(still not sure how to do that either)

3-The units are nice but they always can be altered no matter how good a map is
---if you watch the real diablo 3 gameplay trailer for this starting area you notice that enemies crawl up the walls
-----a way you could create that yould be to make some of them have an air movement type but adjust the height so that they are on the ground still and keep their target type as ground(this creates the crawling up the wall effect)

4-It would be nice if you could delay the part where you find cain and turn it into a short cut scene where you go over to him and talk for a few seconds say have transmishions for the text and then have the enemies charge in and tell cain its time for killing (or whatever it said),after the last transmishion stop the cutscene
---It would give a better rpg feeling
---also force enable the subtitles because not everyone has them enabled

5- When the thousand pounder boss starts to run make sure you send a game message that tells the players wether they should follow because some poeple wont follow it unless you tell them to
---i know how stupid that sounds but you need something to do it wether is is obvious or not

6-on a side note, I was wondering what editor/addon you were using cause this seems a little tricky to do on the original world editor
---if you want to email instead of posting a comment you can email me at [email protected] (make sure you put warcraft 3 in the name or i might delete it)

otherwise im shocked at how well this is made and look forward to what it will become in the future
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
This is one of the best ive seen for a beta
1-terraning is better than any ive seen although there are a few things here and there
---one would be the bridges, you just need a way to see them while they are in the fog stil cause some places are hard to navigate the first time because of it

2-The abilities could use some work but they are already great for the pourpaces they have
---Ive never been able to figure it out, but there is a way to allow you to add stats every level like in diablo
---If you can eventually get an ability tree to work like in diablo 1 and 2 with a bunch of abilities it would create a diablo feel also(still not sure how to do that either)

3-The units are nice but they always can be altered no matter how good a map is
---if you watch the real diablo 3 gameplay trailer for this starting area you notice that enemies crawl up the walls
-----a way you could create that yould be to make some of them have an air movement type but adjust the height so that they are on the ground still and keep their target type as ground(this creates the crawling up the wall effect)

4-It would be nice if you could delay the part where you find cain and turn it into a short cut scene where you go over to him and talk for a few seconds say have transmishions for the text and then have the enemies charge in and tell cain its time for killing (or whatever it said),after the last transmishion stop the cutscene
---It would give a better rpg feeling
---also force enable the subtitles because not everyone has them enabled

5- When the thousand pounder boss starts to run make sure you send a game message that tells the players wether they should follow because some poeple wont follow it unless you tell them to
---i know how stupid that sounds but you need something to do it wether is is obvious or not

6-on a side note, I was wondering what editor/addon you were using cause this seems a little tricky to do on the original world editor
---if you want to email instead of posting a comment you can email me at [email protected] (make sure you put warcraft 3 in the name or i might delete it)

otherwise im shocked at how well this is made and look forward to what it will become in the future

Yea, ill admit it still needs some work to make it play out a out smoother :)

For 1.18, im going to ensure that all boss fight have to be battled out in the boss room :p In fights such as the thousand pounder, players can lure him out of the area which messes it up a bit :) So basically, Ill stick some sort of forcefield in the stop players from running which should help to make it less confusing :)

As for the tech tree, i decided to keep to the default warcraft interface for skills. I find theres nothing worse than starting a new warcraft 3 map and having to learn yet another new system :S However, you might have noticed the "Fury" points for the barbarian. When these reach 5, you get a combo ability. I was thinking of adding a similar combo system in for the other classes which should make fights slightly more dynamic :D

While I am trying to replicate diablo III, I still want the map to be easy for warcraft players to understand ;)

As for the Cain cutscene, thats a really neat idea :D I don't know why i didnt think of it before :) It would certainly give players a heads up to whatevers coming up.

Finally, the bridge bug has been around since i put them in :S I'm still trying to figure out why they dont show, unless you can see their origin xD

Ty for the review :) +rep!
 
Level 1
Joined
Apr 11, 2009
Messages
3
The only thing I don't like is relying on a healer to survive.
I'd remove the healing ability all together, it's just not what Diablo is about.
My experience is limited to solo and duo though, I haven't played it with anymore than 1 other person, so the difficulty may drastically change when you can rely on someone else to run in and tank for a while. I don't think it would be very playable with barbarian / wizard duo either.

But I did enjoy the map a lot, look forward to future versions.
 
Level 2
Joined
Feb 12, 2008
Messages
12
Bug found
-Sheild of inteligence (handheld) can be picked up by barbarian even though it is a wiz/witch only item
----it does however say that barbarians cant pick it up when you pick it up
-I suggest testing this with all items
*Edit: Fuller testing with the item in question reveals that, while you can pick it up and use it for awhile and have a temporary mana bonus, as soon as you are hit with an attack you drop it: however when you pick it up you get an extra 40 mana which you can exploit by using whirlwind many times and thus healing yourself in a semi cheat way

your probably right about the abilities and i did love the barbarian frenzy thing

and thanks for responding its nice to feel like ive helped
 
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Level 2
Joined
Feb 12, 2008
Messages
12
ok, i have some ideas

im going to try and make some mods to improve the abilities and make them more like the ones found here Diablo III and do some terrain modding to create the destructible terrain blizzard is so proud of, then illl add in the cutscenes i was talking about/keep the players pinned in for the boss fights like you were talking about, and maby make the gouls that walk up the walls and such, save it, then send it to you and you can tell me what you think.
 
ok, i have some ideas

im going to try and make some mods to improve the abilities and make them more like the ones found here Diablo III and do some terrain modding to create the destructible terrain blizzard is so proud of, then illl add in the cutscenes i was talking about/keep the players pinned in for the boss fights like you were talking about, and maby make the gouls that walk up the walls and such, save it, then send it to you and you can tell me what you think.

Ive alreade made the witch doctor spells some time ago, they just need to get imported in the map.
 
Level 2
Joined
Feb 12, 2008
Messages
12
Ive alreade made the witch doctor spells some time ago, they just need to get imported in the map.

i could always mess around with it in the current vershion and wait for 1.18, test that, find issues tell you about then and try and fix them and send the map to you, right now im doing the destructable terrain idea and i think i know a way to make the bridge appear

if you havent done it already i could try and make the leap ability work for the barbarian just like it is on the diablo 3 sight

we will see how that goes, of course, this all depends on if its alright with you guys, since i would be messing with your map
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
i could always mess around with it in the current vershion and wait for 1.18, test that, find issues tell you about then and try and fix them and send the map to you, right now im doing the destructable terrain idea and i think i know a way to make the bridge appear

if you havent done it already i could try and make the leap ability work for the barbarian just like it is on the diablo 3 sight

we will see how that goes, of course, this all depends on if its alright with you guys, since i would be messing with your map

Open-Source. Do whatever you want as long as you credit the author.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Bug found
-Sheild of inteligence (handheld) can be picked up by barbarian even though it is a wiz/witch only item
----it does however say that barbarians cant pick it up when you pick it up
-I suggest testing this with all items
*Edit: Fuller testing with the item in question reveals that, while you can pick it up and use it for awhile and have a temporary mana bonus, as soon as you are hit with an attack you drop it: however when you pick it up you get an extra 40 mana which you can exploit by using whirlwind many times and thus healing yourself in a semi cheat way

your probably right about the abilities and i did love the barbarian frenzy thing

and thanks for responding its nice to feel like ive helped

lol yea, theres a lot of bugs with the current inventory system, but theres no point in fixing them all as its going to be replaced by the full screen one soon :D There is a bug that allows a player to pick up any item if you select it, then move your hero almost instantly :p

And yes! I'm putting in The_Silents abilities for 1.18 :) So all we really need is some kind of leap ability, and some new wizard skills :p

also, feel free to make a mod :) It's open-source like redmarine said afterall :D
 

Waterwalk

W

Waterwalk

......

also, feel free to make a mod :) It's open-source like redmarine said afterall :D


but its important that you guys will import it..because otherwise everything will take too long...you guys should establish a file sharing for the newest version to build with.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Btw, anyone got an idea of when blizzard is gonna release something new to diablo III? Also, why dont you start working on some creeps? I dont know if you'll wait for another diablo 3 map, but it would be awesome with some of those creeps from the Diablo III Beastary :D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I though you was gonna make it from what you've seen of blizzard screenshots? ^^
Anyway, can someone tell me when a map is Alpha/Beta/"the last thing" ??? Cus im confused :p

btw. The next map should be with lava ;D

Alpha and Beta are earlier builds of finished software. Alpha in gaming therms basically mean that the game is currently playable, only core mechanics, and is ready for content, heavy testing, critics, changes and so on. Basically this stage is where all the major things get done.

Beta basically is the process after you reach the end of the alpha stage to a point you're satisfied with your game. This is stage also usually gets public tests like searching for bugs, compatibility issues, glitches, performance, and so on.

An example of this is Windows 7 as it's currently in Beta but now it's slowly leaving the beta stage and is entering the RC, Release Candidate stage.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I just think that if it was a secret class or just a joke inside the map, it would add a bit of fun to a serious game. ^^

I forgot to add that i also want him in the map just for fun but our boss (CloudWolf) says that we dont have time to do that right now.

But a secret class is not a good idea, players should be able to play all classes at the start to keep it fair. :p

Maybe add a side quest that is related to the aprils fool? I dont want to go into detail (that would ruin the fun if it will be added :p)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Speed up the processssss.

You already told that the inventory systems is "done" and you have to only add items. Right?

We said that it is pretty much done.
We also said that we are optimizing the system to make it work smother and make the item creation progress go faster.
AND we said that we did a test online and found about 4-5 bugs that need to be fixed.

But i have fixed some major things with the system actually.
There doesnt appear selection circles over slots in the inventory.
You dont have to drag-select anymore. (YEY!)
We have optimized the system so that its less then half the size of what it was befor.

Uhmm... well.. ya.... thats pretty much all i can say.
 
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Sep 4, 2007
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We said that it is pretty much done.
We also said that we are optimizing the system to make it work smother and make the item creation progress go faster.
AND we said that we did a test online and found about 4-5 bugs that need to be fixed.

But i have fixed some major things with the system actually.
There doesnt appear selection circles over slots in the inventory.
You dont have to drag-select anymore. (YEY!)
We have optimized the system so that its less then half the size of what it was befor.

Uhmm... well.. ya.... thats pretty much all i can say.

That's pretty much all true. :)

I'm going to fix the duel wielding problem now.

Could you list all the items we're going to use? Also add the class type like: Chest, Pants, Wrists, Rings, etc. You may post it in our "special secret place" if it contains content the public shouldn't know about yet.
 
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