• 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 2
Joined
Feb 12, 2008
Messages
12
ok im having a problem with editing to see if i can help wth the leap ability, cause when i save it a bunch of errors pop up and it disables 7or 8 triggers while im using the original world editor

Did you use any mods for world editor or even a seprate progarm?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
ok im having a problem with editing to see if i can help wth the leap ability, cause when i save it a bunch of errors pop up and it disables 7or 8 triggers while im using the original world editor

Did you use any mods for world editor or even a seprate progarm?

The only modification of any kind we're using is the World Editor NewGen. It's fully, backward compatible with the WarCraft III default World Editor so you shouldn't be worry. We're not using vJass so don't worry.

Post the triggers in the Jass help section in case you can't figure out the issue yourself. Make sure the variables have the same name as the variable you declare/create.
 
Level 8
Joined
May 7, 2007
Messages
278
The only modification of any kind we're using is the World Editor NewGen. It's fully, backward compatible with the WarCraft III default World Editor so you shouldn't be worry. We're not using vJass so don't worry.

Post the triggers in the Jass help section in case you can't figure out the issue yourself. Make sure the variables have the same name as the variable you declare/create.

That happens to me too, and I didn't do anything but change the name of the map and create one item.

Nothing to do with variables it seems.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
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.

Boss? :D lol

To be honest, no ones really the boss :) I'll get round to coding the archivist into one of the maps at some point ;)

And yes! I'll release 1.18 as soon as ive finished all my bugs fixes :D The problem I've got right now is that I've got a few bits of university coursework due in 3 weeks from now, so I'm afraid uni work will always come above this map :(

However, saying that, I should have enough time to release 1.18 by the end of this week :)

In other news, I also got the Rain of Fire working for the final boss :D Every 2.5 seconds a meteor crashes down at a random point in the boss area, dealing 300 area damage :D
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I'll hopefully have 1.18 out before the end of the week :)

The problem ive got right now is that all my university coursework deadlines are coming up, and uni work kinda takes priorty xD sorry =]

In other news, I've got the rain of fire for the final boss working :D Every 2.5 seconds a meteor lands at a random location in the boss arena, dealing 300 area dmg ;)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I'll hopefully have 1.18 out before the end of the week :)

The problem ive got right now is that all my university coursework deadlines are coming up, and uni work kinda takes priorty xD sorry =]

In other news, I've got the rain of fire for the final boss working :D Every 2.5 seconds a meteor lands at a random location in the boss arena, dealing 300 area dmg ;)

Is it leakless?
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
CloudWolf, nice to know. Btw, why did you create an unit variable for each hero? You could use one unit variable with arrays like this:
Set Hero[Number of Player Owning Triggering Unit] = Triggering Unit etc.
It would reduce the amount of variables in the map making it more user friendly.
i hate leaks. Else you guys can just use leak checker to see if its leakless.

Better to use common sense than trust a Leak Checker which is quite buggy.
 
Level 2
Joined
Feb 12, 2008
Messages
12
The only modification of any kind we're using is the World Editor NewGen. It's fully, backward compatible with the WarCraft III default World Editor so you shouldn't be worry. We're not using vJass so don't worry.

It does seem to effect the saving process in the original world editor slightly for some of the triggers, but i should be fine cause i usually use newgen in my maps.

I havent tried since yesterday so ill use the world editor with newgen on it today and ill let you know if the saving issue is still a problem.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
It does seem to effect the saving process in the original world editor slightly for some of the triggers, but i should be fine cause i usually use newgen in my maps.

I havent tried since yesterday so ill use the world editor with newgen on it today and ill let you know if the saving issue is still a problem.

Alright, although it's not necessary to use NewGen in this project as it's not really needed but if it's your preferred modding tool you're welcome.
 
Level 2
Joined
Feb 12, 2008
Messages
12
I was wondering about a few more things you may consider if you havent already( Im not meaning to be annoing if it comes off that way, I just want to help you as best i can because i've never seen a diablo map with such promice.)

This one will be devoted strictly to abilities ive seen on th eofficial diablo 3 page from blizzard

1- Wizard
-----Im not sure if its just me but it seems there is an ice ability in the diablo 3 screenshots; found here Diablo III - Screenshots and Diablo III - Screenshots
-----The Teleport ability seems like it could be easy enough to add in by just slightly modifying the blink ability; found at Diablo III - Wizard
-----There also seems to be a mirrior immage ability in the wizard gameplay video that also seems to be easy enough to create; found at Diablo III - Media
-----The disinagration one im going to be looking into so that you can get that beam effect that the diablo 3 one has, then ill try and help you with that
-----Most of the other abilities for wizard seem to be alright

2-Witch doctor
-----there isn't much i can say about the witch doctor abilities except that while its hard to tell if its anything this screenshot could possibly reveal an ability, but then again maby not; Diablo III - Screenshots
-----otherwise you did a good job at recreating abilities even if there isn't an official heal ability

3-barbarian
-----like i've stated earlier im working on creating a successfull leap ability for you guys to take a look at
-----there may be some kind of rush like ability in this screenshot but maby you already have it; Diablo III - Screenshots
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
They said that they are re-making spells, but still nothing...

Aye, I'm planning on implementing some new Witch Doctor spells for 1.18 =] However, it might take some time as I'm busy with coursework, and my online portfolio for employers to see xD I'll admit, the real world can suck sometimes :)

However, on the bright side, this might give the inventory team the time they need :D
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Hmm btw. You should really make some more healing potions. Then you could also remove the Witch Doctor healing abillity.
You can do like in diablo II with the pots: minor, light, "just an ordinary saying "healing/mana potion"", and then i dont remember other than theres one with greater.
Then we could get rid of the healing spell which isnt in diablo III. Atleast so far ^^
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Hmm btw. You should really make some more healing potions. Then you could also remove the Witch Doctor healing abillity.
You can do like in diablo II with the pots: minor, light, "just an ordinary saying "healing/mana potion"", and then i dont remember other than theres one with greater.
Then we could get rid of the healing spell which isnt in diablo III. Atleast so far ^^

He said that we will get time to work on the inventory, and we are making new its so im pretty sure there will be more potions. I have already created a "rage potion" :p And removing witch doctors healing spell is not a good idea, we better keep it until they reveal a real healing ability :p
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Well, having 1000 of potions all the time destroys a part of the gameplay. Better having a few potions and a healer. Thats MY opinion.

From the videos, I have gathered that there will be less potions in Diablo III, and that gameplay will move towards the use of healing globes that drop on the battlefield :)

While we have them in the map, its clear that there arent enough of them. I'll try to improve this at tsome point :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
From the videos, I have gathered that there will be less potions in Diablo III, and that gameplay will move towards the use of healing globes that drop on the battlefield :)

While we have them in the map, its clear that there arent enough of them. I'll try to improve this at tsome point :)

To be honest, its to many of them at some some places.
Just look at the start of the map, its like 6 left on the ground after your done there that is useless. But ofc you wont be able to find them in boss battles and such things and i think that is the problem.

So i think that he wants us to keep it with a few potions but making potions that is better that can be used when you dont have any healing globes near you.

And talking about the gameplay. In D3 it goes much faster to kill creeps, you pretty much slice and dice yourself through the enemies as it comes more and more of them and when you get hit by a enemie. And if you look at the guards in one of the gameplay videos, a guard took 1/4 of the barbarians health in one attack and the point is to trying avoid them.

So the gameplay is FAR away from the gameplay in D3 but i still like it :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I'm pretty happy to announce that the legging part now works. But consider that we're going to need helmet, rings, and all sorts of other stuff I've decided to create virtual classification system using booleans or integers. Hope I can finish that by the end of today.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
To be honest, its to many of them at some some places.
Just look at the start of the map, its like 6 left on the ground after your done there that is useless. But ofc you wont be able to find them in boss battles and such things and i think that is the problem.

So i think that he wants us to keep it with a few potions but making potions that is better that can be used when you dont have any healing globes near you.

And talking about the gameplay. In D3 it goes much faster to kill creeps, you pretty much slice and dice yourself through the enemies as it comes more and more of them and when you get hit by a enemie. And if you look at the guards in one of the gameplay videos, a guard took 1/4 of the barbarians health in one attack and the point is to trying avoid them.

So the gameplay is FAR away from the gameplay in D3 but i still like it :p

Yeah if there wasnt any bosses it would be much more easy to add a new healing system. As there just could be globes all over. But dont remove the bosses XD maybe that healing abillity really is the best way to do it.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I hope you will release a diablo as orpg sometime. 5/5 from me

The entire D3:Wc3 Crew hopes the same :p But making with save/load and such things will make it harder to make cus when you load, you should be able to access areas for your own level, so i think that we will have to make everything up different, or we just keep all maps like this one and just add save/load, that also works xP
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Trully awesome. I loved the characters and custom spells as well as the trully magnificent terrain. But it was too small ! I hope you will release a diablo as orpg sometime. 5/5 from me

Dont worry :) This map is only the first in a long series of Diablo III Maps. Once we have say, 3 maps up and running, we're going to introduce a save/load code so players can transfer their characters between them. So basically, its going to be just like an ORPG, but with no world map :p Its going to be 100% Instance/Dungeon based :D

There's also some plans to add a PvP map featuring several scenarios such as Arena's, capture the flag etc :)
 
Level 4
Joined
Mar 29, 2008
Messages
52
Dont worry :) This map is only the first in a long series of Diablo III Maps. Once we have say, 3 maps up and running, we're going to introduce a save/load code so players can transfer their characters between them. So basically, its going to be just like an ORPG, but with no world map :p Its going to be 100% Instance/Dungeon based :D

There's also some plans to add a PvP map featuring several scenarios such as Arena's, capture the flag etc :)

Very nice idea i would love to see it as well as all hive members i believe.
 
Level 11
Joined
Jul 28, 2007
Messages
920
Finally PvP. Put PvP, best part of D2 was PvP for me, and TEAM PVP. Also if you want i can give you script for save/load code that has ability to load code with special screenshot reader (you just have to press print screen, and your code is decoded and already on PASTE, and stored to specific .txt file), all you have to do is type -load and paste code ingame. It rocks.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
We are actually planing to also make an Arena map when we have to save/load up in the future. That means that we will create arenas for both 1v1 and team battle so you can use your character to challange other people.
It would be cool if we also could make a rank(Win/Loose) system in all maps that shows your pvp status. that way people will be able to check peoples stats when in all the D3 maps we have made.

The most of this is something i want to have, im not sure if CW agree with me but it would be awesome so i think he will, we can simply add the pvp status/rank in the full screen system becouse all people will be able to LOOK in each others Full Screen where all the info about the hero will be stated.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
We are actually planing to also make an Arena map when we have to save/load up in the future. That means that we will create arenas for both 1v1 and team battle so you can use your character to challange other people.
It would be cool if we also could make a rank(Win/Loose) system in all maps that shows your pvp status. that way people will be able to check peoples stats when in all the D3 maps we have made.

The most of this is something i want to have, im not sure if CW agree with me but it would be awesome so i think he will, we can simply add the pvp status/rank in the full screen system becouse all people will be able to LOOK in each others Full Screen where all the info about the hero will be stated.

Sounds good to me :D If we can integrate the PvP status into the save/load code, then I'm all for it :D
 
Level 4
Joined
Apr 21, 2006
Messages
126
This map can only be edited in NewGen editor.

I edited some thing in this map (just because me and my friend wanted to try something.) and when I was saving, I got this error that some other people have reported before.

It looks like this:

errorjmo.png


Then...
error1m.png


Then I got this list with 177 errors.
error2u.png


And this is one trigger that stopped working, as you can see.
error25.png

So, after seeing that there's a trigger error, and reading that you are using NewGen
I thought that the problem might be that I am using the standard World Editor. So I downloaded NewGen and tried to save again, and it worked perfectly!

So if you want to edit this map you have to get NewGen first!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I edited some thing in this map (just because me and my friend wanted to try something.) and when I was saving, I got this error that some other people have reported before.

It looks like this:

errorjmo.png


Then...
error1m.png


Then I got this list with 177 errors.
error2u.png


And this is one trigger that stopped working, as you can see.
error25.png

So, after seeing that there's a trigger error, and reading that you are using NewGen
I thought that the problem might be that I am using the standard World Editor. So I downloaded NewGen and tried to save again, and it worked perfectly!

So if you want to edit this map you have to get NewGen first!

CloudWolf, notify modders in the map's description that for the map to save it needs required to save the map NewGen. Perhaps add a link as well.

Tylon, thanks for notifying us.

Edit: The inventory system is capable of equipping any item you'd like. The class simulator pretty much worked even though it's nothing impressive.
http://www.hiveworkshop.com/forums/members/138637-albums1422-picture10890.png
 
Level 4
Joined
Apr 21, 2006
Messages
126
Edit: The inventory system is capable of equipping any item you'd like. The class simulator pretty much worked even though it's nothing impressive.
http://www.hiveworkshop.com/forums/members/138637-albums1422-picture10890.png

Wow! I didn't even know it was possible to do custom windows like that!
It's so dark just because you were over an unexplored area, right?

Maybe you've already fixed this, but I saw that the Witch Doctor only regenerate health while over blighted area... Not very good since there is no blight except in the graveyard. :p

Anyways, can't wait for v1.18! I hope it'll be out this week.
 
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