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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...
Level 19
Joined
Sep 4, 2007
Messages
2,826
Will there be attachments in the inventory system?

(You equip a sword, then, your model hav that sword!)

It Would be reeeeeeaaaaally nice to see.
And with attachments, this map will look more like the real Diablo!

Sadly we don't have barbarian, witch doctor or a wizard model without any gear. Though I should mention that the inventory system is capable of supporting attachments without any changes. This means in case we do get models we could easily implement attachments if the map doesn't get too big.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Will there be attachments in the inventory system?

(You equip a sword, then, your model hav that sword!)

It Would be reeeeeeaaaaally nice to see.
And with attachments, this map will look more like the real Diablo!

Aye :D As redmarine said, if attachments were to show, we would need an unarmed version of the models we've used :p However, before we can do this, we would need permission from the original model makers anyway :)

Although, we also have to be carefull with the filesize :p This map is going to feature hundreds of items once we have finished all 3 of the starter maps. and that would mean a lot of attachment models :S

Even if we dont decide to use attachments for all the items, I guarantee that there will still be a few for the higher level items, so players will have something to work towards :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
cool :D so you also make levels to items? So a character in lvl 8 cant use a item to lvl 10? that would be awesome. But you should wait do that until you made the other maps and the save codes :D

Piece of cake. But that should not be added befor we get a save/load system cus when you find items now you want to be able to equip it, otherwise it will get to hard. But if you later will be able to start at different levels, a level required system would be good to have.
And this is also a piece of cake to add into the system.
 

Waterwalk

W

Waterwalk

Less talking about the future guys...still a long journey to that ;)

its important to have fast releases...otherwise the rumors about this project will fall apart. It`s a sad truth.

Wish you the best.
 
Level 17
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Messages
2,493
Less talking about the future guys...still a long journey to that ;)

its important to have fast releases...otherwise the rumors about this project will fall apart. It`s a sad truth.

Wish you the best.

I havent seen any rumors about that so far. and we do keep you guys updated in this thread all the time, so i dont understand what you are talking about. And faster releases.. you gotta be kidding me. Its already like 1000000 versions of this map and we updated all the time but now there isnt any small things that needs to be fixed all the time and that makes it go a little slower. And CW was on Skiing holiday too, that made the progress slower.

And if we dont think of the future, this map might not have a future at all. We always need to know what we are going to do, otherwise it will end up with a slow.. dead... ending....
 
Level 30
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Messages
1,460
Less talking about the future guys...still a long journey to that ;)

its important to have fast releases...otherwise the rumors about this project will fall apart. It`s a sad truth.

Wish you the best.

Dont worry, this project is far from finished :D I just dont have much time to work on it right now as ive got several uni coursework deadlines coming up :p However, after that, I assure you updates will be a lot smoother than they are right now xD
 

Waterwalk

W

Waterwalk

I didn't flame you guys ;)

I know only out of my work..less milestones are better...too much time is getting lost in meetings and conversations about what can we do.

The envolving of a project is better to have some huge milestones and work to them...the rest will be done in fine tuning.

And course work...hell ya...i understand you totally...back to that time i had them too...annoying stuff - but as you said: University over all ;)


Of course there were some rumors ;) over them i got to this page...in some german computer pages (gamestar, pcgames, ...) were a link to this project....the german diablo community is huge ;)

cya,

water
 
Level 14
Joined
Jan 2, 2007
Messages
1,449
I'd have a suggestion related to "difficulty level". . .in D2 the more players....the more minions spawned. . .even though I finished 1.17 4-5 times, I could say an increase in the number of creeps would do it's job, especially on begining where mana isnt found anywhere ^_^
 
Level 16
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Mar 8, 2009
Messages
975
CloudWolf said:
Aye :D As redmarine said, if attachments were to show, we would need an unarmed version of the models we've used :p However, before we can do this, we would need permission from the original model makers anyway :)

Although, we also have to be carefull with the filesize :p This map is going to feature hundreds of items once we have finished all 3 of the starter maps. and that would mean a lot of attachment models :S

Even if we dont decide to use attachments for all the items, I guarantee that there will still be a few for the higher level items, so players will have something to work towards :)

Well, i post reaaally before a post with an unarmed an 'unbannered' hellscream (because that flag in hes back doesnt look like the real barbarian) but CW said to that these model was too heavy for the map... (Stupid 4mb limit!) But, if you guys finish the map one day, will be great to see a complete campaign of this. (custom models and so.) For Now, I cant WAIT TO THE INVENTORY SYSTEM!!
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Stop pressuring me
yct01.gif


Anyway, I made some small progress on the inventory today but sadly the locals screwed up the map. I salvaged whatever I could and fled one version back. Luckily I create 1 backup per day.

I'll try again when I wake up,
 
Level 30
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Sep 30, 2008
Messages
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Well, i post reaaally before a post with an unarmed an 'unbannered' hellscream (because that flag in hes back doesnt look like the real barbarian) but CW said to that these model was too heavy for the map... (Stupid 4mb limit!) But, if you guys finish the map one day, will be great to see a complete campaign of this. (custom models and so.) For Now, I cant WAIT TO THE INVENTORY SYSTEM!!

lol yea :D I remember that!

I'm still considering the use of attachments for all items. I suppose if theres room, we could have a generic model for each item type. E.g. All sword items use the same sword model. That could take down the filesize a lot :D

We could always add a few extra models to make the "epic" items look more epic ;)

Just an idea though, theres no plans set in stone as of yet :)
 
Level 17
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Messages
2,493
lol yea :D I remember that!

I'm still considering the use of attachments for all items. I suppose if theres room, we could have a generic model for each item type. E.g. All sword items use the same sword model. That could take down the filesize a lot :D

We could always add a few extra models to make the "epic" items look more epic ;)

Just an idea though, theres no plans set in stone as of yet :)

That was exactly what i was going to say to you.
Epic items may have their own attachment models but all normal items with the same type should have to same model to keep the size down.

But first of all, we need to find a way to give the inventory system the space it needs. RM (redmarine) and i was going to play online and then we saw.. "ohh..." its 5300KB... But ofc we have a HUGE amount of unused textures and such things from the first version of the inventory befor we changed the layout to Diablo 3. ;P

http://www.hiveworkshop.com/forums/maps.php?of=downloads&order=DESC&r=20
200 more downloads to go and we are in top 4! =D
 
Level 30
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That was exactly what i was going to say to you.
Epic items may have their own attachment models but all normal items with the same type should have to same model to keep the size down.

But first of all, we need to find a way to give the inventory system the space it needs. RM (redmarine) and i was going to play online and then we saw.. "ohh..." its 5300KB... But ofc we have a HUGE amount of unused textures and such things from the first version of the inventory befor we changed the layout to Diablo 3. ;P

Warcraft III Maps
200 more downloads to go and we are in top 4! =D

I'm sure we can make the space :) We could always slightly decrease texture qualites across the map to reduce filesize :p We can also remove the Tyrael boss, and feature him in another map seeming as his model takes up 1mb of the map size :D

And yes, I have removed a fair few unused imports since that map version, so theres probably a little extra space anyway :)
 
Level 17
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2,493
cus they wont help make the map size limit bigger. They've just forgotten everything about WC3 and make silly updates which dont does anything really :S

Uhmm.. I rather see a good starcraft 2 then a warcraft 3 with a bigger size limit.
They quited working on warcraft 3 long ago, all they do is some small updates that DOES SOMETHING like fixing errors like this one > when editing standard maps in world editor and then be able to host it...
Dont expect them to update wc3, its to old. Its better if they work on SC2 insted.
 
Level 13
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Mar 23, 2008
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1,214
lol, i dont think it will take too much of them to make the file size limit higher. I also rather want a better and maybe faster comming starcraft 2 (actually more than Diablo III XD), than a warcraft 3 map size limit increase. But still it would be great with bigger maps :D

Did you remove Tyrael to lower size in map? Or is he still there?
 
Level 19
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lol, i dont think it will take too much of them to make the file size limit higher. I also rather want a better and maybe faster comming starcraft 2 (actually more than Diablo III XD), than a warcraft 3 map size limit increase. But still it would be great with bigger maps :D

Did you remove Tyrael to lower size in map? Or is he still there?

He's still in the map. I think we're going to try to keep him but if he takes up too much space he gets the kick.
 
Level 11
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Jul 28, 2007
Messages
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wc3 map size is probbly created for bnet, 4mb is long time downloading. they probbly put it 4 mb coz of special custom maps by blizzard.
I cant wait to see SC2 editor and i wonder which file size would be SC2 maps.

Anyway on what are you working now in d3 ?

Maybe you guyz could expand this map to few sub maps, after trailer is finished(as you map too) you could add new maps with new scenario and own ideas.
 
Level 13
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1,214
lol -_- If you read earlier posts you would get answers.
They're making inventory system atm. And extra maps will be made they said. They're gonna make many maps (think they said 3), and also add a save/load system.

As for the SC2 map limit i have no idea, but i really hope they make it bigger than for WC3. They almost have to as the models there will be made for it will be much better quallity than those for WC3.
 
Level 19
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lol -_- If you read earlier posts you would get answers.
They're making inventory system atm. And extra maps will be made they said. They're gonna make many maps (think they said 3), and also add a save/load system.

As for the SC2 map limit i have no idea, but i really hope they make it bigger than for WC3. They almost have to as the models there will be made for it will be much better quallity than those for WC3.

Does Blizzard's plan on combining the WoW servers with Battle.net 2.0 mean anything to you? I guess they're going to raise the filelimit.
 
Level 30
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Aye :) 3 maps is what we're aiming for :D However, theres bound to be some expansion's ;) Think of it like an MMORPG. You will get the base maps with the first release, but we will add new maps into the game as though they are an expansion :D

There's also going to be a website where you will be able to download all the maps as a set, rather than individually on the hive ;)
 
Level 10
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Jan 14, 2006
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160
Aye :) 3 maps is what we're aiming for :D However, theres bound to be some expansion's ;) Think of it like an MMORPG. You will get the base maps with the first release, but we will add new maps into the game as though they are an expansion :D

There's also going to be a website where you will be able to download all the maps as a set, rather than individually on the hive ;)

I think a campaigne would be a great idea,too. There you can use as much space as u want :)
 
Level 30
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Well this was kinda ment like..."Hey we have done 3 awesome maps and I'm bored now, lets do a campaign" :D

I would'nt worry too much :D After we've finished 3 maps and released them, we will begin work on the expansion maps so there wont be any sitting around :)

After finishing the first map, production of the next 2 should take a fraction of the time :) I'm going to use the original map as a template so all the systems and data will be transfered across instantly, meaning theres no need to remake them :D

_______________________________________


In other news, we have a website in production! ;)
 
Level 19
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I would'nt worry too much :D After we've finished 3 maps and released them, we will begin work on the expansion maps so there wont be any sitting around :)

After finishing the first map, production of the next 2 should take a fraction of the time :) I'm going to use the original map as a template so all the systems and data will be transfered across instantly, meaning theres no need to remake them :D

_______________________________________


In other news, we have a website in production! ;)

This will pretty much also allow us to remake some triggers for optimization.

Is v1.18 ready for primetime soon? Let me know before because the inventory system is almost leaving beta stage(meaning it's done).

I'll send you a almost functional version to see for yourself. I'm going to test the map with LTGH later if he's available.
 
Level 30
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We certainly do :D If you want to see it in production you can go to:

Diablo III Warcraft

Keep in mind that its still being made, so a lot of the content isnt online yet :)

And yea, I know what you mean about the forum ;) Theres no point if we've got the hive :D I've sent Ralle a PM asking about the situation regarding Hosted Projects, so if we can get our own hive forum, it would solve all our problems once and for all xD

EDIT: I'm afraid there's a slight problem on the v1.18 front xD I went home and made loads of changes a few days back, and I forgot to send it back to my computer at uni xD

I'll give my brother a ring, as he's home at the moment so hopefully he can send me it :)

In terms of completion, my changes for 1.18 are very nearly ready :)
 
Level 17
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We certainly do :D If you want to see it in production you can go to:

Diablo III Warcraft

Keep in mind that its still being made, so a lot of the content isnt online yet :)

And yea, I know what you mean about the forum ;) Theres no point if we've got the hive :D I've sent Ralle a PM asking about the situation regarding Hosted Projects, so if we can get our own hive forum, it would solve all our problems once and for all xD

EDIT: I'm afraid there's a slight problem on the v1.18 front xD I went home and made loads of changes a few days back, and I forgot to send it back to my computer at uni xD

I'll give my brother a ring, as he's home at the moment so hopefully he can send me it :)

In terms of completion, my changes for 1.18 are very nearly ready :)

Sweet! The site looks awesome. I hope Ralle can give us a Hosted Forum, the would solve pretty much everything.
In the about section, instert my avatar i use on hive there, im using it everywhere :p
Edit: Yay, i got my avatar on your site =D
 
Level 30
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wow... I just checked out the current inventory :D

What can I say? Its practically perfect xD You guys have outdone yourselves ;)

Only key things I can point out is to disable character movement when the inventory is open :p I managed to move my hero into some creeps and die whilst using the inventory which wasnt so fun :S

Other than that though, amazing job! +rep (at least i would, but apparently i gave rep to you too recently)
 
Level 17
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This may be a dumb question but i wonder if you POSSIBLY could make a "News" panel that you only can access by password so all of us (You, me RedMarine) can post news. Would be good to have :p But right now everything is one single html file and the news isnt separate, right?
 
Level 30
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This may be a dumb question but i wonder if you POSSIBLY could make a "News" panel that you only can access by password so all of us (You, me RedMarine) can post news. Would be good to have :p But right now everything is one single html file and the news isnt separate, right?

Yea :D The thought had occured to me to add member accounts :p I do know a small amount of php / mysql, but I'll have to learn how to do it first :p

I'n the meantime, you can always PM me something on here, and I'll add it :D
 
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