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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
Soon as I get hold of the newest inventory version, I'll start making a bunch of new items to replace the existing one :) If I really get into it, it shouldnt take more than a day or so :D lol

Ive also been doing some hardcore terraining updates xD I finally managed to find a chain model so theres some nifty looking bridges in the game now :D

What do you mean by the newest? My changes are compatible with all yours. Don't worry they'll work.

vJass is effective when it comes to breaking boundaries. Just get it done. :grin:
 
Level 5
Joined
Jan 23, 2009
Messages
217
Played it online the other day. Tyrael's too easily defeated. We had 2 berserkers and 1 witch doctor. 40 minutes to finish the game.
 
Level 30
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Sep 30, 2008
Messages
1,459
So you're going to add a save/load? Where will the character be stored? just a file? couldn't people take advantage of that? (IE Character Editing)

Well, its going to be your standard save/load code that most maps use, so its going to be integrated into the map as triggers. To prevent cheating, we're going to have to protect the map which kinda sucks, but its only fair to the people you want to play it xD So if people dont actually have access to the code, they wont be able to forge anything :)

I'll probably release an unprotected modable version of the map without the save/load codes so people can still make mods if they want to :)
 
Level 17
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Jun 9, 2007
Messages
2,493
So you're going to add a save/load? Where will the character be stored? just a file? couldn't people take advantage of that? (IE Character Editing)

Yes we will add save/load. But we will use codes.
like -load Zomg-WTF!-WUT?-FUCK-T__T-1234-abcd-crap-THWS
Ofc they can edit characters.. And that has ALWAYS been possible in all RPG maps with save/load, you just need to know what the code means and what all characters stands for and there is nothing we can do about it.

If people want to cheat... w/e... Its their own choice if they want to be no-lifers that cheat to get the best stuff and run around "oohhh look, im imba with the best gear noobs!".
 
Level 30
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Messages
1,459
Yes we will add save/load. But we will use codes.
like -load Zomg-WTF!-WUT?-FUCK-T__T-1234-abcd-crap-THWS
Ofc they can edit characters.. And that has ALWAYS been possible in all RPG maps with save/load, you just need to know what the code means and what all characters stands for and there is nothing we can do about it.

If people want to cheat... w/e... Its their own choice if they want to be no-lifers that cheat to get the best stuff and run around "oohhh look, im imba with the best gear noobs!".

lol yea :) We'll do as much as we can to prevent it, but in the end theres not really much we can do, as theres always going to be someone capable of deprotecting it :/

However, I was thinking we could make all codes playername specific to stop people copying someone elses code :)
 
Level 18
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Sep 2, 2005
Messages
1,029
I've never done much with save/load in wc3 before, just the type that saves to the DB for loading between map transitions in the original campaign.

if youre going for security, you could always hash table the final result into some gibberish ascii string for checking. Just a thought.

If you decide to make a campaign version, I'd be willing to work on building the standalone server to host multiplayer for it via warsoc. I'm sure you wouldn't release ONLY a warsoc version, but if it goes campaign instead of a single map, warsoc could be an optional way to host multiplayer games. As mentioned above, no filesize limits with multiple maps, no playercount limits, and you'd have all sorts of nifty extra stuff you could use. It could be set up to either store the character on either the client or the host, as well. Also, if done correctly, not all of the players would need to be in the same map, so players could go back and forth between maps individually.
 
Level 17
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Jun 9, 2007
Messages
2,493
Warsoc is done. The rest of RTC still needs work (theyre adding other functions).

But he networking stuff should all be done.

My source? Mindworx, over MSN. lol. I figure he'd know.

Dont listen to Super-sheep. He just talks shit all the time in this thread. About 85% of hes posts is anything usefull for us, he just slows down everything for us to be honest :S
But i actually didnt know that it was done. I have been quite active on the forum and read the stuff there but i havent seen anything that says that its done :S

Super-sheep, try to use visitor messages insted of posting off-topic here :/
 
Level 12
Joined
Aug 7, 2004
Messages
875
This project was overwhelming when I first saw it in gamespy. Can you believe it? Its featured in gamespy!!!

Anyways, I like what you did to the terrain, it's never been done before I give you thumbs for that!

Also I like how you build your website, very professional. Mind sharing tricks as to how you made that background position static? PM me :D...

Anyways grats.
 
Level 30
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Sep 30, 2008
Messages
1,459
This project was overwhelming when I first saw it in gamespy. Can you believe it? Its featured in gamespy!!!

Anyways, I like what you did to the terrain, it's never been done before I give you thumbs for that!

Also I like how you build your website, very professional. Mind sharing tricks as to how you made that background position static? PM me :D...

Anyways grats.

oh wow xD thats awesome :) Mind giving me a link so I can check it out? :D

and yea! If youve got any questions about the website, PM them to me and I'll answer them :) (just to keep this thread on-topic) :D
 
Level 18
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Sep 2, 2005
Messages
1,029
rtc is in the new version of the Jass Newgen pack. I think he plans on doing a standalone release but no idea when itll be out. right now you need the newest Jass NewGen Pack (v 1.5) to do it though.

Point is, I'd be willing to help if this turns into a campaign. Cause a multiplayer campaign is more fun than a multiplayer map. :p
 
Level 19
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Sep 4, 2007
Messages
2,826
rtc is in the new version of the Jass Newgen pack. I think he plans on doing a standalone release but no idea when itll be out. right now you need the newest Jass NewGen Pack (v 1.5) to do it though.

Point is, I'd be willing to help if this turns into a campaign. Cause a multiplayer campaign is more fun than a multiplayer map. :p

It would be an interesting option though. We'll let you know if we actually decide on doing so.

Offtopic: Btw, the dungeon keeper mod image is gone. :( Tell me when you're restarting it as I would really like to help if I can.
 
Level 18
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Sep 2, 2005
Messages
1,029
It would be an interesting option though. We'll let you know if we actually decide on doing so.

Offtopic: Btw, the dungeon keeper mod image is gone. :( Tell me when you're restarting it as I would really like to help if I can.

Offtopic: Well, First I want to finish Entseed, which I will be restarting as soon as I can get wc3 to work again. However, the blizzard tech support team have not been even remotely helpful. They keep asking me questions ive already answered, and after everything they asked me if I was using vista and to run as admin, even though I had already said it was xp pro with service pack 2. -_- Fixed the images though.

Ontopic: Any progress on the random creep generation? scripting the monsters is the way to go. then it scales to the players, you can have it get tougher if the heroes are too high a level even. throiw down some harder monsters. lol

you can introduce random numbers, maybe introduce some random elites into the mix like they had in d2.
 
Last edited:
Level 19
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Sep 4, 2007
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Apparently there was an issue with my signature and where I hosted the images and it wanted people to login to see them or something. I wasnt having that issue, but seems youre not the only one. O.O I guess I can't put my pictures there anymore. OOPS.
lmao

It works now.

Anyway, I was thinking... Would you want to create the spawning system? I know you're an expert within the fields of programming.

If you're interested then it should be very easy to use. Easily customizable.

This is what I tried a couple of months ago:
The locations where they would be spawned would be like invisible units depending on its colour, unit type etc.
If level 1 shade blablabla then create x amount of level 1 units. etc.

CloudWolf, I've figured out how to fix the flashing camera glitch. The code can be found in the forums under the bug report section.
 
Level 30
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I would do it but I cant get my wc3 working. It wont patch and the editor is all buggy. Apparently its somethign to do with how my system is configured, but blizzard tech support has been less than helpful. If I dont figure it out in a couple days I think I might do a system format.

Yea, blizzard have all but abandoned warcraft 3 now xD Technically they still have a few people working on updates, but those few people also have commitments elsewhere in blizzard, and warcraft 3 isnt exactly their top priority :/

____________________________


Anywho, awesome idea with the whole Warsoc thing! If warsoc is ever released as a stable working version ide be more than happy to have this map on there :D

If we ever did convert to warsoc, we'll probably have to start a new map to cope with an MMORPG style environment though, keeping the map systems of course though :p Not to mention it will almost certainly require us to change the name from diablo, as blizzard wont like us hosting something like this on a non-blizzard server :/

However! If it really is possible to get this working over warsoc, im all for those changes :D

Just out of interested, does warsoc allow for multiplayer campaign maps? :S Would be awesome if we could run the game over several maps :) It also means we can easily add new content as a new map xD

This is just me thinking out loud though :) If this ever does happen, it wont be for a long time yet. Production will carry on as normal though for a bnet release :D
 
Level 19
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I would do it but I cant get my wc3 working. It wont patch and the editor is all buggy. Apparently its somethign to do with how my system is configured, but blizzard tech support has been less than helpful. If I dont figure it out in a couple days I think I might do a system format.

Try install Windows 7 RC as it would be a nice replacement for whatever OS you're using.

CloudWolf, it does work with campaign because of the nature of the software.
 
Level 19
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awesome lol

By having a database and a private server, does this mean we could make the map size limitless? e.g. include as many music / imported files as we want? :O

Also, does warsoc actually work yet? xD

Yes. You can have gigabites of data and it would still work. WarSoc is currently working and being build on by like adding features the public wants.

Wc3:WoW will be the first mod to actually try this out on an epic scale.
 
Level 30
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Yes. You can have gigabites of data and it would still work. WarSoc is currently working and being build on by like adding features the public wants.

Wc3:WoW will be the first mod to actually try this out on an epic scale.

Awesome :D Well, we can see if it works for them, then follow if it does lol :)

Hmm. If someone host a game on, lets say 1GB. Wouldnt it then be very very laggy unless host has a really nice internet connection like 100/100 or something.

The concept of warsoc is that the game is hosted on a server. Basically, the server would act as a game host, except the game will never end and keep going. Players can then join the map, even if its in progress. So its a bit like an MMORPG in that respect, as players can login :)

And yea, i think 1GB was used as a example to show its basically limitless :D Whatever map is hosted using warsoc would have to be built to the servers spec. e.g. if the server only has a 10mb upload speed, the maps would need to be designed to cope with this :D
 
Level 19
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Awesome :D Well, we can see if it works for them, then follow if it does lol :)



The concept of warsoc is that the game is hosted on a server. Basically, the server would act as a game host, except the game will never end and keep going. Players can then join the map, even if its in progress. So its a bit like an MMORPG in that respect, as players can login :)

And yea, i think 1GB was used as a example to show its basically limitless :D Whatever map is hosted using warsoc would have to be built to the servers spec. e.g. if the server only has a 10mb upload speed, the maps would need to be designed to cope with this :D

Wc3:WoW will first release its singleplayer only campaign version and then it will go multiplayer. So we might have to wait quite a while until they actually do it.

Well, WarSoc allows you to actually decide which kind and how much data is transferred. Like if I want only commands for the units like: movements, attack, positions etc then that's the only data which will be transferred back and forth. This allows for efficient anti-hack and bann because if it does not correspond with what should happen then you can just kick the player.
 
Level 12
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875
Is WarSoc development still on progress? Last time I checked they had some issues with the new patch. Anyways, I think the classes are a bit imbalanced in terms of survivability. The Witch Doctor with his healing, areal damage, and summoning spells can pretty much solo by himself, while the other two classes can't. Just note that a good game is overal good gameplay and balanced.
 
Level 30
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Is WarSoc development still on progress? Last time I checked they had some issues with the new patch. Anyways, I think the classes are a bit imbalanced in terms of survivability. The Witch Doctor with his healing, areal damage, and summoning spells can pretty much solo by himself, while the other two classes can't. Just note that a good game is overal good gameplay and balanced.

Aye :) Were aware that the Witchdoctor is by far the best class because of his heal :S We're going to replace it with another non-healing ability for 1.18 :)

I'm also revamping the healing globe system as we speak to compensate for the lack of healing spells in game. Each unit type will now have its own trigger, allowing us to fully control the drop rates :D

Plus, 1.18 is going to have more potions than previous versions which should help :) The full-screen inventory means the standard inventory has become to potion slot as featured in this screenshot:

http://www.diablo3warcraft.com/images/Screenshots/Screenshot_01.jpg

hope this clears some stuff up for you :)
 
Level 30
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Now we just have to request CR to create a diablo 3 command button set. Since the crystal ones doesnt fit in :p

lol true :) The colour is right, but theyre a bit too cartoonish really arent they xD

Tbh, we might be able to find a Diablo Screenshots with some buttons we can CnP out xD Credit given for them obviously :p

If not, getting some new ones made would be fantastic :D
 
Level 18
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Sep 2, 2005
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1,029
Honestly The game wouldnt have to be hosted on a server. You can't pass whole maps over warsoc, as it only works once a map is loaded.

So you would have Characters, account names, and positions stored on the server, and all of the map data would be local.

Monster generation could be done through warsoc, as could npcs, elites, and items, but all of the monster and item and character properties would all have to be stored locally.

a standalone server that receives and sends what the character's commands are would have to be implemented. So when one player goes into a map with another player in it, each player would see the other as a generic monster. Then maybe they could attack eachother, or whatever.

Warsoc wouldnt host the map so much as be a channel to pass what the each players are doing on each mapto the other players, and keep track of positions and health, and everything.

It would be like hosting a map, but the game wouldnt be running on the server, and there would be more work being done by the players computers.
 
Level 30
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1,459
YOU ARE KILLING ME, HOW LONG IS .18 'GUNNA TAKE?![about as long as my game is taking to get here, 'spose.]RAGH I WANT IT SO BAD, PLEASE, PLEEAAASSEEE!

lol, its true, productions been sllow recently as ive had 5 university coursework deadlines to meet :/ However! I hadned them all in today so im officially free to work on the project now :D

time to get this back on track ^^
 
Level 18
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1,029
lol, its true, productions been sllow recently as ive had 5 university coursework deadlines to meet :/ However! I hadned them all in today so im officially free to work on the project now :D

time to get this back on track ^^

My old projects completely Halted because of what you just mentioned. :p And now that I could work on projects again, my wc3 isnt working right. lol
 
Level 17
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Jun 9, 2007
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2,493
CloudWolf, once you got some spare time could you please send me your map? My version got corrupted because of a mistake I made.

May i ask how many times you have corrupted this map so far?
Your pro at corrupting it. :p
BTW, what is everyone working on right now?
Im kinda trying to fix the roll system but im completly stuck at the camera/math part...
RedMarine is doing ???
CloudWolf is doing terrain? i guess? Maybe items?
 
Level 11
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Feb 24, 2008
Messages
183
The Witch Doctor is to imba, was able to solo the complete map, including Tyrael.
Now you might want solo play to be a viable path put it seems so extreme when I can't do nearly the same with the other classes, but maybe I just can't play them.

Anyways, he's imba, and btw during said game I picked up several items that I were not supposed to be able to and the system bugged so it said I could not hold potions, but it allowed me to pick them up anyways.

About siegebreaker, he needs an order in the end of his knockback telling him to attack the target once again, because he was silly easy once I noticed that every knockback he returns to his starting position.

The Tyrael battle had the same problem, during his triggered spells you can just walk to the edge and regenerate or whatnot and enter combat whenever you like.
 
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