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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 9
Joined
Jun 1, 2008
Messages
180
The Orb drops depend on what you're fighting, the difficulty level has nothing to do with it. IFRC the drop rate for the crappiest ghouls in the map is 1 in 25. I believe it goes up a bit for tougher monsters.

So when you got to harder monsters, you raised the drop rate by decreasing the scale, right? Like random number between 1 and 20... So if you wanted more drops, you'd have to decrease that number even more, depending on difficuly I guess...
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Aren't we supposed to give you feedback on what there should/shouldn't be in the map? And aren't you guys supposed to talk about how far you have gotten with your part? Because as I've seen in the last few pages, that's what we all have been doing.

That is what we have our forum for.

It is here you say stuff like "i tried the map and its awesome, keep it up" or "this map is not that good, i dont understand how so much people can like it".

Its in the forum we give ideas, talk about the future of the project and such things, when people post here i, aswell as the other people in the crew, might miss the posts.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Aren't we supposed to give you feedback on what there should/shouldn't be in the map? And aren't you guys supposed to talk about how far you have gotten with your part? Because as I've seen in the last few pages, that's what we all have been doing.

I was referring to the page counter.

LTGH, is right regarding that one. Most project related discussions are our forums.
 
Level 1
Joined
Apr 25, 2009
Messages
3
Cloudwolf, I must say I am completely blown away by the detail of the terraining in this map.

But I must ask, How do you create the raised platforms and then that seemingly endless black abyss at the bottom? The best example would probably be the bridge screenshot. The bridge is there, but the sides so so far down and are so black. It is amazing!
 

NisNamanArhat

N

NisNamanArhat

Hey CloudWolf how are you able to put just one start location (orange) even though there are more players? I'm trying to make a map based on Diablo gameplay but I don't know how put just one start location. When I save the map, the map randomly generates start locations for all players. I just started on the map by the way.
 
Level 9
Joined
Dec 17, 2007
Messages
431
Hey CloudWolf how are you able to put just one start location (orange) even though there are more players? I'm trying to make a map based on Diablo gameplay but I don't know how put just one start location. When I save the map, the map randomly generates start locations for all players. I just started on the map by the way.

Go to the Intialization trigger, and delete (Melee - Create Starting units)
And then just place all the start-locations in top of each other, then at last only one color will show .. That's how I'll do it :wink:
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Hey CloudWolf how are you able to put just one start location (orange) even though there are more players? I'm trying to make a map based on Diablo gameplay but I don't know how put just one start location. When I save the map, the map randomly generates start locations for all players. I just started on the map by the way.

Put them all on the same place? :O
And it doesnt make any difference if they are random generated or not? :S
 
Level 18
Joined
Sep 2, 2005
Messages
1,029
Hey Redmarine. OK My idea to fix the boss hp issues didn't pan out. I'm open to your suggestion if you could explain it, and if that doesn't work, I was thinking maybe global variable arrays for each boss, and calculate the values whenever the difficulty is changed, then compare against the variables.
Lemme know what you think. :)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Hey Redmarine. OK My idea to fix the boss hp issues didn't pan out. I'm open to your suggestion if you could explain it, and if that doesn't work, I was thinking maybe global variable arrays for each boss, and calculate the values whenever the difficulty is changed, then compare against the variables.
Lemme know what you think. :)

Sounds like a plan. To be honest I'm not sure if this will work but in theory it sounds promising.

Okay first of all every boss trigger that contain health events must have their events removed. I would like those events to be added after your triggers have set the difficulty and health cap.

Basically once the difficulty system of yours has been executed we would add the events using the event adding action.

  • Trigger - Add to SK Inferno 1 <gen> the event (Unit - |cff8000ffSkeleton King|r 0047 <gen>'s life becomes Less than (0.86 x (Max life of |cff8000ffSkeleton King|r 0047 <gen>)))
This is just an idea.
 
Level 18
Joined
Sep 2, 2005
Messages
1,029
ah. I don't think that will work if the error is what I think it is. The issue I've been having is that the event is NEVER executed, not that it happens early.

Your solution would work to avoid the trigger being set off outside of the actual boss fight, though it might be easier to just turn off the trigger and turn it on when the players enter the boss area.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
ah. I don't think that will work if the error is what I think it is. The issue I've been having is that the event is NEVER executed, not that it happens early.

Your solution would work to avoid the trigger being set off outside of the actual boss fight, though it might be easier to just turn off the trigger and turn it on when the players enter the boss area.

That's actually a good idea. Lets do that.

EDIT: The thread counter has been fixed! BuYJA!
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Well... I don't know if it is normal but when i get to the skeleton king, well hes in my team...

were you perhaps playing with the "whosyourdaddy" command on, and managed to kill the ghost form of the Skeleton king through the door? :) IF so, that will cause the bug to happen ;)

Ive made sure the SK is out of range for v1.18 so it cant happen :D

If not, then im not entirely sure what went wrong lol :S
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
were you perhaps playing with the "whosyourdaddy" command on, and managed to kill the ghost form of the Skeleton king through the door? :) IF so, that will cause the bug to happen ;)

Ive made sure the SK is out of range for v1.18 so it cant happen :D

If not, then im not entirely sure what went wrong lol :S

That's definitely not a generic problem.

Well, how is the debugging progress coming along?
 
Level 2
Joined
Jun 12, 2009
Messages
7
Great job on the map!

I was wondering if someone could help me out with the posting and what not but CloudWolf... i have some ideas to help the game to be more like D3
1 - The "Gnarled Walkers" Have this bright green blood thing in the trailer
so my idea is that first you put a special effect on them of the
blighted mist to glow green and when they are struck make a green
effect on them
2 - Set difficulty levels depending on how many people are playing that
way you can solo the dungeon with any class basically (it would just
be hard) or have a fullhouse and not fly through it by just doing
massive amounts of damage
3 - Make a set to the items you can wear kind of like you already have
but like the one in "Magic and Mayhem" or w/e (if you know what im
talkin about) that way your inventory isn't just limited to to pieces
of armour and you don't have to decide between potions and
rings/necklaces
P.S. i hope i don't sound like i'm hating on your map, im not, just those are some ideas...
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Well. He said this:

What about dissable the cheats like iseedeadpeople and whosyourdaddy? that can cause bugs and that destroys the part where your suppost to explore the map.

And i kinda agree. People going through with whosyourdaddy i personally think, are n00bs, no offense :p
The iseedeadpeople, does it really matter when you have a locked cam? If you really wanna make it explore able, then make ondiscovered areas black :D That would be awesome :D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Well. He said this:



And i kinda agree. People going through with whosyourdaddy i personally think, are n00bs, no offense :p
The iseedeadpeople, does it really matter when you have a locked cam? If you really wanna make it explore able, then make ondiscovered areas black :D That would be awesome :D

What we could do is to pause all ingame units until the cheats are deactivated. It is as simple as that.

I'm on it.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Cant we just dissable the cheats somehow? Like making the player say the cheat twice so it gets deactivated?
Or isnt it possible to just turn them off entierly? :eek:

It's not possible. But we can restricts the player's hero from ever killing anything using that cheat code. The reason I'd like to see this single anti-cheat code is to prevent trigger malfunction and exploitation.
 
Level 2
Joined
Jun 12, 2009
Messages
7
It is possible with a few triggers.... If the player says "whosyourdaddy" force him to say it again like LTGH said. I know how to do this so if you need any help just ask. :)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I and LTGH were just playing your map from yesterday and we found quite a lot of problems and areas need of improvements.

Prepair to fix lots of stuff!

  • The chests should die by 1 hit.
  • At the start of the map when you cross the first bridge and go to the right bridge the time of the map changes to day. Fix please.
  • Inventory Units are not placed correctly. This makes the icons look out of place. LTGH can have the honour to fix this himself.
  • Healing/mana globes should always heal around 20-40% of the heroes' health cap. This means it has to be triggered. I could do this if you'd like.
  • The water around Shadow Creature should be raised by one notch to prevent the flashing.
  • When players get teleported to the skeleton king they should be teleported at the gate and give them a moment to rest. This opportunity could also let them do strategic planning before engaging the skeleton king.
  • During our fight against the skeleton king our camera glitches. We're not sure what caused this glitch but we'll have to incorporate a trigger to reactivate it if it does happen again. We should search for the problem though. I'll try to fix this.
 
Last edited:
Level 17
Joined
Jun 9, 2007
Messages
2,493
LTGH can have the honour to fix this himself.
Really? Thanks. I guess? xD lol
During our fight against the skeleton king our camera glitches when we paused. We're not sure what caused this glitch but we'll have to incorporate a trigger to reactivate it if it does happen again.
I think its caused when you pause the game, i havent tried it yet though.
I need to create a system to spawn all equipped items so other players can get them. I'll get on this.
Correction:
I need to create a system to spawn all equipped items that a a player has when he dies (entierly) or leaves the game so other players can get them. I'll get on this.
>This will not work after adding the save/load so it should only be temporary becouse otherwise you can dupe your items! (Binds when saving?)

:)
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Another little comment here. The mana globes, i dont really remember their name XD Is it restoration, or something? Well the white/blue ones. They also give nearby barbarians mana, which is pretty not good, as they have a maximum of 10 mana XD So they just gets fully loaded :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Another little comment here. The mana globes, i dont really remember their name XD Is it restoration, or something? Well the white/blue ones. They also give nearby barbarians mana, which is pretty not good, as they have a maximum of 10 mana XD So they just gets fully loaded :p

Don't worry about that. In version 1.18 barbarians have a mana(rage) cap about the same as the other heroes.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Guys, you still using triggersleepaction at v1.18?

Replace them with timers, get some attach system to timers (Which work with arrays, not CACHE).

triggersleepaction cause bugs with pause on

Triggersleepaction cause bugs with pause on + They have delay.
I always use timers in my maps even if its 0.01sec or not.
Becouse if a player pause the game at that 0.01sec, the game totally fuck up.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
About the mana globes :)

Its definately a possibility to make them not work for the barbarian. However, remember this is only warcraft 3, we dont want to make things too complicated for our players ;)

Whilst "technically" the barbarian uses rage, the player will still see it as Mana, so things could get a little confusing there :p

I think for the time being its probably best just to allow the barbarian to pickup mana globes for ease of use :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Lol XD So barbarian can just get full rage (^^) cus those. It wouldnt be that hard a trigger to prevent it would it?

Thats not the point.
Read what he said twice.
It would be to confusing for newbies to play then becouse they dont know how the rage works.
And this is warcraft 3 after all.
+ it will heal by % later insted of a specefic value so it wont get imba.
 
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