• 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...
Hey CW, I saw you are remaking Terrain for 1.18. You know, I also started a map with the same artwork style. Currently I got this early WIP: The Dark Night - WIP, but I guess it will be even more awesome when I detailed my terrain. What I am missing (beside the custom vJASS spells) is the actual feeling of Diablo III in your map. Thats why I started my own.

I played this map twice and I feeled like playing a Warcraft 3 Campaign, just with new heroes and a few things that came from Diablo III.

As I casted firebomb (or however it was casted) once I got a critical error and wc3 closed. The gameplay is a bit to monotone and boring, don'T know how to fix.

The camera was quite good all the time even for that high cliffs, and I can't see anything that should be changed with camera.

The whole artwork was pretty good (The Icons, The UI, the Skins), but I missed gameplay and it didn't feel really good to play it.

And because of this, I will not join your team. Gameplay is totally hard to change, while changing icons and/or skins is quite easy.

To go back to topic, I rate this map 3/5, because of its awesome artwork. I really miss the gameplay experience here.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Its hard to make a warcraft 3 map to look and entierly feel like a diablo 3 map thats right. But keep in mind that he started all this for the purpose of having fun, it was never suppost to be this big, but then i came and "ordered him" to create a team, lol.
And so he did ^.^ And i have supported him even since then, lol.

But my point is, he have a several times said that he like hes own way to make the terrain and he doesnt want to change what he is best on, doing hes own stuff.
Changing the style now might fuck up everything becouse this is how he makes it :p

BTW, i can play a map 3 times a day before i get bored, then the next day i can do the same, so i guess its all about your taste. :p
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hey CW, I saw you are remaking Terrain for 1.18. You know, I also started a map with the same artwork style. Currently I got this early WIP: The Dark Night - WIP, but I guess it will be even more awesome when I detailed my terrain. What I am missing (beside the custom vJASS spells) is the actual feeling of Diablo III in your map. Thats why I started my own.

I played this map twice and I feeled like playing a Warcraft 3 Campaign, just with new heroes and a few things that came from Diablo III.

As I casted firebomb (or however it was casted) once I got a critical error and wc3 closed. The gameplay is a bit to monotone and boring, don'T know how to fix.

The camera was quite good all the time even for that high cliffs, and I can't see anything that should be changed with camera.

The whole artwork was pretty good (The Icons, The UI, the Skins), but I missed gameplay and it didn't feel really good to play it.

And because of this, I will not join your team. Gameplay is totally hard to change, while changing icons and/or skins is quite easy.

To go back to topic, I rate this map 3/5, because of its awesome artwork. I really miss the gameplay experience here.

Wow :O Thats some awesome terrain you've got there :D Its nice to see people learning stuff from my maps ^^ lol. I also see youve used my favourite doodad, those crystals, they really help add to the map dont they :D

As for the Diablo III feel, I decided to make this map a bit of a Warcraft / Diablo Hybrid really :D While it does have a lot of Diablo elements, many of the systems are standard warcraft ones :) This has been done to ensure warcraft players can easily understand it. Theres nothing I hate more than joining a game and having to learn a completely brand new system :S But thats just my opinion, im sure other people feel differently :D

I know what you mean about the gameplay though, it can get a bit repetative at times :S for the v1.18 release we've added some new events, as well as a some new boss abilities to make the fights more dynamic.

In fact, one such event that redmarine came up with was to allow the players to stumble across a battle between ghouls and the Fallen Ones, therefore making it a 3-way battle which could be fun xD

Another idea was to create a few traps, that randomly generate so they're in different positions each game :D I was thinking this could include crumbling walls, and a more realistic ghost chest trap that the silent has provided me ^^

Im all open to suggestions though!
 
Level 1
Joined
Jun 16, 2009
Messages
2
Omg, guys release the new version finally! This map is great, I can't wait more ';..;', youre already discussing about it for 70 pages since ver 1.17 so maybe give us 1.18 ? Please :D
 
Wow :O Thats some awesome terrain you've got there :D Its nice to see people learning stuff from my maps ^^ lol. I also see youve used my favourite doodad, those crystals, they really help add to the map dont they :D
Thanks.. Umm and I've used then before, without knowing your map. The Terrain basicly continues to the Diablo III Gameplay Trailer and my other Dungeon Story, which is far alot like this now. I am using UTM 3 for a while now, so I guess you also see the nice doodads in there.

As for the Diablo III feel, I decided to make this map a bit of a Warcraft / Diablo Hybrid really :D While it does have a lot of Diablo elements, many of the systems are standard warcraft ones :) This has been done to ensure warcraft players can easily understand it. Theres nothing I hate more than joining a game and having to learn a completely brand new system :S But thats just my opinion, im sure other people feel differently :D
Yeah, thats true. But I would suggest making standard systems but the gameplay a bit more creative. And I kinda like the art you have, too.
The terrain for 1.18 is just fantastic. I am now trying to get it as good as yours, atleast =D

I know what you mean about the gameplay though, it can get a bit repetative at times :S for the v1.18 release we've added some new events, as well as a some new boss abilities to make the fights more dynamic.
Well I didn't knew that, I told to your team but nobody told me that?! Lol.

In fact, one such event that redmarine came up with was to allow the players to stumble across a battle between ghouls and the Fallen Ones, therefore making it a 3-way battle which could be fun xD
:D Sounds funny. Anyway, I doubt you have enough space for all Diablo III Classes. I for my own think they atleast make 6 classes.

Another idea was to create a few traps, that randomly generate so they're in different positions each game :D I was thinking this could include crumbling walls, and a more realistic ghost chest trap that the silent has provided me ^^
Also sounds good. Only bad point,... Its not in my map =D haha

Im all open to suggestions though!
me2
 
Level 8
Joined
Apr 5, 2008
Messages
367
Hmm, if you call a video a "teaser" than it really shouldn't be long. And if it's a boss teaser please don't make it a rather boring 3 minutes fight. Rather the beginning and 2-3 exciting actions scenes. That should do as a teaser.

I wonder when 1.18 will finally be released. I hope you really get the issues with your inventory system fixed because if the background keeps flashing like this, it's just horrible^^

And do you have any problems with getting the items working right there? If not it seems quite nice regarding the ability of swapping items like the video demonstrates.

The Siegebreaker got a custom skin now? If it's made by CW I'm really looking forward it. However I'm not sure, since it was very dark.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Hmm, if you call a video a "teaser" than it really shouldn't be long. And if it's a boss teaser please don't make it a rather boring 3 minutes fight. Rather the beginning and 2-3 exciting actions scenes. That should do as a teaser.

I wonder when 1.18 will finally be released. I hope you really get the issues with your inventory system fixed because if the background keeps flashing like this, it's just horrible^^

And do you have any problems with getting the items working right there? If not it seems quite nice regarding the ability of swapping items like the video demonstrates.

The Siegebreaker got a custom skin now? If it's made by CW I'm really looking forward it. However I'm not sure, since it was very dark.

It wasn't really a gameplay trailer and if you looking for that then check this out:

The inventory teaser was only to show its functionalities. Btw, the sound kinda went off making it seem like it contained more bugs than it did.
 
Level 2
Joined
Jun 12, 2009
Messages
7
I personally think it would be sweet if you recorded the audio of the begining of the SK fight on the Real Wizard Diablo 3 Trailer and put that in the game. Then you could do a teaser of 3-5 second clips of fights and at the end of the like 30 second long teaser show the beginning of the fight with the audio in D3W. That would be wicked sick!
 
Level 2
Joined
Jun 12, 2009
Messages
7
Also Cloudwolf/team of awesomeness... I had the idea that you could make the fights with the Bloated things i forget what they are called, but make the fights with those focus more on the worm things they spawn after death... thats how it is in the D3 Trailer... you could reduce the stun chance for the Unburied. A few more things that could help it out... Dont make the beginning of the Siegebreaker fight a cinimatic thing just make him fly out of the gate going 90 miles an hour and knock everyone down in his way.
I do have an idea to create the Locust Swarm spell instead of the wc3 one... Make it based off the Feral Spirit spell but make the wolves Invulnerable and look like Disease Clouds, then give them the Disease Cloud abilities and NO DAMAGE. Create a trigger so that when these Disease Clouds enter the "whole map area" change control of them to an ally that no one controls like Deckard Cain. Give them like meh .01 seconds and then KILL them, this way the Disease Clouds will linger in the air. Also i am pretty sure that the Disease Cloud ability can spread among units if one is affected even if the cloud is no longer there. This ability would be alot like the Lucust Swarm in D3.
An idea for the Barb. Instead of giving the Barbarian a random ability for the Combo with Fury and what not. Give him an ability based of the "Spellbook" item ability. This way the Barb could choose what spell to use. *hint hint* also add is the "Jump" ability or whatever for Barbs in the combo ability thing if you do it... the Jump thing could take a while to weed all the glitches out of... like jumping off a cliff and skipping a ton of enemies.
One more thing. I have an idea on how to create the "Wall of Zombies" spell. Make it based off the Stampede ability. Then change the missle art or w/e from the thunder lizards to something that looks like it in the D3 Trailer. I would say Banshees. If you can u could slow the projectile speed down so that the Banshees seem to stay in one place.
Hope these ideas help you and the Team of Awesomeness out and i really hope you use these abilities. :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Also Cloudwolf/team of awesomeness... I had the idea that you could make the fights with the Bloated things i forget what they are called, but make the fights with those focus more on the worm things they spawn after death... thats how it is in the D3 Trailer... you could reduce the stun chance for the Unburied. A few more things that could help it out... Dont make the beginning of the Siegebreaker fight a cinimatic thing just make him fly out of the gate going 90 miles an hour and knock everyone down in his way.
I do have an idea to create the Locust Swarm spell instead of the wc3 one... Make it based off the Feral Spirit spell but make the wolves Invulnerable and look like Disease Clouds, then give them the Disease Cloud abilities and NO DAMAGE. Create a trigger so that when these Disease Clouds enter the "whole map area" change control of them to an ally that no one controls like Deckard Cain. Give them like meh .01 seconds and then KILL them, this way the Disease Clouds will linger in the air. Also i am pretty sure that the Disease Cloud ability can spread among units if one is affected even if the cloud is no longer there. This ability would be alot like the Lucust Swarm in D3.
An idea for the Barb. Instead of giving the Barbarian a random ability for the Combo with Fury and what not. Give him an ability based of the "Spellbook" item ability. This way the Barb could choose what spell to use. *hint hint* also add is the "Jump" ability or whatever for Barbs in the combo ability thing if you do it... the Jump thing could take a while to weed all the glitches out of... like jumping off a cliff and skipping a ton of enemies.
One more thing. I have an idea on how to create the "Wall of Zombies" spell. Make it based off the Stampede ability. Then change the missle art or w/e from the thunder lizards to something that looks like it in the D3 Trailer. I would say Banshees. If you can u could slow the projectile speed down so that the Banshees seem to stay in one place.
Hope these ideas help you and the Team of Awesomeness out and i really hope you use these abilities. :)

When i was about to send my reply the site started to backup so i have to write it all again... anyway..

The first thing, i dont really care if its changed or not so that is fine with me.
And reducing the stun of Unburied, hmm.. I didnt even notice that they had stun. haha. :)
And the start of siegebreaker, i personally think it would be better to keep it as an cinematic but maybe
Improve the cinematic a bit insted of removing it?

And about the Locust Swarm spells, the creator of the spells have told us on the forums that he is going
to redo all the spells in vJass to make them even better and more like the real ones becouse he had
nothing else to do.

And for the combo abilitys, i have no idea why we even have them, they are custom and i dont like them.
All i do is thinking like "give me axe throw, give me axe throw!" in the start of the map becouse it almost
one hit KO the strongest units at the start.

And we are going to add leap but i have no idea when we are going to do it and im sure it wont be a combo
ability becouse it is one of the important abilitys of the barbarian that allows him to leap over units and
when he is surrounded when he is tanking he can flee if the healers is out of mana or something similar.

Wall of Zombies is a question that we only have got a few times and that i also want to be added but i
think the we will do that sometime in the future, i hope it will happen soon and i think it will be done by
triggers mostly to make it more like the real deal. :) Just use the zoombie units and lower them a bit under
the ground and add some dirt on them and it will look like they are in the ground like in d3. :D

And its not often people call us "awesomeness"! thanks for that ;-)

BTW, please do not double post and it would be awesome if you could post in the D3W forums in the future. :)
 
Level 1
Joined
Jun 21, 2009
Messages
3
Heh! i think the bosses are Way to easy, i could make it all the way to that Ghost looking boss with a Witch Doctor in single player! Plus i killed the boss... but his Zombie buddy's killed me right after, hehe :p
 
Level 1
Joined
Jun 21, 2009
Messages
3
Hah! I think the Bosses on this game is way too easy! I made it all the way to the Ghost looking boss with the Witch Doctor, in Single Player! i even killed him but his Zombie buddy's didn't like it i think :p
Still, this map is Awsome!!![/SIZE]
Keep up the good work! Man! cant wait until the final is released :p

My spelling might not be so good xD :grin:
 
Level 1
Joined
Jun 21, 2009
Messages
1
this map rocks!!!

but i missed some drops like mana potion to witch doctor :/

anyways, is better to play with some friends, hard to finish the map alone >.<

-

thx for sharing this map, and keeping nice work ;)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I think fallen ones first will come in the next version. And i guess they will take the ghouls role in the next one. The masses of weak little faggies, which overrun you, and die on a few hits :D

We said that they will be but i havent seen them with my own eyes.
So i do not think they are in yet :/ But im not sure.
And the ghouls will keep thier place, we wont replace them or anything similar as the fallen ones usually lives outside in small camps but in dungeons as well.
But as this dungeon is based on the gameplay trailer that was made before the fallen ones, i dont know if there will be many of them inside the dungeon.
 
Top