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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 17
Joined
Jun 9, 2007
Messages
2,493
We will start over. It will not be a "second map" it will be like a total remake of everything.
It will be more of a ORPG map next time, and we will have quests, towns, etc.
And CloudWolf told me on MSN that he wont be able to lead the next project.
He got a full time jobb and have much going on so he dont have time to lead everything.
But he will still try to terrain the map for us :>
Much is happening right now.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
The problem is... who will lead the next project/map? having a hard time trying to figure that out, and cloudwold dissapered after watched the sc2 world editor panel from blizzcon :eek:
So he did not answer that question.
I have no idea what will happen now.
 
The problem is... who will lead the next project/map? having a hard time trying to figure that out, and cloudwold dissapered after watched the sc2 world editor panel from blizzcon :eek:
So he did not answer that question.
I have no idea what will happen now.

Well, if Cloudwolf's not gonna lead it. I'll just have to decide what the new map size and tile set will be my self :/
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well, if Cloudwolf's not gonna lead it. I'll just have to decide what the new map size and tile set will be my self :/

We talked more yesterday night.
He said that he maybe will be able to lead it, but he will wont be so active.
And i think he said that he wanted to do the terrain first and then give us the map so that we can work on it from there. I think thats what he said..
 
We talked more yesterday night.
He said that he maybe will be able to lead it, but he will wont be so active.
And i think he said that he wanted to do the terrain first and then give us the map so that we can work on it from there. I think thats what he said..

Well, if we need a custom terran engine... The part of working on the terrain mainly would be a coding issue...
Besides, if prefer if i do some coding first, since i'll need to save the map every time i test. Thats gonna take A LOT of time if the terran is finished when i begin coding. On the other hand, coding nealy don't slow the saving time at all.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well, if we need a custom terran engine... The part of working on the terrain mainly would be a coding issue...
Besides, if prefer if i do some coding first, since i'll need to save the map every time i test. Thats gonna take A LOT of time if the terran is finished when i begin coding. On the other hand, coding nealy don't slow the saving time at all.

Well, talk with cloudwolf about that. You guys have to figure out how the terraining will be done.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I can send you my WIP map from the first version if you want proof...

We did not steal your idea, it have nothing at all to do with you.
Diablo 3 is an RPG, kinda obvious..
And i did not know about your map when i told cloudwolf that i wanted to make the map an RPG the first time.
And everything is blizzards idea, not yours.
And dont tell me that you wasnt serious and that it was a joke, becouse you even responded with a post that have no sign of a joke.
 
I can send you my WIP map from the first version if you want proof...

We didn't know, the idea was kinda what we were originally going for. But we ended up just continueing Cloudwolfs original map. Now we're finally in the mood to do what was the first intention... Besides there's already many Diablo III maps out there, so it was kinda obvios at least one was doing an orpg.
 
Last edited:
Level 8
Joined
Mar 28, 2008
Messages
470
Wait, before you continue much further, can u finish a bit more on this map? It needs a little bit of balancing, since I found the wizard is stronger than the barbarian. It has more damage and nearly matches the Barbarians HP. Also, will the Monk be released on an update for this map? (Dunno if you guys knew, I kinda skipped all the pages, but Blizzard announced that the Monk is the next class, and even released a video of the Monk in a cinematic pwning noob undead)
 
Level 4
Joined
Jun 7, 2009
Messages
75
As of August 2009, four of the five classes have been unveiled: the Barbarian, the Witch Doctor, the Wizard and the Monk. Players may choose the gender of each class, a change from the fixed class genders in the previous two games. The Barbarian, previously featured in Diablo II, is the only class that Blizzard is planning to bring back for the initial release. Blizzard has stated that the Monk was not related in any way to Diablo: Hellfire Monk class. The Archivist was presented on April 1, 2009 following Blizzard's April Fool's Day joke tradition.

Source : Wikipedia
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
As of August 2009, four of the five classes have been unveiled: the Barbarian, the Witch Doctor, the Wizard and the Monk. Players may choose the gender of each class, a change from the fixed class genders in the previous two games. The Barbarian, previously featured in Diablo II, is the only class that Blizzard is planning to bring back for the initial release. Blizzard has stated that the Monk was not related in any way to Diablo: Hellfire Monk class. The Archivist was presented on April 1, 2009 following Blizzard's April Fool's Day joke tradition.

Source : Wikipedia

Everything is old.
We know all that already and we have threads for all those things on the forum.
BTW, we will not include class genders becouse it is useless, timeconsuming & takes alot of filesize.

Please people, check the forum before posting stuff like that. Isnt it obvious that we already know that stuff afterall?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I made everything in GUI, that is something that people should know about this system..
I think its like the only 100% GUI inventory system.. it contained thousends of rows in just a single trigger. BUT, we converted it into Jass to make it work more smoothly.
But yes, it was it gui before.
 
i think this map has wonderful art; the terrain, interface, inventory and such are great. the best ive ever seen. but the gameplay could be improved. features such as save/load would be nice. a higher level of abilities and such. the game just doesnt last long enough for an rpg. and it will need more world. im hoping the only reason it lacks these things is because there is not enough footage to make them, and that this will be done when more footage of the real game is released. because it could also use a town.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
i think this map has wonderful art; the terrain, interface, inventory and such are great. the best ive ever seen. but the gameplay could be improved. features such as save/load would be nice. a higher level of abilities and such. the game just doesnt last long enough for an rpg. and it will need more world. im hoping the only reason it lacks these things is because there is not enough footage to make them, and that this will be done when more footage of the real game is released. because it could also use a town.

This is not an RPG and was never suppost to be one :p
BUT, if you read our forum you will find a thread where we plan to restart everything from scratch and make in an ORPG where you can save/load, choose where to go, have vendors, dungeons, quests, etc. :)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
i think this map has wonderful art; the terrain, interface, inventory and such are great. the best ive ever seen. but the gameplay could be improved. features such as save/load would be nice. a higher level of abilities and such. the game just doesnt last long enough for an rpg. and it will need more world. im hoping the only reason it lacks these things is because there is not enough footage to make them, and that this will be done when more footage of the real game is released. because it could also use a town.

The major drawback of the current map is that there physically isnt any space to add new content :p We could always make the map bigger, but if we add any more doodads theres gonna be some serious lag on bnet ;)
 
Level 8
Joined
Nov 20, 2008
Messages
445
What makes you think that adding more terrain/doodads/destructable will make the map lag ? The only thing that will change is the maps phisical size wich is currently 2 times lower then what it can be. Face it, you dont have problems with slow download on bnet cuz most of the people dl the map from here...
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
What makes you think that adding more terrain/doodads/destructable will make the map lag ? The only thing that will change is the maps phisical size wich is currently 2 times lower then what it can be. Face it, you dont have problems with slow download on bnet cuz most of the people dl the map from here...

Dude, you dont really understand what our problem is.
If you try to put like 10000 doodads no each other, tell us if it will decrease the frame rate for you, at all.
We have an insane amount of doodads, and i think that the entire map always is visible? i dont remember if this is true though.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
What makes you think that adding more terrain/doodads/destructable will make the map lag ? The only thing that will change is the maps phisical size wich is currently 2 times lower then what it can be. Face it, you dont have problems with slow download on bnet cuz most of the people dl the map from here...

Dude. Far from everyone DL on THW. I know many people which haven't got t his map. But luckily we just got our internet upgraded, so it takes the same amount of time to upload an 8mb map now, as it took with a 4mb map before! :D
 
Level 8
Joined
Nov 20, 2008
Messages
445
Dude, you dont really understand what our problem is.
If you try to put like 10000 doodads no each other, tell us if it will decrease the frame rate for you, at all.
We have an insane amount of doodads, and i think that the entire map always is visible? i dont remember if this is true though.

And you're sayin that you will have 10000 doodads soo close that they will all be seen at the same time ?

Sigh...
 
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