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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...
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!:grin:
Anyways good luck with the project. 6/5 from me.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!:grin:
Anyways good luck with the project. 6/5 from me.

I would work alot more if people donated money to us to do it :xxd:
Becouse then i wouldent have to do other RL stuff to get money :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!:grin:
Anyways good luck with the project. 6/5 from me.

Thanks for the thumbs up but I we'll not accept any donations. We aren't allowed to earn money of a game.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
This map is really awesome! I played it for some time ago, it was one of the first versions i played, and now i wanted to downlaod the newest version to see the changes. I really want to say, good improvements dudes! This map is getting better and better. Also i saw your 'Im famous' thread and i really have to say that this map is maybe the most epic map ever made for wc3. Good luck with further improvements and i hope this will get even bigger than it currently is. Maybe you could begin earning money on this map. Make a donation button on your website!:grin:
Anyways good luck with the project. 6/5 from me.

Thanks for the review! :D

Donations had occurred to m before, but I'm just not that greedy lol :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Thanks for the thumbs up but I we'll not accept any donations. We aren't allowed to earn money of a game.

Arent we allowed to earn money for this? huh..
I thought you were allowed to take donations, i have seen many project that says that if you donate, they will keep updating etc... :p

But still, we will not take donations, even if we were allowed to do so.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
NEW CLASS iv been working on my own campain and ran across a new Character class in Diablo 3
Dont belive me? Follow the link below
http://diablowiki.com/index.php/Monk_(Diablo_III)

...
Dude.
Not to be rude or something, but that was announced on blizzcon like ages ago and everyone interested in diablo knows about that even since the day they announced it. I have known about it even since the second they showed it, becouse i watched blizzcon.

PLEASE, read the forums, i know that no one ever does that before posting and that no one ever will, but cant someone atleast try to check the forum first? And btw, the monk is on the official website anyway, why would you post a link to diablowiki.com insted of the official site?

Okay, so, maybe i was a mean to you but, heck, why doesnt people read the forums? :'(
 
Level 2
Joined
Jan 21, 2009
Messages
29
Hey there..

I dont know if you are still working on this map.. but i guess you still are.
Ive played it a long time ago and decided to check how it is right now.
Everything looks nice man.. good job really!

But i found this one little thingie.. in the start-up screen as well as in the loading screen there is this little typo.

It says ... defeat boses. Shouldnt that be bosses? :p

Anyways.. might be dumb to notify u on this.. but still i couldnt resist. Good map, but little things like that can make it look bad.

For the rest .. awesome work man. Keep it up!

Peace
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Hey there..

I dont know if you are still working on this map.. but i guess you still are.
Ive played it a long time ago and decided to check how it is right now.
Everything looks nice man.. good job really!

But i found this one little thingie.. in the start-up screen as well as in the loading screen there is this little typo.

It says ... defeat boses. Shouldnt that be bosses? :p

Anyways.. might be dumb to notify u on this.. but still i couldnt resist. Good map, but little things like that can make it look bad.

For the rest .. awesome work man. Keep it up!

Peace

Yea :D I noticed that the other day, It's been fixed for v1.19 :)

Thanks for the report!
 
Level 8
Joined
Apr 5, 2008
Messages
367
Ehm since the frame-rate is so super low for this map on PC just as on many others there may be a way on increasing it.
Since I did a lot work on my own map lately and finally found a terrainer I also recognized the immense loss of performance ingame which I just hate.
From ~60fps it went from 30-50. Thus I did a lot tests on that subject and came to the conclusion that a high FAR-Z value for the camera drops the performance quite a bit and even more important destructibles seem to take away a lot capacity.
So when I removed every single doodad in my map the frame-rate was increased by an average of 20, which is enormous.
Also I found this thread on Wc3c.

So in order to increase performance you should replace all of your 'destructable' pathing blockers with 'doodad' pathing blockers, because the latter need less capacity.
That doesn't even take long since you just need to make pathing blockers in the Doodad Object Editor and then use that option "swap doodads" where you can swap the doodads of one type for the entire map.

I could raise the fps for my map by about 10-15fps.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Yes, the amount of destructibles and doodads is the main case for this map, and we know about that already. But we cant just remove the doodads and destructibles >.<''
but we could make them invisible from a specefic distance so that every single doodad/destructible on the map have to load at the same time ^^''
 
Level 8
Joined
Apr 5, 2008
Messages
367
I doubt that's a good idea. I don't think that it's just the visibility but also the simple existence of every dest/doodad that takes away a bit performance. However doodads are more static since they can't be manipulated by triggering a lot and thus don't take that much capacity.
But if you make a system that hides every destructable (not possible for doodads (not in JASS at least)) that would require even more processing power I guess. And that also would mean you had to turn every doodad to a destructable which would be the complete wrong direction.
Swapping destructable pathing blockers with doodad pathing blockers however ain't any problem and saves quite a bit already :9
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I doubt that's a good idea. I don't think that it's just the visibility but also the simple existence of every dest/doodad that takes away a bit performance. However doodads are more static since they can't be manipulated by triggering a lot and thus don't take that much capacity.
But if you make a system that hides every destructable (not possible for doodads (not in JASS at least)) that would require even more processing power I guess. And that also would mean you had to turn every doodad to a destructable which would be the complete wrong direction.
Swapping destructable pathing blockers with doodad pathing blockers however ain't any problem and saves quite a bit already :9

Isnt there a standard option for hiding/showing a doodad/destructible from the screen view? And it does affect if they are showed or not. the more visible objects on the screen, the more lag it will be. Its like high-res and low-res models, the same amount of high-res models would cause more lag than low-res models, becouse they have a higher poly-count etc, so the screen have to handle more objects at once.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
There is sadly no option available for hiding doodads meaning that this won't work. Doodads can't be referred to ingame so no no.

EDIT: Update on Map.

Even though you guys haven't really seen any activity lately CloudWolf has taken the liberty to pretty much rework a lot of the terrain in Diablo 3 WarCraft. This also includes fixing some terraining bugs which can be exploited for the players' advantage. Expect to see some great stuff from him.

We've worked a bit on the special effects aspect of the game and just today incorporated some crazy amazing special effects for the whole family to enjoy. Hopefully you guys will enjoy these little things as much as we have.

CloudWolf stated that he had fixed all reported tooltip bugs in the bug report section so far and some other gameplay issues some of you have encountered. However not all bugs are fixed but we're fixing them as they come.

That's all for now. Stay tune.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Sounds promising.
But do you mean special effects in terms of visuals, special events or special Diablo-Mechanics?:p

by SFX, we mean blood, blood, and yet more blood :D In fact, you won't be able to see for all the blood on-screen :)

Every time a unit dies, a random blood sfx is picked out of a pool so its never the same one ;)

I'll probably test again tonight at some point, so your welcome to join :D
 
Level 8
Joined
Apr 5, 2008
Messages
367
by SFX, we mean blood, blood, and yet more blood :D In fact, you won't be able to see for all the blood on-screen :)

Every time a unit dies, a random blood sfx is picked out of a pool so its never the same one ;)

I'll probably test again tonight at some point, so your welcome to join :D

Sounds familar... :D
Out of my map:
JASS:
scope BloodEffects initializer InitTrig
globals 
    boolean array NO_BLOOD
endglobals
private function Conditions takes nothing returns boolean
    return GetTriggerPlayer() == MINIONS and GetUnitTypeId(GetTriggerUnit())!= 'u00O'
endfunction     
private function Actions takes nothing returns nothing
    local unit t =GetTriggerUnit()
    local integer id = GetUnitTypeId(t)
    local effect sfx
    local integer i=17
    if NO_BLOOD[GetUnitIndex(t)] then
        set i=12
    endif
        if id == LEMPRAY_ID or id == DEMON_ID then
            if i>=13 then
                call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[5],t, "origin" ))
            endif
        elseif id != 'u009' and id != 'u00M' then
        if GetRandomInt(1,10) <= 5 and i>=13then
            call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[GetRandomInt(0,4)],t, "origin" ))            
        else
            set sfx=AddSpecialEffectTarget(BLOOD_EFFECT[GetRandomInt(0,i)],t,"origin")
            call TriggerSleepAction(1)
            call DestroyEffect(sfx)
            set sfx=null
        endif
    endif
    set t = null
endfunction
private function InitTrig takes nothing returns nothing
    local trigger trig = CreateTrigger()
    set SPLATTER_EFFECT[0] = "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[1] = "Objects\\Spawnmodels\\Orc\\OrcLargeDeathExplode\\OrcLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[2] = "Objects\\Spawnmodels\\Undead\\UndeadLargeDeathExplode\\UndeadLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[3] = "Objects\\Spawnmodels\\NightElf\\NightElfLargeDeathExplode\\NightElfLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[4] = "Objects\\Spawnmodels\\Orc\\OrcSmallDeathExplode\\OrcSmallDeathExplode.mdl"
    set SPLATTER_EFFECT[5] = "Objects\\Spawnmodels\\Demon\\DemonSmallDeathExplode\\DemonSmallDeathExplode.mdl"

    set BLOOD_EFFECT[0] = "Objects\\Spawnmodels\\Orc\\Orcblood\\BattrollBlood.mdl" 
    set BLOOD_EFFECT[1] = "Objects\\Spawnmodels\\Other\\BeastmasterBlood\\BeastmasterBlood.mdl" 
    set BLOOD_EFFECT[2] = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl"
    set BLOOD_EFFECT[3] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HeroBloodElfBlood.mdl"
    set BLOOD_EFFECT[4] = "Objects\\Spawnmodels\\Other\\HumanBloodCinematicEffect\\HumanBloodCinematicEffect.mdl"
    set BLOOD_EFFECT[5] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HumanBloodKnight.mdl"
    set BLOOD_EFFECT[6] =  "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl"
    set BLOOD_EFFECT[7] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrdBloodWyvernRider.mdl"
    set BLOOD_EFFECT[8] = "Objects\\Spawnmodels\\Orc\\Orcblood\\HeroShadowHunterBlood.mdl"
    set BLOOD_EFFECT[9] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWolfrider.mdl"
    set BLOOD_EFFECT[10] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl"
    set BLOOD_EFFECT[11] = "BigBleed NoSpla.mdl"
    set BLOOD_EFFECT[12] = "Bleeding NoSplat.mdl"
    set BLOOD_EFFECT[13] = "Objects\\Spawnmodels\\Other\\PandarenBrewmasterBlood\\PandarenBrewmasterBlood.mdl"
    set BLOOD_EFFECT[14] = "SplatBleed.mdl"
    set BLOOD_EFFECT[15] = "BigBleed.mdl"
    set BLOOD_EFFECT[16] = "SmallBleed.mdl"
    set BLOOD_EFFECT[17] = "Bleeding.mdl"
    call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_DEATH)
    call TriggerAddCondition(trig,Condition(function Conditions))
    call TriggerAddAction(trig,function Actions)
endfunction
endscope

Yeah, gore is simple necessary for Diablo :D

Edit: But I dunno for these new explosions provided by Willy because those are really huge and rather fit for boss deaths since particles cannot really be decreased in size as far as I know o,,o
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Sounds familar... :D
Out of my map:
JASS:
scope BloodEffects initializer InitTrig
globals 
    boolean array NO_BLOOD
endglobals
private function Conditions takes nothing returns boolean
    return GetTriggerPlayer() == MINIONS and GetUnitTypeId(GetTriggerUnit())!= 'u00O'
endfunction     
private function Actions takes nothing returns nothing
    local unit t =GetTriggerUnit()
    local integer id = GetUnitTypeId(t)
    local effect sfx
    local integer i=17
    if NO_BLOOD[GetUnitIndex(t)] then
        set i=12
    endif
        if id == LEMPRAY_ID or id == DEMON_ID then
            if i>=13 then
                call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[5],t, "origin" ))
            endif
        elseif id != 'u009' and id != 'u00M' then
        if GetRandomInt(1,10) <= 5 and i>=13then
            call DestroyEffect(AddSpecialEffectTarget(SPLATTER_EFFECT[GetRandomInt(0,4)],t, "origin" ))            
        else
            set sfx=AddSpecialEffectTarget(BLOOD_EFFECT[GetRandomInt(0,i)],t,"origin")
            call TriggerSleepAction(1)
            call DestroyEffect(sfx)
            set sfx=null
        endif
    endif
    set t = null
endfunction
private function InitTrig takes nothing returns nothing
    local trigger trig = CreateTrigger()
    set SPLATTER_EFFECT[0] = "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[1] = "Objects\\Spawnmodels\\Orc\\OrcLargeDeathExplode\\OrcLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[2] = "Objects\\Spawnmodels\\Undead\\UndeadLargeDeathExplode\\UndeadLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[3] = "Objects\\Spawnmodels\\NightElf\\NightElfLargeDeathExplode\\NightElfLargeDeathExplode.mdl"
    set SPLATTER_EFFECT[4] = "Objects\\Spawnmodels\\Orc\\OrcSmallDeathExplode\\OrcSmallDeathExplode.mdl"
    set SPLATTER_EFFECT[5] = "Objects\\Spawnmodels\\Demon\\DemonSmallDeathExplode\\DemonSmallDeathExplode.mdl"

    set BLOOD_EFFECT[0] = "Objects\\Spawnmodels\\Orc\\Orcblood\\BattrollBlood.mdl" 
    set BLOOD_EFFECT[1] = "Objects\\Spawnmodels\\Other\\BeastmasterBlood\\BeastmasterBlood.mdl" 
    set BLOOD_EFFECT[2] = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl"
    set BLOOD_EFFECT[3] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HeroBloodElfBlood.mdl"
    set BLOOD_EFFECT[4] = "Objects\\Spawnmodels\\Other\\HumanBloodCinematicEffect\\HumanBloodCinematicEffect.mdl"
    set BLOOD_EFFECT[5] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HumanBloodKnight.mdl"
    set BLOOD_EFFECT[6] =  "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl"
    set BLOOD_EFFECT[7] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrdBloodWyvernRider.mdl"
    set BLOOD_EFFECT[8] = "Objects\\Spawnmodels\\Orc\\Orcblood\\HeroShadowHunterBlood.mdl"
    set BLOOD_EFFECT[9] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWolfrider.mdl"
    set BLOOD_EFFECT[10] = "Objects\\Spawnmodels\\Orc\\Orcblood\\OrcBloodWitchDoctor.mdl"
    set BLOOD_EFFECT[11] = "BigBleed NoSpla.mdl"
    set BLOOD_EFFECT[12] = "Bleeding NoSplat.mdl"
    set BLOOD_EFFECT[13] = "Objects\\Spawnmodels\\Other\\PandarenBrewmasterBlood\\PandarenBrewmasterBlood.mdl"
    set BLOOD_EFFECT[14] = "SplatBleed.mdl"
    set BLOOD_EFFECT[15] = "BigBleed.mdl"
    set BLOOD_EFFECT[16] = "SmallBleed.mdl"
    set BLOOD_EFFECT[17] = "Bleeding.mdl"
    call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_DEATH)
    call TriggerAddCondition(trig,Condition(function Conditions))
    call TriggerAddAction(trig,function Actions)
endfunction
endscope

Yeah, gore is simple necessary for Diablo :D

Edit: But I dunno for these new explosions provided by Willy because those are really huge and rather fit for boss deaths since particles cannot really be decreased in size as far as I know o,,o

Well, our code only supports up to 3 blood types because they are so damn epic and perhaps it would be a good idea to support regular death effects as well.

The thing is that the blood effects fits so well with the goblins' deaths with limbs and guts flying everywhere and down the abbys that it's almost scary.

PS: StarCraft II Battlereport 4 has been released.
 
Level 8
Joined
Apr 5, 2008
Messages
367
Hmm well I don't know when you'll use the blood explosions with or without guts, however I think they're overkill for small units like the ghouls and should only be used on bigger ones.
Also the guts fly through terrain which looks shitty when the effect is created on a bridge for example.

And yeh, watched the BR4 as well ;p
Cool stuff, though Beta is cooler.
 
Level 1
Joined
Oct 21, 2009
Messages
2
Can't start

When I press Start the game. The window leaves what it is supposed to do, but then comes back and the game won't start. Why's this? I put it in a map "Downloads". I can't find it on Battlenet. And I wanna try it out. Please help :)
 
Level 1
Joined
Oct 22, 2009
Messages
2
Hey new to the forum, just wanted to say, amazing map/mod, its practically a new game (albeit a short one, but I'm sure it will improve with every release), just had one bug that could be Mac specific, not sure if its been posted before, since, yup, new, and not reading 200 pages of posts lol.

Anyway, maybe problem with Mac, but: When exiting out of inventory, game inconsistently freezes and then crashes. It seems to happen when the cursor is "out of" the inventory box, ie. over the black areas to the side, but like I said, its inconsistent. Mainly just often enough to be an annoyance. In addition, the textures around the side of the inventory box continually flicker and appear.

Again, most or all of this may be an issue with my computer, and thanks for the phenomenal map, looking forward to the next release.
 
Level 9
Joined
Dec 17, 2008
Messages
312
I prefered the older skin using Spirit Walker for the Witch Doctor.

The new one's animations are really.... robot-like, and the model itself looks weird.

Oh well.

This map = 5/5 still.

BTW: What has kept this from getting Director's cut? Is it still considered incomplete? It has awesome terrain, awesome texturing, awesome spells, awesome bosses, awesome everything. I'm a bit fuzzy on requirements for DC, but right now a modding rate of 3/5 is very... very bad.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I prefered the older skin using Spirit Walker for the Witch Doctor.

The new one's animations are really.... robot-like, and the model itself looks weird.

Oh well.

This map = 5/5 still.

BTW: What has kept this from getting Director's cut? Is it still considered incomplete? It has awesome terrain, awesome texturing, awesome spells, awesome bosses, awesome everything. I'm a bit fuzzy on requirements for DC, but right now a modding rate of 3/5 is very... very bad.

I can explain that. The reason why the game only has a 3/5 star rate is because it was moderated in a much much older version like 1.0X so obviously it wasn't all that great.

Although we plan on getting a new moderation so we'll most likely get better scores. :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I can explain that. The reason why the game only has a 3/5 star rate is because it was moderated in a much much older version like 1.0X so obviously it wasn't all that great.

Although we plan on getting a new moderation so we'll most likely get better scores. :p

Bounty Hunter2 was going to moderate this map later, when he got time, (by that said, he have to judge all the maps that still is pending first).
Just one problem. Heh, he isnt a mod anymore? :p That kind of destroyed our chance xD Hopefully we get a new one :O
 
Level 3
Joined
Aug 26, 2009
Messages
48
Even a noob who is new to the Hive knows this is a great map but I wonder why yous guys aren't getting the Directors cut Moderation....
 
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