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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 30
Joined
Sep 30, 2008
Messages
1,460
Lol why did you use trees for the villagers that are going to explode in order to create the abomination, because when they died, there were dead trees XD

lol what? xD

That's something no one has encountered so far :p Are you in fact, referring to the rubble on the floor? Because that's not something we encountered in out testing :S

Are you telling me the 3 female villages who get sacrificed are appearing as trees for you? xD

Would you be able to provide a screen-shot of it :)
 
I'd like a little more info please :) Does your camera shake permanently, and fall during cinematics? or are you just talking about the rate at which the camera follows the hero? :) In which case, I can just adjust the frequency of the trigger ;)

for me, it shakes everytime I move my character. First I thought there was an endless earthquake D:
 
Lol well no they weren't appearing as trees, but when they died, then there was this piece of a tree when the die(the trees i mean) and i'll provide you with some screenshots the next time.
Edit: lol i'm not sure why this happened: When i was fighting the siegebreaker, then i opened the inventory to place my potions in my belt and when i closed the inventory, then he was already dead:O (he had full hp)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
for me, the siege breaker was very fast down. the only problem was, that he made sometimes stomp-like attacks, and after them, my hero was almost dead...
I played as monk, (I don't know the name of the ability) is too overpowered. It was the ability with the purple slices. It did huge damage to the siegebreaker.

Currently, the map contains an auto-balancing feature. So if your playing single-player, all the creeps will have 1/6 of their total HP, and the exp rate gets adjusted accordingly. For best playing results I'd recommend playing with a full-house on battle.net :)

Balancing a game to cope with 6 players and 1 player with the same game content is a hard task ;) I'll be tweaking it for v1.20 depending on the feedback we get for the current version :D

perhaps an idea would be to decrease boss damage for single player, and increase their HP a bit so they last longer? :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
The mana potion still have the normal potion icon in the full screen inventory :p´
And i find the seven sided strike or w/e its named a little imbalanced.
In single player its like using an instant kill stomp 7 times killing all the waves of ghouls at start etc. :p

So Monk is now officially my new main! xD
 
Level 8
Joined
Apr 5, 2008
Messages
367
I think when Narrator is talking about the shaking camera he's referring to the same issue I mentioned already. The period in which the camera position is adapted to the hero's position is too low. Thus the camera will always follow you 1-2 frames later. And that looks like it is lagging.
Unfortunately there's little that can be done about this apart from reducing the period. I use a 0.0125second timer which is 80fps. Somehow I still can realize some lag when set to 0.015 but I guess that's because some kind of synchronization issue :<
(And yah, that eats quite a bit performance >.<)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I think when Narrator is talking about the shaking camera he's referring to the same issue I mentioned already. The period in which the camera position is adapted to the hero's position is too low. Thus the camera will always follow you 1-2 frames later. And that looks like it is lagging.
Unfortunately there's little that can be done about this apart from reducing the period. I use a 0.0125second timer which is 80fps. Somehow I still can realize some lag when set to 0.015 but I guess that's because some kind of synchronization issue :<
(And yah, that eats quite a bit performance >.<)

Yeah, it moves the camera to slow.
What im wondering is why the camera isnt locked to your hero, and then it manually changes the camera view. That way it will always be stuck to the character but still have the right camera view.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Yeah, it moves the camera to slow.
What im wondering is why the camera isnt locked to your hero, and then it manually changes the camera view. That way it will always be stuck to the character but still have the right camera view.

I guess thats the way forward if we want a smoother camera :p Its a shame, because it means we wont be able to use the minimap to issue commands :(

I think when Narrator is talking about the shaking camera he's referring to the same issue I mentioned already. The period in which the camera position is adapted to the hero's position is too low. Thus the camera will always follow you 1-2 frames later. And that looks like it is lagging.
Unfortunately there's little that can be done about this apart from reducing the period. I use a 0.0125second timer which is 80fps. Somehow I still can realize some lag when set to 0.015 but I guess that's because some kind of synchronization issue :<
(And yah, that eats quite a bit performance >.<)

Thanks for finally giving me a straight answer lol :) Everyone else was like "Argh the camera's shaking" but didn't give any details ;)

Im a little more relaxed now, its not as bad as I thought :p
 
I guess thats the way forward if we want a smoother camera :p Its a shame, because it means we wont be able to use the minimap to issue commands :(

when I played, I didn't used the minimap, and I think it's better to 'disable' the minimap, so it prevents from clicking on the map, if you wanted to click elsewhere.
I also didn't look much on the minimap (well I played alone :p), but in multiplayer it's important, to see other players, so you shouldn't remove it
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
In multiplayer your suppost to stay in group anyway :p
You should never get far away enough so that the group have to look on the mini-map.
I actually never use it myself and just want to cover it with an UI of the d3 logo or something and disable all the mini-map features xD
 
Level 8
Joined
Apr 5, 2008
Messages
367
Good news for you and me ;p

What im wondering is why the camera isnt locked to your hero, and then it manually changes the camera view. That way it will always be stuck to the character but still have the right camera view.

I had the same idea earlier today and tried around with that stuff now. And as it seems it is perfectly doable to lock the camera to the target so that the camera center will follow it with blizzards engine, which is smooth! That means there's no need of super high periods at all!
There still must be done some stuff with a periodic timer that still should have a kinda low frequency, like the angle of attack and the rotation. However that's yet a superb performance improvement and you gain a perfectly fine camera movement that won't be "shaky" anymore ;p
 
Level 17
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Jun 9, 2007
Messages
2,493
or we could make a cooler looking mini-map, huh? :p
Like some kind of map like in wow insted, still same size and position and everything, just that it is a map making it look awesome x)
Im sure CloudWolf would be able to make some cool map xD
 
Level 30
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Sep 30, 2008
Messages
1,460
Fact is, the map lets you know where you are in relation to the game :) If players get separated, then the map helps them re-group :p

E.g. if a player is afk and chooses a characters 5 mins after everyone else, how are they going to know where to go? xD

We tried having a minimap pic for v1.15 i think it was, and it was just awkward to play :p nice idea though :)
 
Level 30
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Sep 30, 2008
Messages
1,460
oh and about the monk:
can it be, that there are no items for the monk? he was able to wear everything (wizard,barbarian,witchdoctor), but there was no tooltip about monk.
Or are the items for him just under construction? and he can wear all items, so it's fair?

I'm planning to make items non-class specific for the coming versions. Its just more hassle than its worth. For v1.20, you can expect a much better inventory system, and an array of new refined items :)
 
well, you can mabye make it that you can max stack 5 potions. I always have to go fast in the big inventory, throw it in the small one, exit inventory and click on the potion :p

//Edit: oh, and maybe make the boss damage smaller, if you play in singleplayer. I was only able to kill the insect boss (the first one) with cheats. he casted rage, and I was down in less than 20 seconds, and I dealt him no damage. after I died, his life regneration healed his life to 100%.
So the only way to continue playing was cheating... sry D: ^^
 
Level 1
Joined
Oct 30, 2009
Messages
4
It so cool

{EDIT 1}
I want to down this map. It is very interesting I think.

{EDIT 2}
This map is the most impressive Diablo map I have ever seen.

And the fact that you made this from a few gameplay videos is just amazing.
Really, this deserves a 5/5.

{EDIT 3}
Its suppost to be like in diablo. And in diablo 2, you had a specefic amount of belt slots, and you could not stack.
But this is something we should work on.

{EDIT 4}
well, you can mabye make it that you can max stack 5 potions. I always have to go fast in the big inventory, throw it in the small one, exit inventory and click on the potion :p
 
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Level 19
Joined
Sep 4, 2007
Messages
2,826
Wahahaha123, you might consider merging those messages into 1 post. As it stands now you can get seriously punished by the site moderators. :p

Hey.. I just saw this model that was made out from a model in Diablo III i think you guys might needed it so i uploaded this link :)

Kazra warrior

EDIT:
Right now it maybe aint that good but its new uploaded so he might fix some of the things.

Yeah that would be awesome if it looked more like the one in the gameplay trailer. Perhaps a new skin would help. =D
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Yea it looks really bad :p but it was just for helping ^^ hm this has been updated to 1.19 :) is their new inventory in this new version ?

Well, thank you anyway. Perhaps CloudWolf can just make a new texture for it or something as it'll be a lot better than what we got at the moment. =D

Nah, the new inventory system will be in version 1.20 since it'll take some time to implement and make sure it works. :p
 
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