• 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...
Level 12
Joined
Feb 11, 2008
Messages
809
CHA_Owner(NAMM)'s Review!

Grading Scale
:thumbs_up: = Very Good
:smile: = Good
:con: = Average
:hohum: = Lacking
:eekani: = Needs major improvement
Your Scales
Games Overall Idea = :thumbs_up:
Fun Gameplay = :thumbs_up:
Good Text/Descriptions = :thumbs_up:
No Glitches/Bugs/Etc. = :thumbs_up:
Good Life Amount System = :thumbs_up:
Awesome Camera Movement = :thumbs_up:
Cool Special Effects = :thumbs_up:
Custom Loading/Preview Screens = :thumbs_up:
Credits Given = :thumbs_up:
Low Lag Amount = :thumbs_up:

Alright overall i will give this map a 10/10
My Suggestions
#1-I suggest that you maybe need to lower the amount of blood a little bit but thats all since this map is awesome
~Good Luck
CHA_Owner(NAMM)
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Grading Scale
:thumbs_up: = Very Good
:smile: = Good
:con: = Average
:hohum: = Lacking
:eekani: = Needs major improvement
Your Scales
Games Overall Idea = :thumbs_up:
Fun Gameplay = :thumbs_up:
Good Text/Descriptions = :thumbs_up:
No Glitches/Bugs/Etc. = :thumbs_up:
Good Life Amount System = :thumbs_up:
Awesome Camera Movement = :thumbs_up:
Cool Special Effects = :thumbs_up:
Custom Loading/Preview Screens = :thumbs_up:
Credits Given = :thumbs_up:
Low Lag Amount = :thumbs_up:

Alright overall i will give this map a 10/10
My Suggestions
#1-I suggest that you maybe need to lower the amount of blood a little bit but thats all since this map is awesome
~Good Luck
CHA_Owner(NAMM)

Lol'^^
 
lol i can't believe i did'nt give this map a review XD^^(will edit this post when i'm done)(pm me if i forget)
Edit:DONE
Edit 2:Rating changed to 15.5/20
*Spoiler Alert*
Review:

My Ratings value

5/5 for Perfect
4/5 for Really Good
3/5 for Good
2/5 for Fair
1/5 for Bad
0/5 for Horrible
For Overall Rating:
15 - 20 for Perfect/Excellent
10 - 15 for Really Good/Fair
05 - 10 for Bad/No fun
00 - 05 for Horrible/Disgusting
Story:-, no need to rate the story, since the map is based on the diablo 3 gameplay trailer.

Quests:-, not gonna rate the quests, since there's just one objective.

Combat:4/5, the combat is alot of fun, along with the powerful items, but it misses the hack'n slash style, but i'm sure you will be improving it alot:)

Sounds/effects/skills/Models/Skins:3.5/5, well the models are simply gorgeous, along with the effects and diablo music&sounds, but the spells....They're not the ones that were revealed. But the_silent is working on them, so i guess they will be added, soon.

Terrain:5/5, the terrain is just director's cut, Cloudwolf clearly is the best terrainer who i know. And everytime you update the map, you change the whole terrain, which is a plus:)

Gameplay/Fun factor3/5, well i guess it can be fun, when played with several other people, but the balance system makes the game extremely easy when there's just one player in the game. But the inventory system is really "diabloish", although it has more than 100 bugs. Also, the thousand pounder is weaker than that skeleton king, which is really confusing. He doesn't have alot of spells either, maybe 3 or 4.

Bugs/Hive Description:N/A, the hive description is acceptable. Now all the bugs in the map really kill the fun, so i would suggest you fix the bugs first before you add something new.

Overall:15.5/20, well that's a high rating:). The map is overall alot of fun, but there isn't alot of "replay value". The things that kill the fun:
-Bugs
-The spells
-Bugs
-Difficulty
-Bugs

But when you have released v1.20, then it might actually be raised to 16 or 17/20. Good luck:)
15.5/20: Perfect
Comment: "...simply amazing..."
 
Last edited:
Level 17
Joined
Jun 9, 2007
Messages
2,493
Grading Scale
:thumbs_up: = Very Good
:smile: = Good
:con: = Average
:hohum: = Lacking
:eekani: = Needs major improvement
Your Scales
Games Overall Idea = :thumbs_up:
Fun Gameplay = :thumbs_up:
Good Text/Descriptions = :thumbs_up:
No Glitches/Bugs/Etc. = :thumbs_up:
Good Life Amount System = :thumbs_up:
Awesome Camera Movement = :thumbs_up:
Cool Special Effects = :thumbs_up:
Custom Loading/Preview Screens = :thumbs_up:
Credits Given = :thumbs_up:
Low Lag Amount = :thumbs_up:

Alright overall i will give this map a 10/10
My Suggestions
#1-I suggest that you maybe need to lower the amount of blood a little bit but thats all since this map is awesome
~Good Luck
CHA_Owner(NAMM)

Why did that review make me smile? :D
 
Level 25
Joined
Mar 25, 2004
Messages
4,880
That review wasn't completely correct:
  • There are noticeable bugs, so that shouldn't get a 5/5.
  • It's not as fun as it could be, so that shouldn't get a 5/5.
  • The special effects are good, but blood falls into the category of special effects and it feels like they went overboard with it, so this shouldn't get a 5/5 just yet until it's used in a better fashion.
The rest seems accurate enough. Sorry for the negativity, but the review was over-positive than it should have been. It's a wonderful map, but isn't at its peak yet.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I'll probably have to release a 1.19b as I've just been informed of a major bug xD

Basically, if your fighting the trees at the end, and you lure them outside the boss arena before killing them, you get trapped outside after the Siegebreaker enters :S Somewhere along the line, the trigger that's meant to teleport you into it has broken without me realising :p

So basically, expect another quick-fix version soon :)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Lol, didn't mean to offend anyone if I did as I previously stated, I was just "correcting" the score. But yeah, I guess if it's based off of the person's experience it's understandable.

haha no problem :) We need people like you to tell us the usefull stuff! When people say "10/10! Perfect Map" its a huge moral boost, however, it doesn't really help us ;) That doesn't mean we don't like getting them though :D

I know exactly what you mean by your comments ;) I'll see if I can reduce the blood amount a tad :D WILLTHEALMIGHTY also included some smaller blood effects in his pack so we could use those instead, and have a larger blood explosion every 3 - 4 deaths perhaps? :) what would you recommend?

Also, the main noticeable bug is probably our inventory system :p There's so much wrong with it its hardly worth having the custom one right now xD It's one of the reason we're planning to make something completely new for version 1.20 :)

We're all open to suggestions for the new inventory :D
 
CloudWolf said:
and have a larger blood explosion every 3 - 4 deaths perhaps? :) what would you recommend?
well a nicer idea would be, whenever you kill an enemy, and you deal 3x times damage more the enemy has life left, before he dies, a blood effect comes. (3x times life could be changed). So you can see if the enemy was killed easily or it was killed normally.
The other way would maybe be, that if someone does a critical damage, but that's hard to do with triggers, because you can't query if a unit does crit damage. Don't know how it's in jass.
(These are only suggestions)

/edit oh, and maybe remove the corpse if the blood explosion appears, it looks odd, if the parts of the body fly away, and a normal, full corpse lies on the ground :p
 
Level 30
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Sep 30, 2008
Messages
1,460
/edit oh, and maybe remove the corpse if the blood explosion appears, it looks odd, if the parts of the body fly away, and a normal, full corpse lies on the ground :p

I like the sound of that =] It's very simple to do as well :)

Right now we create a random number, and spawn a blood effect based on the random number generated. If say sfx[4] was a large explosion, I can just add a "Remove Triggering Unit" to that line of code :D
 
don't know how's the progress with the new inventory, but if you haven't started yet
maybe you could do it like in diablo 2? Well I don't know how it's going to be in diablo 3, but this gives a better feeling to the diablo genre.
Diablo-2-Inventar.jpg

only a suggestion. The borders aren't a must, but the weapon, armor, ... slots give the diablo 2 feeling, if you know what I mean
 
Level 19
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Sep 4, 2007
Messages
2,826
don't know how's the progress with the new inventory, but if you haven't started yet
maybe you could do it like in diablo 2? Well I don't know how it's going to be in diablo 3, but this gives a better feeling to the diablo genre.
Diablo-2-Inventar.jpg

only a suggestion. The borders aren't a must, but the weapon, armor, ... slots give the diablo 2 feeling, if you know what I mean

Well, we could use the Diablo 3 inventory UI and use Diablo 2 weapon screenies as icons. :p
 
Level 19
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Sep 4, 2007
Messages
2,826
I just saw this one
inventar.jpg

maybe you could copy things out (if it's allowed, not sure) and use it in this map.
then it would really look awesome :)

//edit now I've got your post, redmarine :p . Well that would be awesome^^

We're no longer considering using full screen inventory. It was huge, bulky and only caused problems and delayed the project considerably. In its current state it works but if we want to expand upon the map we seriously have to get rid of it.
 
Level 2
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Apr 19, 2006
Messages
12
YOU MAPMAKERS ARE FUCKING GODS.......i should not be cussing but i cant emphasize enough how crazy this map is. It blows my balls...i thought i was playing the REAL D3 for a second in the game. W O W!. anywayz goodjob lmao
 
Level 1
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Nov 11, 2009
Messages
2
Hey. I'm new here. Just stumbled across this mod the other day, and thought it looked amazing. I really badly want to try it out. But just one question...where do I go to download it?
 
Level 34
Joined
May 1, 2008
Messages
3,213
1 suggestion and 3 typos:

1. typo: Chieftan Axe - Chieftain Axe
2. typo: Knights Garment - Knight's garment
3. typo: Somethings coming... - Something's coming... (I think that this is either Siege Breaker or Thousand Pounder)

Suggestion: A closer icon for Monk. All of them have their head showed, except the Monk, he has half of his body shown on the icon.
 
I played 1.19 and wow, the terrain of the other versions are great but this one is much better. The enemies are now scaled with the number of players right? I really haven't finished it single player in the older versions without cheats but in this version the enemies are WEAKER when I played. You guys are so great.
 
Level 25
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Mar 25, 2004
Messages
4,880
Actually, I think the camera's choppiness is due to the terrain. Because the terrain is so high and it is locked to your character, the camera would naturally fall when you cross a bridge or go up or down a hill/stairs. However, I'm assuming you guys tried to work around it by simply resetting the camera's height whenever the unit is crossing a bridge or whatever. This can cause the camera to seem to jump, from my experiences with Wc3:WoW in the past. It cannot be fixed completely to be seamless, you can only fix it to an extent. Although choppiness when walking on flat ground (terrain ground, not doodads) shouldn't cause any choppy errors...
 
Level 19
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Sep 4, 2007
Messages
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Actually, I think the camera's choppiness is due to the terrain. Because the terrain is so high and it is locked to your character, the camera would naturally fall when you cross a bridge or go up or down a hill/stairs. However, I'm assuming you guys tried to work around it by simply resetting the camera's height whenever the unit is crossing a bridge or whatever. This can cause the camera to seem to jump, from my experiences with Wc3:WoW in the past. It cannot be fixed completely to be seamless, you can only fix it to an extent. Although choppiness when walking on flat ground (terrain ground, not doodads) shouldn't cause any choppy errors...

I recommended that CloudWolf did some delays in the camera settings. This is meant to make things smooth so it won't be so choppy.
 
Level 19
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So, an "every .5 seconds, move camera to unit over .5 seconds" sort of thing, then?
More like for every 0.01 second [Timer] the camera will move over 0.05 seconds. :O

Perhaps that could smoothen things up since a lot of people have pretty good Frame Rates meaning that the current camera failed and made the map chopp like crazy.

Also, is the camera's z axis based on the unit? That could increase choppiness on stairs and such.

Well, in theory if we used the method above things should work just nicely. :p
 
Level 30
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Every 1/60=0.1(6) seconds move the camera over 1/50=0.02 seconds and it will be perfect. I've tested it on version 1.17 and it's much smoother.

However, every 0.1 secs causes the camera to desync and mess up if you minimise xD No idea why, but it was a common issue that made the map unplayable for several people :p

I've adjusted it to ever 0.02 secs now, and have made the duration for the z axis change over 0.05 secs, and its a lot smoother now :D
 
Level 8
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367
Well 1 or 2 pages ago I posted a solution that doesn't require a lot performance at all and provides complete smooth camera vision because the camera is locked to the target by the standard way. The only thing that's adjusted now is the height and I do that in a 0.02 sec timer. [And yeah, it's flawless and works for me as I'm actually using it].

So *if you want* I could try to implant that for you. Stopping the camera for cinematics would still be easy.
 
Level 30
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Well 1 or 2 pages ago I posted a solution that doesn't require a lot performance at all and provides complete smooth camera vision because the camera is locked to the target by the standard way. The only thing that's adjusted now is the height and I do that in a 0.02 sec timer. [And yeah, it's flawless and works for me as I'm actually using it].

So *if you want* I could try to implant that for you. Stopping the camera for cinematics would still be easy.

Don't worry :D We've made some chanegs and it works perfectly now :) Thanks for the offer though :p
 
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