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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 1
Joined
Nov 12, 2009
Messages
1
Hey CloudWolf, have been a fan of this map for quite a while. Keep up the awesome work; loving the Monk so far :thumbs_up:

Here's a list of bugs/typos that I've noticed, but never announced because I had no account here. Some are recent, others have been here for 2-3 builds or more. Hope this helps, I'm looking forward to the next update!


The Monk’s animated portrait resets/glitches before going through the full animation.

Monk has his spell book labeled as ‘Wizard spells.” Maybe change it to “Mantras?”

Monk’s Blessing spell is hotkeyed to F, but the hotkey is not listed.

Exploding Palm has an unnecessary hotkey listed.

When the Monk is invincible during SSS or ID, mobs run right past him to the end of the level and don’t come back. Might be a limitation of unit pathing here, but just thought I’d bring it up.

At the Crypt area in the jungle, I used Way of the Hundred Fists and broke through the level boundary to the southeast.

When exiting the spell book as Monk/Wizard/WD, the “cancel” hotkey is mapped to ESC, which also brings up the inventory screen – very annoying.

When the Witch Doctor has his mongrels selected in a group and tries to cast Dispatch or Flaming Pets, selecting a mongrel portrait is difficult – the selection box is very small for some reason.

“Mongrols” should be “Mongrels.”

“Immolate,” or “Immolate Pet” might be a better spell name instead of “Flaming Pets.”

Witch Doctor’s Fire Bomb spell has 4 levels, but only 3 are listed in the Hero abilities section.

When the Witch Doctor picks up a Healing Globe, maybe make it so his pets are healed as well?

When returning to a saved game, the game freezes when you go into your inventory and try to exit.

Item names could perhaps use some more Diablo inspiration – items like Harlequin Crest, The Grandfather, Nagelring?

Elemental items are purely cosmetic - maybe make it so lightning has a chance to stun, frost slows, and fire adds a dot? Would like to see more of these items too!

Shields are not allowed to be equipped in the second hand weapon slot, even when using a one-handed item. Or rather, I think only the Barbarian can equip a shield because he can dual wield, but none of the other characters can use one.
 
Level 4
Joined
May 1, 2008
Messages
80
I have to said that i love your map :

Terrain : 5/5 : it's the more beautiful map i ever seen on warcraft !!
Heros 5/5 : The heros are fun ! i was a bit disapointed by "seven strikes" (cause units go away when you cast it :/ ), locust swarm (i imagine it more like a chain lightning ), and impenetrable guard (because units don't attack you ... a spell based on bezerker troll frenzy shall be better ? )
Items 4/5 : inventory system is nice =D, but item drop isn't really balanced.
--> before the shadow creature, wizard weapons drop 7 times and just a single boot items, ring didn't drop ...
Boss : 4/5 nice design, but it's not the more memorable boss fight i ever done.
because we don't have to evade spell ...
Fun : 5/5 =D

Total : 4,5/5 --> 5/5 =D


Ps: sorry for my horrible english .....
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Level 3
Joined
Sep 18, 2007
Messages
47
I'm having problems with this map not showing up in my in-game map directory. Tried renaming it (Worked on other maps) but it didn't work.

Too bad, really =(
 
Level 10
Joined
Aug 10, 2007
Messages
224
I rly love your work guys. Youre getting close to Diablo 3
Ive got this feeling like I was playing Diablo ... terrain - absolutly great.
Need more custom music - I know the size but it would be better.
And maybe some fadeout effects in game and some shock effects would be great.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I rly love your work guys. Youre getting close to Diablo 3
Ive got this feeling like I was playing Diablo ... terrain - absolutly great.
Need more custom music - I know the size but it would be better.
And maybe some fadeout effects in game and some shock effects would be great.

Yea :) Me and redmarine were talking about having some extra custom sound files in the map at some point.

Obviously, we've got to be careful about the 8mb limit, and we've got to give file-space priority to the more necessary aspects of the game :)

Any space remaining after the essential systems are added can be used on nice-to-have content such as music etc :) I'm hoping to have at least 1-2mb for this kind of content once the new inventory and skill-tree have been added :)
 
Yes, 40% finished. (80kb). And yes, I will give you a beta as soon as I can.
Currently I am able to:
Pickup items and get all spells of them
Get the whole description of item, inclusive the abilities description.
More stuff.

Things I need to include:
Stacking
Combining.

Those things are done but until yet not implemented, because of the hardcore tests I do atm.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Yes, 40% finished. (80kb). And yes, I will give you a beta as soon as I can.
Currently I am able to:
Pickup items and get all spells of them
Get the whole description of item, inclusive the abilities description.
More stuff.

Things I need to include:
Stacking
Combining.

Those things are done but until yet not implemented, because of the hardcore tests I do atm.

Sounds fantastic :) Let us know as soon as your ready and we'll begin implementing it :D 200kb is hardly anything really, we've easily got room for it! :)
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Wow the graphic and terrain has been improved alot, but you still didn't debugg the items^^.
I also think that the Monk is way too overpowered.

But all in all the map is getting more exciting.
And every vs is impressing me more and more :)
looking for vs. 1.20 ;)

We've decided the current inventory is beyond saving :p We've tried our best to fix it, but its just more hassle than its worth. That's why we're planning to make a brand-new inventory system for the upcoming version of D3W :)

We plan to use Anachron's item system that's currently in development, and use our own graphics to display it :) We're not sure how the new inventory will look, however, its highly likely it will be another full-screen inventory as before, but with much better coding this time round :)

As for the monk, v1.19 is kind of a test-run for him :D We'll be tweaking him depending on the feedback we get ;)

Lol then how come LTGH is bombarding ppl with warnings when they go offtopic?XD

Discussing systems that could potentially be in the map is not considered off-topic as its technically related to the production of D3W :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Not much, but when you're unordinary, you should not compare yurself to "ordinary" measures.

What i mean is that we do not really need to create a trailer everytime we add something new, and thats pretty much what people want us to do :p
And we are simply to busy to do it atm.

Now when CloudWolf have a job, it doesnt go as fast as it used to do, and this map has almost been in production for 1 year now, much have changed since :p
 
We've decided the current inventory is beyond saving :p We've tried our best to fix it, but its just more hassle than its worth. That's why we're planning to make a brand-new inventory system for the upcoming version of D3W :)

We plan to use Anachron's item system that's currently in development, and use our own graphics to display it :) We're not sure how the new inventory will look, however, its highly likely it will be another full-screen inventory as before, but with much better coding this time round :)

As for the monk, v1.19 is kind of a test-run for him :D We'll be tweaking him depending on the feedback we get ;)



Discussing systems that could potentially be in the map is not considered off-topic as its technically related to the production of D3W :)

As long as the new one is similar to the old one, i guess noone will complain^^
But the items should be sorted ;)
 
I can officially announce the 50% state, while stacking and combining are still not tested, but a few fixes happened to my Inventory System.
I know that you don't know how much that is or what I've done, but I thought I say when I come further with progress.
Hopefully I will make stacking and combing work today, but I am very sure that it will work this weekend.
The next step will be to create functions all need, so I will provide the developers utilities to use my systems how they need it.
That would mean for this project that I will provide APIs for the UI, so the visual does depend on the mapper, not on the system itself.
If I finish my CustomWindow system I will also add a demo of my inventory system with FullScreen UI, while it will be pretty basic, but working.
But that is ages away.

Edit:
As long as the new one is similar to the old one, i guess noone will complain^^
But the items should be sorted ;)

Will be possible.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I can officially announce the 50% state, while stacking and combining are still not tested, but a few fixes happened to my Inventory System.
I know that you don't know how much that is or what I've done, but I thought I say when I come further with progress.
Hopefully I will make stacking and combing work today, but I am very sure that it will work this weekend.
The next step will be to create functions all need, so I will provide the developers utilities to use my systems how they need it.
That would mean for this project that I will provide APIs for the UI, so the visual does depend on the mapper, not on the system itself.
If I finish my CustomWindow system I will also add a demo of my inventory system with FullScreen UI, while it will be pretty basic, but working.
But that is ages away.

Sounds fantastic so far! Can't wait to see it in action :)

Stacking will be handy for charged items like potions, and item combining will be handy if we ever introduce a rune system for items :)

There's no rush to complete it though, so take your time! :p We fully understand that people have lives outside of THW to attend to ;)
 
Sounds fantastic so far! Can't wait to see it in action :)

Stacking will be handy for charged items like potions, and item combining will be handy if we ever introduce a rune system for items :)

There's no rush to complete it though, so take your time! :p We fully understand that people have lives outside of THW to attend to ;)
Thanks a lot :)

And yeah, real life is keeping me very busy these days.
 
Level 3
Joined
Apr 23, 2009
Messages
37
Amazing.... I can't say anything else. The terrain is getting better and better with every new version. I thougt that this would be impossible.
The only thing what I don't understand why does the monk have a Spell Book ability? It contains only one Inner Fire. However, I can't wait to see it when it is completly done. +rep
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Cloudwolf when will you fix the last boss bug, he dies after 10 seconds without being attacked except my wizard images who were attacking him XD
Edit:I just watched the movie and LMAO, you dont have any communication with your teammates, poor LTGH XD^^

Have you downloaded v1.19b? Because I thought it was fixed now? :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Cloudwolf when will you fix the last boss bug, he dies after 10 seconds without being attacked except my wizard images who were attacking him XD
Edit:I just watched the movie and LMAO, you dont have any communication with your teammates, poor LTGH XD^^

Yeah, i didnt get healed a single time during the entire game xD
i guess you saw when i saw "its hard to tank when i never get healed" and "my last life now" and still i did not get healed xD lol
And we had 2.. 2!!! witch doctors xD
 
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