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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 17
Joined
Jun 9, 2007
Messages
2,493
does it have random item stats?

and... again: where and how are the item stats shown?

Like we said before, and you even said that you did understand it.
The system itself is not linked to the UI, so if im not wrong, you are able to choose things like this, becouse that is the UI part, not the actual invetory system.

But since this is not my system, i should let you guys continue talking, but still TKoK's inventory is not related to our at all, it is off-topic, and its nothing special with it, really. What is it that makes it so damn good?
Its made to work one way, and thats all, it is not as customisable as ours is.

And if you dont think Anachron know what his talking about... well.. i dont know what your thinking..
 
Level 8
Joined
May 30, 2009
Messages
266
Exactly, we can choose how to display.
I thought about a little addon for displaying it in a multiboard.
But that really doesn't matter at all, since its not linked to the system itself.
okay, but do you have to write (like a tooltip) what the item does, or does the system get it for you?

about random item stats:
why not? I just need to make a new little addon that does this.
fine ;)

the second one would just be usefull if the system gets the stats :p
 
Level 3
Joined
Aug 26, 2009
Messages
48
Soooo.....eeeee....ummm....ahhh. Whats gonna happen when the real thing comes out? Are you guys gonna improve it to the limit and keep adding the new characters and ditch it when it's perfect and theres nothing else to add or improve? Or do something else?
 
Soooo.....eeeee....ummm....ahhh. Whats gonna happen when the real thing comes out? Are you guys gonna improve it to the limit and keep adding the new characters and ditch it when it's perfect and theres nothing else to add or improve? Or do something else?

Well scroll to a few pages back.
They allready mentioned that they are going to create new D3W maps if they finished this one.

They also added all existing Characterclases, blizzard released.

Ummmmmmmmmmmmm... so did YOU read that, or were you to lazy ;)?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well scroll to a few pages back.
They allready mentioned that they are going to create new D3W maps if they finished this one.

They also added all existing Characterclases, blizzard released.

Ummmmmmmmmmmmm... so did YOU read that, or were you to lazy ;)?

That question is even answered on our website diablo3warcraft.com, in the Q&A page. :D

It would be nice if people could read that before posting, becouse it contains useful questions and answers. :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
We won't create any other Diablo 3 maps after this one. The idea has been ditched.

Not entierly.
You could put it this way:
If i feel like making a new one, there will be a new one.
If i do not feel like making a new one, there wont be a new one.

I talked with cloudwolf quite a while ago, and he said that i could start with a new map if i wanted to & he will help with the terrain.

But currently i do not feel like making a new one.

So as of now, there wont be a new one, but that could change by time.. who knows..
 
Level 4
Joined
Feb 6, 2007
Messages
72
Great, great work! I've played Warcraft III since it's release and yet so far I can tell WITH EASE that this is the best Hack n' Slash map I've played. Clever usaged of game mechanics and astonishing terrain and doodad usage!

GREAT WORK!

10/10
 
Level 18
Joined
Sep 2, 2005
Messages
1,029
Hey guys, I'm back into WC3 again, and I got 1.19 and played it with a buddy on the weekend. it was pretty cool. I like all the improvements. The monk animations are a little clunky, and the witchdoctor's proportions look a bit wrong. But other than that, it was awesome. Loads of fun.

We ran into a glitch where the witchdoctor couldn't select a helmet he picked up. Then when he found another one it worked fine. My guess is a dead spot in one of the inventories.

Anyways, as I said, Back to warcraft III. Cool if I get back on board for map editing?

Also, how did you guys replace the in-game minimap, and not just the map selection minimap?

Just Curious.

~DH
 
Changing the minimap: import anything to path "wc3mapMap.blp".
(Can be a 0 byte file too, then it makes minimap blank).

Preview: Import the blp to path "wc3mapPreview.blp"

I have some important updates.


Now users can decide whether items should stack and how much.
Items that have bonuses must have BONUSES_STACK boolean on true to be able to stack, and then if an item with bonus stacks, the bonus is applied for every charge.
Same goes for removing.

Items also now are faster handled by system and I now linked my CustomInventory with a little function call to the FullScreen UI which will make the FullScreen UI automaticly reload the stuff that has been changed.

Also, welcome back, darkhole.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Hey guys, I'm back into WC3 again, and I got 1.19 and played it with a buddy on the weekend. it was pretty cool. I like all the improvements. The monk animations are a little clunky, and the witchdoctor's proportions look a bit wrong. But other than that, it was awesome. Loads of fun.

We ran into a glitch where the witchdoctor couldn't select a helmet he picked up. Then when he found another one it worked fine. My guess is a dead spot in one of the inventories.

Anyways, as I said, Back to warcraft III. Cool if I get back on board for map editing?

Also, how did you guys replace the in-game minimap, and not just the map selection minimap?

Just Curious.

~DH

Haha, welcome back mate :)
I knew you would be back something, so i saved your spot in the team actually, but the_silent is not in the team anymore, i dont really know what happened, but it seems like he just faded away and that was all.

Here is the current team:
http://www.hiveworkshop.com/forums/diablo-iii-warcraft-606/d3w-team-129362/
As you can see, we replaced the_silent with Anachron, but you are still there :)

Changing the minimap: import anything to path "wc3mapMap.blp".
(Can be a 0 byte file too, then it makes minimap blank).

Preview: Import the blp to path "wc3mapPreview.blp"

I have some important updates.


Now users can decide whether items should stack and how much.
Items that have bonuses must have BONUSES_STACK boolean on true to be able to stack, and then if an item with bonus stacks, the bonus is applied for every charge.
Same goes for removing.

Items also now are faster handled by system and I now linked my CustomInventory with a little function call to the FullScreen UI which will make the FullScreen UI automaticly reload the stuff that has been changed.

Also, welcome back, darkhole.
Okay, so first of all, awesome! :D Almost all inventory systems nowdays lack stacking, and its really a great feature to have in such a system :)
And its good to hear that the system can handle items faster now, that never a bad thing, is it? ;)

Also:
welcome back, darkhole.
I laughed ^_^
 
I posted a new thread about the inventory here.
All further updates and posts belong to that topic.

This will hopefully stop this thread getting to annoying to subscribers.
Also please discuss with me about news / functions please.

Okay, so first of all, awesome! :D Almost all inventory systems nowdays lack stacking, and its really a great feature to have in such a system :)
And its good to hear that the system can handle items faster now, that never a bad thing, is it? ;)
True story.

Also:
Quote:
welcome back, darkhole.
I laughed ^_^
Damn typos.
 
Level 3
Joined
Aug 26, 2009
Messages
48
Sooorrryyy :cry: then LTGH and VampireofBlood for having butt in your genius moment at least I got an answer...
 
Level 1
Joined
Jan 7, 2010
Messages
1
Help^^

Guys, need your help. Downloaded map, copied into (Russian) WC3 Maps file. Now it always says, that map is too large too load? What can i do now?? Patch version is still 1.18? Please help..
 
Last edited:
Level 1
Joined
Mar 16, 2008
Messages
1
why do the map not work for me :(
every time i try to start the map i popps right back to the main screen.
 
Cool wtuff. I don't know if anyone else has mentioned this yet but I found it to be a little bit of an inconvenience. Whenever you want to press ESC to back out of your abilities or the ability you selected (maybe because you dont want to cast it or hit the wrong hotkey) the item menu pops up.

It really got frustrating to the point where it caused my death twice b/c I hit the wrong hotkey to heal and then tried to ESC out but the item menu popped up to block me from casting the right ability in time.

I don't know if it's possible to use another hotkey but something like CTRL may work better. Maybe you could even make an inventory item to click that will open up the inventory. Having ESC as the hotkey just gets very annoying.

Anyway I enjoyed the terrain, it was pretty well done man.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Cool wtuff. I don't know if anyone else has mentioned this yet but I found it to be a little bit of an inconvenience. Whenever you want to press ESC to back out of your abilities or the ability you selected (maybe because you dont want to cast it or hit the wrong hotkey) the item menu pops up.

It really got frustrating to the point where it caused my death twice b/c I hit the wrong hotkey to heal and then tried to ESC out but the item menu popped up to block me from casting the right ability in time.

I don't know if it's possible to use another hotkey but something like CTRL may work better. Maybe you could even make an inventory item to click that will open up the inventory. Having ESC as the hotkey just gets very annoying.

Anyway I enjoyed the terrain, it was pretty well done man.


It have been mentioned before and anachron said that he will make it so that the inventory only open if you are not in a spellbook if we want.
So that means that if your in a spellbook and press esc, you wont enter the inventory, but you will exit the spellbook, and if you click again you will enter the inventory.
 
Level 2
Joined
Jun 24, 2008
Messages
11
I didnt have much time to play this, but in the beginning area, there is a stairway going down towards south. I could move down the short one but then i couldnt move down the longer one. Am i supposed to be able to move through that stairway?
 
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