• 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 9
Joined
Dec 15, 2009
Messages
523
how the hell did u make the terrain?
this is a realy good shit man..
keep up the goodwork..i played this map 6 times..single player..xD
 
Level 8
Joined
Oct 11, 2009
Messages
262
OK, i have played this map a few times in the past, and it just on getting better and better, so riddle me this, Why does it still only have a "Useful" Rating?

its the Hives most downloaded map, so its not original, But it is so well executed and layed out, it needs at least, LEAST, a Highly Recommended....
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
OK, i have played this map a few times in the past, and it just on getting better and better, so riddle me this, Why does it still only have a "Useful" Rating?

its the Hives most downloaded map, so its not original, But it is so well executed and layed out, it needs at least, LEAST, a Highly Recommended....

Sadly most of the awesomeness started to happen around 6 months into the making but really early build, approx 2 months into making, was reviewed.

It didn't get reviewed.

If it was to be reviewed I'd say it would get a 4/5 due to bugs etc.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Ohh god. The coding for the inventory is horrible. (i created the inventory).
And now when i have moved to starcraft II i have totally forgot how i did that inventory, and i dont want to remember how i did it either.
im afraid i wont be able to help in any way :|....
 
Level 1
Joined
Jul 18, 2010
Messages
6
Hm, excellent map! One of the best, must say. Sceneries are delightful, not surprised, if on dekor went much time. Abblities also need to do justice. Well, in other, I while here new, so that, will stop thereon. I put 5/5, a map and developers of it deserve...)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
but they stopped working on this already, so its late...

Stop working on a map never prevents you from go back and at some point update the map..
But in this case we do not even mod warcraft 3 anymore, as we have changed to starcraft 2, that is when it starts to get kinda late.
This was a group project of ours, and the creators of it (im one of them obviously) still have a very good contact with each other and i am now a global moderator on CloudWolfs StarCraft II Modding community. :)

So yeah, If we were to continue this map, it would probably be the same team, as this is something we made togheter. But that just wont happen.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Why do people keep pointing out that it's too late to mod wc3 because of the sc? People... It's never late to use paper and pencil even if there are screens and photoshops (I don't know... I suck at making comparisons)...

We did not say that it is late to mod wc3 becouse of sc.
I am pretty damn sure that i said that me and all the creators of the map moved to starcraft II, and THAT means that this map wont be continued becouse the creators is gone.
It is not that it is to late to mod wc3, but the fact that we do not mod warcraft III anymore.
You know, CloudWolf and I even have a starcraft II modding community running now. Moving back to warcraft III would just be a pain.

You know, we prefer to use better tools, and there is no reason to move back, but do not pretend that i say that it is to late to mod wc3, becouse it is not. I still think wc3 is awesome, it is just that i prefer to mod in sc2 insted.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Add the New Tristram town, and artisans theres too much crap you pick up in dungeons we need the salvage feature and some shops.

This project is dead, and that is the only thing we have tried to say the last.. 5 pages.. if not more.

And we have also said alot of times on the forums that we do not want towns, this is not some kind of ORPG. So no shop and no sell/buy.
This map would be totally different with shops.. and it would probably require us to rethink the entire idea of the map.

But then again, we do not even mod wc3 anymore, we have moved to sc2 (i have said this atleast 10 times, i promise) and we just wont move back.
 
Level 11
Joined
Dec 5, 2009
Messages
846
First thing calm down we are having a conversation.
And second i wasn't ignored when i registered.
Third if there are other options than ignoring then you should pick them. Like closing this thread?
But theese guys are nice ones i think cuz they reply even when the project is down.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
First thing calm down we are having a conversation.
And second i wasn't ignored when i registered.
Third if there are other options than ignoring then you should pick them. Like closing this thread?
But theese guys are nice ones i think cuz they reply even when the project is down.

This isn't just any thread. It is a resource thread for D3W. Go to page 1.
 
Level 7
Joined
Aug 20, 2008
Messages
399
this sucks why you have to discontinue this map in wc3 when its going great..why not continue this project at the same make a version in sc2..you should continue what you have started you i mean the team like a rolling stone you cannot finish what you started..many people still want to play wc3 as so this map..
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
kek.
I have already imported a few wow models to sc2. Works like a charm.
Anyway, "It depends on game taste also.."... Wait what?
How could you say that in the comments of THIS project. It is possible to do the exact same thing in StarCraft II and better.
And i mean the exact same thing.. You could make a copy of wc3 in sc2 if you want to.

So there really is no damn reason at all to continue using warcraft 3, seriously. as a modder that would just be totally stupid.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Well i just say its still not the same thing. (that's my opinion) Its a free country i can think what i want...


I have said a several times that we wont continue this project.
Still people continue telling us to continue working on this when we have no freaking reason to do so. Only becouse YOU do not think it is the same thing, it does not mean that we agree. So cant you just live with the fact that we wont continue this project? seriously. It is getting annoying.
And when you say that its not the same thing.. Ofc its not the same thing.. And Diablo 3 WarCraft is not the same thing as WarCraft III either.
We could do an EXACT copy if we wanted too, but we dont. We could recreate the sound, interface, models, everything in starcraft 2 in order to make it "the same thing" but why would we? There is not reason to do so.
We decided to move on and work on our own projects in starcraft II, a few random persons just wont make us change our minds, specially when we have worked alot on our new projects.
 
Level 1
Joined
Jul 17, 2010
Messages
4
Found a bug, when you have full inventory items and you pick up "Ritual of the dead [Revive]" you get +1 life, but it wont vanish, clicking it again will give you another +1 life.
 
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