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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
People really is to lazy to check if the map is Open Source or not. They are even more lazy then me...
They dont have to read 47 pages, only like 10 comments.. And they should be happy for that.
I have readed all #698 comments. And commented almost all of the comments that isnt mine.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
When will we start to see spells that are more triggered, and not made from vanilla ones >_>?

as soon as they are all done :D Theres 15 of them, so it shouldnt take too long :p

Ide rather add them all at the same time though :) Its just easier for me to balance everything that way :p

___________________________________________


Ive also been triggering all the item drops, so they're all 100% random now :D Bosses and chests have several drop sets, so it should be different every time you play :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
When will we start to see spells that are more triggered, and not made from vanilla ones >_>?
When they are done. And is that all you have to say about the map?
"When will it get more triggered spells?" :S
Would be nice if you also could add what you think about the map since many people just say the bad things not the good.

Come on people, we get happy, the team gets happy, the map gets good, thats the life circle of Warcraft Map Making.

Edit: Hey cloud =D
 
Level 17
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Jun 9, 2007
Messages
2,493
Few spells? :O Its about 12 i think and also, its not a basic stomp ability we will make, we will make the like they are in diablo 3. Which means you can controll the wizard beam spell (cant remember name) and such stuff. Its not that easy.

We are also working on other stuff at the same time, like making a better drop system so its random, making my full screen menu, fixing bugs, editing descriptions that is wrong and so on.
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
Few spells? :O Its about 12 i think and also, its not a basic stomp ability we will make, we will make the like they are in diablo 3. Which means you can controll the wizard beam spell (cant remember name) and such stuff. Its not that easy.
Its not 12. Many of the Diablo 3 splels can be already done without any triggering or such. And that beam could just be a spell that set your ms to 0 and adds buff and then a trigger that loops; pick all units that have buff and create 1 dummy at the unit and order last created unit to shockwave. But with a laser model and a fast projectile. :l
 
Level 17
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Messages
2,493
Yeah, but the good feedback makes us want to fix the bad things. ;-)
Lets say like this: If i do somthing i want to know that people likes it and dont get bad replys and that makes it more fun to continue work on it =D

Its not 12. Many of the Diablo 3 splels can be already done without any triggering or such. And that beam could just be a spell that set your ms to 0 and adds buff and then a trigger that loops; pick all units that have buff and create 1 dummy at the unit and order last created unit to shockwave. But with a laser model and a fast projectile. :l

Wrong, wrong, wrong. You shall be able to aim as it shoots to the degrees your hero is facing. So its harder then you think.
If we do it the way you said, if the hero moves, the spell wont follow to the gegrees your facing, it will continue to the point you was facing befor moving.
And what you say can cause bugs in the spell.

_______________

Tell me the spells that can be done by the normal spells, that works exactly the same. We are trying to make identical copys of the spells and not like "diablo 3: Barbarian jumps he stomp where he lands the units get puched back" and in warcraft 3 "barbarian uses stomp, puches back units" or "barbarian jumps out of the map"
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
LTGH said:
Wrong, wrong, wrong. You shall be able to aim as it shoots to the degrees your hero is facing. So its harder then you think.
If we do it the way you said, if the hero moves, the spell wont follow to the gegrees your facing, it will continue to the point you was facing befor moving.
And what you say can cause bugs in the spell."
Ok. But if you have 1ms you can still rotate.
As you can rotate, you can aim.
As it creates new dummy every 0.1, it aims to the facing angle of ur hero.
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
they just spawn at the heros facing point and then go stright away.
= to there where hero is facing = to the right way

e: im talking abut facing angle not point

so I try to explain it better...
1. It gives you a buff when you begin cast
2. Trigger pick every 0.05s every unit with a buff
3. Trigger creates dummy at the point of picked unit
4. Trigger makes lastcreatedunit to have same facing angle as picked unit
5. Trigger orders lastcreatedunit to shockwave at offset of lastcreated unit 10 with facing angle of lastcreatedunit
6. Trigger removes lastcreatedunit.

I cant see any bugs..
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
You dont seem to understand a shit of what im saying.
If your hero is facing north, and a beam is spawned to move north, and your hero changes to east, the beam will continue to north but you will also have a beam that goes to east.
So you will have like 100 beams going to different directions if you spin your hero.
 
Level 17
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Jun 9, 2007
Messages
2,493
But he thinks thats everything is so simple.

You maybe dont get upset but i get upset when i see people criticise the map. I mean, it doesnt get more fun for me to make somthing when they just tell about the bad things and not the good ones. It just makes me worried that people will say the same about what i have done.
 
Level 2
Joined
Jan 21, 2009
Messages
14
Cool Map But This is for playing for the first and the last time.. You shouldn't update it TOO early :) But Trigers and bosses is SOOOO NICe .. Could you remake to rpg like TBR? not only one way? but farming and what eva?! :) 4/5
 
Level 17
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Jun 9, 2007
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2,493
We cant make this map so much more different from what it is now.
And no, we cant add more ways and stuff becouse there is no space left and i mean no space. And we dont want it to be to far away from the original.
And we dont update so often anymore. Befor it was like every second day now its about every 4/7 day or somthing.

And remake the map... O_O Better to make a tottaly new one whit new content, areas, bosses and stuff but whit the same heros.
Why did you put 4 and not 5? x)

And when you say that the triggers is nice, you mean that it looks nice in game, not the actual triggers right? Becouse its like writhing everything i just wroth backwards. :p
 
Level 4
Joined
Dec 27, 2008
Messages
72
I wonder how your skill team will make barbarians leap , so he cant jump under the bridge n stuff
 
Level 17
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Jun 9, 2007
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2,493
make a system so that he only can use it inside of our regions or just make like "an invissible wall" when he jumps to a invissible wall, he wall start to slide next to that wall insted of flying out of the map, like it is in diablo 2, that would atleast be as the original games and i think diablo 3 will be the same.
 
Level 7
Joined
Mar 24, 2008
Messages
184
First of all, Great map! it's surely fun to play and graphically it's great (i was amazed by the slow spell of Tyrael). I have a little suggestion for the barbarian's rage: it's a bit annoying when during a fight you get enough rage to cast a spell but the moment you click on it your rage just decreased so you have to wait the next attack to cast the spell, i was thinking that you could change it in some way to make the mana to not be lowered while fighting (for example when the barbarian is attacking disable the mana drain trigger, but then there would be the problem to reactivate it)...It would be nice if you'd find a solution to that :)
 
Level 30
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Sep 30, 2008
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1,460
Version 1.11 has arrived!

For a full list of new features, check the main post :)

________________________________________________________


Sorry for the lack of updates recently, I was in the middle of uni exams, and needed to revise as they pretty much decide my future lol :)

In other news, I finally got that random item update finished :D Took a fair while to balance properly :S You may play the game twice, and get completely different items each time :D

For the future, im going to attempt to randomise creep groups, and possibly bosses so they will be different each time :)
 
Level 17
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2,493
Here is some random fact i have, the most downloaded map has about 50.000 downloads and that map is just a edited map that isnt originally created by the person who uploaded it.
We have to beat him becouse Cloud is worth a first place more then him!
 
Level 8
Joined
Nov 20, 2008
Messages
445
Btw i saw in the development thread that u said desintegrate can't be coded to be as it is in the trailer so i'll have to prove your wrong :p

I have it created just to see if it was really possible to make a controlable beam and yeah it is and its really easy to control no casting no nothing just clicking.
 
Level 8
Joined
Dec 10, 2006
Messages
544
It'd be kind of cool to have people vote in a new class something people think will be in the actual game.

Well,
From my Point of View,
I See another Melee, Not just a melee, a Melee/Spell caster. Kind of like the Paladin in D2.
Another class would probably be a ranged Non magic character, such as the Amazon in D2.
Because of now.
Witch Doctor = Necromancer
Sorcerer = Wizard
Barbarian = Barbarian [Duh]

so, Reasonably it would be.

Melee/Spell caster = Paladin
Ranged Non-Magic = Amazon

Makes sense to me. =]
 
Level 30
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Sep 30, 2008
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1,460
according to blizzcon, the barbarian is the only class that is returning from the previous games :S

so the other two will have to be something weve never seen before :D

maybe theyre gonna go all MMORPG on our asses and include a healer class? :S lol

_______________________________


In other news, ive already noticed a few bugs lol :)

- Witch Doctors starting armour has a broken DISBTN icon xD
- Using seismic slam on the skeleton king when he's casting inferno makes him disapear :S

lol =] I guess this is why we do updates though!
 
Level 4
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Sep 9, 2007
Messages
95
Monsters need to be harder, period, if they're going to drop random loot all the time.

Either that, or items need be toned down, either in drop rate or in stats. I got four clan axes in the first wave of monsters.

(edit) Chest items also need to be randomized, although, with a slight higher chance of dropping items. As well as more chests.

(edit) Armor of Agility needs a either a revision of its description, or a revision of its stats. It says it'll make you go at a faster pace, etc, but agility does not grant faster move speed, nor does it give any special move speed modifier.

(edit) You can hold two shields, which is ridiculous. Also, some mana-based classes shouldn't be able to dual-wield, say, two axes, (Witch-Doctor/Wizard).
 
Level 30
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Sep 30, 2008
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1,460
Monsters need to be harder, period, if they're going to drop random loot all the time.

Either that, or items need be toned down, either in drop rate or in stats. I got four clan axes in the first wave of monsters.

(edit) Chest items also need to be randomized, although, with a slight higher chance of dropping items. As well as more chests.

(edit) Armor of Agility needs a either a revision of its description, or a revision of its stats. It says it'll make you go at a faster pace, etc, but agility does not grant faster move speed, nor does it give any special move speed modifier.

(edit) You can hold two shields, which is ridiculous. Also, some mana-based classes shouldn't be able to dual-wield, say, two axes, (Witch-Doctor/Wizard).

The random drop system has only just been implemented so its gonna be a bit imba to begin with :) I'll have it sorted eventually though :)

As for holding 2 shields, LTGH is currently working on a full screen inventory like you see in diablo, which will put mine to shame :D My simple 6 slot inventory system is only temporary so I dont want to put too much effort into it :D

But ty for the feedback! Keep it coming :D
 
Level 4
Joined
Sep 9, 2007
Messages
95
The random drop system has only just been implemented so its gonna be a bit imba to begin with :) I'll have it sorted eventually though :)

As for holding 2 shields, LTGH is currently working on a full screen inventory like you see in diablo, which will put mine to shame :D My simple 6 slot inventory system is only temporary so I dont want to put too much effort into it :D

But ty for the feedback! Keep it coming :D

I was actually just about to edit it, and say scratch that, because I just remembered that you had him working on a really nice one, so no need to put hardly any effort into the current one, as it's very temporal.

Anyways: Skeleton King, exploit: When the Skeleton King casts Inferno, and you stand right at the very back of the gate, the Inferno doesn't hit you, and you don't take any damage.

Also, another problem with the Skeleton King area, Deckard Cane teleports you too fast, and you hardly ever get to pick up the treasure from killing the SK. Secondly, Deckard Cane hardly ever lives, as he's too weak. Thirdly, Deckard Cane gets stuck behind the gate. Fourthly, he can attack through the gate. Fifthly, SK's Inferno MIGHT, I repeat, might, damage himself. I'm not sure, because I he was taking too much damage, and he didn't cast it again afterwards.
 
Level 17
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Jun 9, 2007
Messages
2,493
I THINK but i just THINK that Skeleton King doesnt have any drops? :O
Am i wrong? :S The latest version i played didnt contain any Skeleton king drops but that was 1.08 xP and Deckard Cane will be fixed.

Bartimaeus, i tought you was leaving this site? :O
 

CyberDuelX16

C

CyberDuelX16

This has got to be the map with the best terrain i've ever seen, great job it looks almost identical to the video the Blizzard made, can't wait for more classes! Keep it up! 5/5
 
Level 19
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Feb 15, 2008
Messages
2,184
the spells realy sucks sry i tested it now i thought u made some new custom spells.
its only orginal nearly every thing. should be more cooler i know a spell u could use for barbarian like in the game its some kind of passive blink. that makes u omnislash.
 
Level 17
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2,493
Dude... Thnx for coming and say "the spells really sucks".
We are reworking all the damn spells... Can everyone stop complaining on them now.
Dont you think its hard to make a map like this alone? No? Well then your wrong becouse Cloudwolf have done almost everything himself so far and i respect and you should do that too.
If anyone comes and complain on the spells one more time, i guess you cant read becouse ive said that they are beggin reworked like 8 times in like 8 different pages.

Thnx for trying to help, Shanghai.

Edit: Sorry.. i got a bit pissed off.... Happens sometimes..
 
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