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 19
Joined
Sep 4, 2007
Messages
2,826
lol, yea! I saw :O Theres stuff all over the internet about it xD I also love the new "Monthly Top Maps" the hive has made :D

As for Bashiok, he literally just asked me to contact him via Email :p I have'nt a clue what its about but I'll let you guys know if anything major comes up =]

Thanks again for all the help on the inventory system :D Ive been reading all the posts and it appears that LTGH and yourself have made some rather impressive breakthroughs! :) Keep up the good work!

Alright mate.

Here is a little screenshot of the lightning system I thought could prove useful. By allowing the entire dungeon to be dark and the only light-sources to come from fire and the hero themselves it could create a nice epic feeling to it.
You know the feeling that you're not alone and some kind of creature could be hiding in every corner?
 

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Alright mate.

Here is a little screenshot of the lightning system I thought could prove useful. By allowing the entire dungeon to be dark and the only light-sources to come from fire and the hero themselves it could create a nice epic feeling to it.
You know the feeling that you're not alone and some kind of creature could be hiding in every corner?

Sadly, this is a feature which isn't implemented in D3.

Awesome map anyway.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Alright mate.

Here is a little screenshot of the lightning system I thought could prove useful. By allowing the entire dungeon to be dark and the only light-sources to come from fire and the hero themselves it could create a nice epic feeling to it.
You know the feeling that you're not alone and some kind of creature could be hiding in every corner?

aaah, yes, I saw that the other diablo III map at wc3c.net uses the same thing =]

I guess its worth a shot :D We can always have a quick play around with the map to see if it fits :)

If not in this map, we could always add it to one of the others when I get round to starting them :)

___________________________________


Going back to Bashiok's mail, I'm rather hoping its nothing bad (such as copyright issues) :S I guess being contacted by an official Blizzard Representative will either turn out to be very good, or very bad for the project.

Time will tell I guess =]


___________________________________


EDIT:
Heh, you're right. Thanks for the clarification.

Anyway... CloudWolf, Instead of using those fell demons why not use this one instead?
http://www.hiveworkshop.com/forums/models.php?id=myg0ph

I think it fits the atmosphere better.

Ill admit its a nice model, although, it has far too much armour for my liking :S The beserker appears to have blue(ish) skin in the trailers, and the model just lacks the right colours :/ We're also quite tight for memory space in the map, however, saying that, we might have enough room for it depending on how much space the inventory system takes up =]

Definately a good idea though! If we have enough space, and get permission to edit the skin it would be a rather nice addition ^^
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
aaah, yes, I saw that the other diablo III map at wc3c.net uses the same thing =]

I guess its worth a shot :D We can always have a quick play around with the map to see if it fits :)

If not in this map, we could always add it to one of the others when I get round to starting them :)

___________________________________


Going back to Bashiok's mail, I'm rather hoping its nothing bad (such as copyright issues) :S I guess being contacted by an official Blizzard Representative will either turn out to be very good, or very bad for the project.

Time will tell I guess =]

Awesome! I'll try to learn how to do the lightning source stuff.

Well, Bashiok seemed quite happy when he got the news. It's better to respond and take the consequences than not.
 
ok, let em tell you a few things and sum up those i said earlier in the thread.

i saw this maps popularity grow from the date it was first released and i like that blizzard seems to support what you are doing.

a few things on gameplay:
-there is a lightning system in d2 and there might be one in d3 so...
-add a custom spell system, real diablo is much faster (lower cd, lower manacost, lower dmg, creeps hp will increase a lot later)
-add an exp and difficulty system to make it more like diablo
-add some more real and triggered diablo spells like in the trailer, not those lame ones from bject editor
-add desintegrate to the wizzard, vexorian made a spell like that a while ago
-add jump and so on to the barb, also some better whirlwind would be nice
-make the gameplay more interesting like adding quests and not just creep bashing
-to the witchdoc i want this disease cloud, should be able to be triggered
-i can destroy the dalaran tower at the beginning of the entire dungeon when standing on the bridge, is funny but dunno if supposed to
-try to inform yourself i a forum to add more d2 features
-hm, things to add eh :D

else some info on bashiok:

as far as i know he is the d3 community manager and announces news, changes and so on.

else i can say: keep up the good work!
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
ok, let em tell you a few things and sum up those i said earlier in the thread.

i saw this maps popularity grow from the date it was first released and i like that blizzard seems to support what you are doing.

a few things on gameplay:
-there is a lightning system in d2 and there might be one in d3 so...
-add a custom spell system, real diablo is much faster (lower cd, lower manacost, lower dmg, creeps hp will increase a lot later)
-add an exp and difficulty system to make it more like diablo
-add some more real and triggered diablo spells like in the trailer, not those lame ones from bject editor
-add desintegrate to the wizzard, vexorian made a spell like that a while ago
-add jump and so on to the barb, also some better whirlwind would be nice
-make the gameplay more interesting like adding quests and not just creep bashing
-to the witchdoc i want this disease cloud, should be able to be triggered
-i can destroy the dalaran tower at the beginning of the entire dungeon when standing on the bridge, is funny but dunno if supposed to
-try to inform yourself i a forum to add more d2 features
-hm, things to add eh :D

else some info on bashiok:

as far as i know he is the d3 community manager and announces news, changes and so on.

else i can say: keep up the good work!

The map is still very much in production so the map you see is far from complete :)

A new set of triggered spells is currently being developed by external sources (basically not by me), so hopefully we will see some of them being implemented into the map as time draws on.

Jump is also another major aspect of the game which will be sorted out at some point. The problem I have is that the barbarian can jump out of the playable area (Eg, into the abyss) and this needs to be sorted before the spell can be implemented. Ive seen plenty of jumps in the spells section so hopefully it won't take too much time to add :) Na_Dann_Ma_GoGo managed to fix this bug, so its definately possible. I just need to find out how :D

Dissintegrate is also a must for the map. It will be added at some point for definate :)

Thanks for your support! :)
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
Yupp, yupp. The coding is like you said.
We are reworking on the damn spells but i wonder why they never appears in the damn map, the should be done by now. Was like over one moth since they started to work on them :S
What makes the gameplay "Blah"? If you tell us what makes so maybe we can make it even more enjoyable and fun to play. ^^
The units were rather generic, the bosses were repetitive and sort of just stood there. The invulnerability was also rather annoying.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
ok, first, i also can do a jump, its not that hard, wih a collision check means no jumping in the abyss. and earlier on the page you said that after the inv sys the map is nearly finished ;)

and better do a light sys than using that model ^^

Well, theres already plenty of jump systems out there, so theres no need to make yet another one :) Thanks for the suggestions though!

____________________________________


I also just saw a bug with the UI xD Theres a black box where the alpha is wrong below "Low Upkeep" =[
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I also just saw a bug with the UI xD Theres a black box where the alpha is wrong below "Low Upkeep" =[
You notice that but you doesnt notice that the entire lower interface is bugged?
If you first select a unit with inventory, and then select one without, you will se that the interface moves. (Correct me if im wrong).

All i need to do is to make a huge amount of items to the system, and Redmarine is editing the system so it will be easier for you to add items yourself later CW, other then that its pretty much done :).

As for Bashiok, he literally just asked me to contact him via Email :p I have'nt a clue what its about but I'll let you guys know if anything major comes up =]
I knew it! I said befor that he was going to ask CW to contact him through mail.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
hm, is the dalaran tower at the beginning upposed to be killable now?
I started to yell at CW to fix that even since version 1.04, he still havent responded on that question :p

Does this map have a save/load system? =D
What about downloading and test the map?
Or read page 96:
The plan is to create several more maps like this one with a save/load system so players can transfer their characters between them.
And the answer is no.
 
Level 9
Joined
Oct 28, 2007
Messages
435
For the jump system ...you don't need a jump system with pathing check...you can do the pathing check yourself... just create an item at the point the unit needs to jump to and if the position of the item is not the target point, the jump gets cancelled.
 
Level 17
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Jun 9, 2007
Messages
2,493
For the jump system ...you don't need a jump system with pathing check...you can do the pathing check yourself... just create an item at the point the unit needs to jump to and if the position of the item is not the target point, the jump gets cancelled.

Doesnt that mean that you still can jump stright down to the abyss since that is a 100% normal area that is just lowered? :O
 
Level 17
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Jun 9, 2007
Messages
2,493
Cause items cant be created on blockers or boundary.

So what you guys is trying to say that when you click to jump at a specefic area, it creates a unit at that point, but if that point has a pathing block or a black field it cant appear on that point and that way you wont jump becouse the units position is not the same as the targeted point?
I think i got it right, im not sure.
 
Level 19
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Sep 4, 2007
Messages
2,826
The pickup system (ironically) now automatically drops items in case the inventory system is full.
Edit: Optimized triggers for efficiency and reduce confusion. The system used to require that you did math but now it's highly unnecessary.
Edit2: Potions are now also fully supported by the pick up system!

  • For each (Integer A) from 20 to 35, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Inventory_Item_Player1[(Integer A)] Equal to No destructible
              • Inventory_Found_Slot Equal to False
        • Then - Actions
          • Set Inventory_FirstEmpty_Player1 = (Integer A)
          • Set Inventory_Found_Slot = True
          • Set Inventory_Item_Player1[Inventory_FirstEmpty_Player1] = (Last created destructible)
          • Set Inventory_Item_ID_Player1[Inventory_FirstEmpty_Player1] = (Item level of (Item being manipulated))
          • Set Inventory_Empty_Player1[Inventory_FirstEmpty_Player1] = False
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer A) Equal to 35
              • Inventory_Found_Slot Equal to False
            • Then - Actions
              • Set rect = (Position of (Hero manipulating item))
              • Item - Create (Item-type of (Item being manipulated)) at rect
              • Custom script: call RemoveLocation(udg_rect)
            • Else - Actions
 
Level 12
Joined
Mar 10, 2008
Messages
869
Hey, GREAT map. I did finish it but there were some bugs I had encountered along the way. Besides that, the scenery is too good to be true.

Here are the bugs:
-When a player died near the hills, some units were in the place of which he died at, then when he revived he revived onto the hills, past your pathing blockers.
-Sometimes, when a person revives, the camera gets unlocked from the position of your unit.
 
Level 5
Joined
Aug 25, 2007
Messages
44
Not to be rude but he will soon be removed from the map.
We are getting out of space and he is just a little bonus boss that CW wanted to add :p
If you could lower the size on him we might be able to keep him a little longer ^_^

That's fine, it's cool while he's in it.
I am tempted to work on him some more what with the D3 design sheets available now. I doubt what I make would use LESS resources though hah.
 
Level 17
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Jun 9, 2007
Messages
2,493
Well, right now, im not working on anything until I hear back from Bashiok :/ I want to confirm theres nothing wrong with what we're doing before I update the map again :)

I have managed to fix a few previous leaks though :D The skeleton kings SFX's dont leak any more :D

There shouldent be anything wrong cus we havent really stole anything from the game (expect loading screen & Preview Picture). Its just based on D3. and we have created it in Wc3, and its a game created by Blizzard.

But if you dont want to update until you get a clear answer, dont.
BTW, when he said that he wanted to contact you, he sounded happy. I think that he just like your map :p
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
I pretty much fucked up the potion system. I'll copy old triggers from an older map.

Regarding the leaks, I've been wondering why it leaked so much but I'm pretty decent at removing any kind of leaks which are GUI related so... I could remove them if you like.
 

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Well, right now, im not working on anything until I hear back from Bashiok :/ I want to confirm theres nothing wrong with what we're doing before I update the map again :)

I have managed to fix a few previous leaks though :D The skeleton kings SFX's dont leak any more :D

never stop your work, too much time will get lost ;)
....when there would be a problem you can easily remove it.
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
Just hosted it on Bnet with 5 players, but one left during the game so we were actually just 4. Barb, Barb, Doc and Doc. Almost beat down Tyrael, but it had ~500 hp left and we died. :(

And I noticed that "Unholy Aura" buff from Whirlwind bugged and I had the buff for the entire game, but it didnt increase my hit point regeneration rate. Also it would be good idea to write on the beginning or on the loadingscreen that "Please visit at http://www.hiveworkshop.com/maps and give feedback" or something like that. So you could actually grow up some kind of community.

And very beginning there was a item that had flame/fire (and it casted Chain Lightning) in its name and it was Mage/Doctor item, but I could pick it up as Barbarian. Also it's tooltip were screwed up with incorrect color codes.. It was just some |cfff#0000 with white.

EDIT
And for Palasplayer. Open the map in World Editor and see...
 
Level 13
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Mar 23, 2008
Messages
1,214
Hmm a leak is when the whole game (or just the map) goes down because of theres something wrong in the triggers right? If it is, i think that someone would have seen it by now. Else use leakcheck :D you should be able to as you are making it all in GUI :D

BTW aint it kinda weird to loose to last boos when 4 players? ive defeated him with one other many times :O
 
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