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Diablo III Warcraft - Rise of Terror

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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This is the BETA version of my expansion for Cloudwolf Studio's Diablo 3 Warcraft map. It includes all of the content from the original map plus new zones, new bosses, and new loot. It also includes revised tooltips and icons, updated abilities, fixed glitches and problems, a less buggy inventory, new item-types, and more. Keep in mind this is only a BETA version and has not been sufficiently tested, so please report any glitches, errors, or problems you experience in addition to any feedback you might have.





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Original Authors
LTGH (CloudMax)
RedMarine
CloudWolf




Original Credits:

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





Expansion-specific Credits:

Skins
________

Cloudwolf - Skeleton
Red Shift - Khazra
Red Shift - Shadowmancer
Red Shift - Lumbering Golem
Ampharos_222 - Grotesque and Lunatic
64chrome - zombie

Models
________

HappyTauren - Organ
Horn - Wooden Shield
Dicxunder - Temptress
Pyritie - Ice Cube
oGre_ - Snowy Stones
Tranquil - Iron Gate
Olofmoleman - Magic Door
Lestat(br) - Enchanting Swords
Pyramidhe@d - Gears
Mc ! - Gold pieces

Effects
________

WILLTHEALMIGHT - Gron'tok ground pound proc
JetFangInferno - Gron'tok ground pound setup

Icons
_______

Kelthuzad - Dark Helm
NFWar - Bandit's Armor
Olyvian - Legacy
CRAZYRUSSIAN - Demonic Bulwark
InfinityNexus - Ancient Locket
BlackDoom - Token of Faith




- Replace the Witch Doctor's Siphon Mana with a proper Soul Harvest ability like seen in the trailers
- Give the Witch Doctor a different type of healing ability
- Cause the Monks Seven Strikes ability to greatly slow enemy units in the target area so they don't just run away when he does it



- Ogre Lord Gron'tok doesn't pause sometimes for one reason or another and comes down with the temptress's instead of after you've killed them all. If this happens to you please tell me.



10/01/2010
- Changed map name and author
- Scaled down the Dark Lord final boss
- The Dark Lord final boss now casts his abilities
- Removed the first ghostly orb you encounter from the game
- Changed frozen units after ice bridge to better match the snow theme
- Added end-game message after you kill the Dark Lord
- The Witch Doctor's Soul Harvest ability is now similar to the one shown in the trailers
- I have posted an unprotected version for people to edit






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NOTE: an unprotected version can be found here: Diablo 3 Warcraft. Alternatively, you can PM for an unprotected version if the link is not working or broken.

Keywords:
Diablo, Diablo 3, Diablo 3 Warcraft, Diablo Warcraft, Cloudwolf, Voodoo Studios, Voodoo, Raven, Raven0, Blizzard, Blizzard Entertainment, Expansion, E
Contents

Diablo III Warcraft - Rise of Terror (Map)

Reviews
11:46, 8th Apr 2011 -Kobas-: Status: Approved
Level 1
Joined
Aug 3, 2009
Messages
501
~ FIRST POST! ~


Okay, people pardon my caps...but : WHAT THE HELL DID YOU JUST DO, CLOUDWOLF ?! RE-UPLOAD IT?! ...All those downloads, comments, feed-back and support...I'm baffled...what's the meaning of this ?!

Edit : After a few minutes of research, I have found THIS map to be the "Child" of its original version of the map - Diablo III Warcraft Beta v1.19b - . Apparently, uploaded Raven0 of VooDoo Studios. I will now try out the various improvements speculated with this upload.

* Testing *
 
Last edited:
Level 15
Joined
Oct 16, 2010
Messages
941
Cloudwolf didn't upload this, I did ^-^

The Diablo 3 Warcraft team has moved on to Starcraft 2 (for the most part) and isn't interested in continuing D3W. Cloudwolf made the map free to edit and so I decided to continue the project. This is my extension to the Diablo 3 Warcraft map.
 
Level 7
Joined
Aug 9, 2009
Messages
274
Hmm, an extension of an already nice map, would be nice to check out. But what is the difference from the original map?
 
Level 5
Joined
Jun 18, 2009
Messages
168
Yeah! Im happy that there is someone with enough skill and inpsiration to continue this. I will follow this just as i followed CloudWolf's, so if you need more opinions, just tell me(cuz im not really writing feedback, because i don't know the points which i must watch).
Keep working on this :)
 
Level 14
Joined
Aug 8, 2009
Messages
430
Alright, Tested through this to you extension, which I have to say is an admirable effort. Some of the main problems I found was a lot of the areas did not have fluent mobs to go with them. Example being that there are Magnataurs frozen in random blocks of ice along with undead. And although I love the scenery that you have there, it needs a lot more details to make it lively. And if you're going to extend Cloud's map, at least do him a solid and put as much detail in your terrain as he did his.

As for the mobs fluently being incorporated, it comes to my attention that a lone ghostly orb is surrounded by two temptress' in a narrow hallway with little to no significance at all. Even more so, this is the first Ghostly Orb you run into, so it makes perfect sense for it to be in some sort of altar area. Something similar to where, I believe, two Enraged Grotesque's are surrounded by cages and waterfalls, this is also my second favorite extended part, right there behind the mechanical-based section. Work a bit more on inviting new and powerful creatures with areas all to their own, in a similarity reminiscent of a mini-boss battle.

The ideas are great for all the extended areas, as well as execution-wise, but it just needs a little bit extra prop work and it should be perfect.
I also made to what I believe to be the end? (With the help of some cheats to get to your area) The Dark Lord fight was a bit random, the model was over sized, and looked as though you hadn't intended on the players to even be able to see him as of yet. This is evident as there is; No cinematic introducing this final boss, no dialogue, no evidence of his weak points (he's invulnerable and there are no targetable props in the area), and he's really just completely and utterly glitched to hell.

Very good extenstion, just finish it :p If you need some screenshots feel free to ask me.


*EDIT* I figured out what was wrong with the Dark Lord, he as to deal dmg to you to become vulnerable, yet the cinematic didn't focus on anything as he was off attacking me in a corner. So it still stands to reason that he's glitched. *EDIT*
 
Level 15
Joined
Oct 16, 2010
Messages
941
Yeah! Im happy that there is someone with enough skill and inpsiration to continue this. I will follow this just as i followed CloudWolf's, so if you need more opinions, just tell me(cuz im not really writing feedback, because i don't know the points which i must watch).
Keep working on this :)

Thanks for you'r support ^-^

a lot of the areas did not have fluent mobs to go with them. Example being that there are Magnataurs frozen in random blocks of ice along with undead
Work a bit more on inviting new and powerful creatures with areas all to their own, in a similarity reminiscent of a mini-boss battle.

Agreed and agreed. I did the mobs last and was very tired and lazy at that point, in the next update I will rearrange the unit's and perhaps add some extra side-rooms for introducing new monsters.

This is evident as there is; No cinematic introducing this final boss, no dialogue, no evidence of his weak points (he's invulnerable and there are no targetable props in the area), and he's really just completely and utterly glitched to hell.

I probably should have made this clearer in the map somehow, you'r supposed to walk up to him and then a short cinematic begins. After that he is unpaused and becomes vulnerable. This is actually somewhat of an unfinished boss fight, he only has two abilities (the area nukes and raising the enchanted swords) and there is no ending. Like I said this is only a BETA and i'm still working on the map.

Thanks for you'r review ^-^

you shouldve changed the title as to not confuse people (ie first poster)

the map name still says 1.19b

Well I thought I did actually (but apparently not). It will be fixed in the next version.

I don't get why people always talk about 'improving' Diablo 3. It is perfect the way it is and 100% finished.

Well I never said I was "improving" it I said I was making an extension for it. Alot of people wanted more content out of the last map. Having said that, the originall D3W was far from perfect, infact I doubt most of the people who played it realized just how far from perfect it was. I fixed atleast 20 tooltips which had mispellings, grammar errors, or just flat out fragmented sentences, gave proper icons to some buffs and ability which had the wrong ones, fixed several problems with the inventory system and (nearly) finished it so it's (nearly) fully functional now, fixed up ton of memory leaks (and there are still more), and likely some other stuff that has been forgotten beneath the haze of sleep deprivation and a wandering mind.

Then why it is "beta"?

^ This
 
Level 15
Joined
Oct 16, 2010
Messages
941
In my last post I forgot to ask if you will be making this open sourced, as Cloudwolf would have wanted. So, are you?

Ofcourse, I always opensource anything I do. I'm waiting till after the first wave of critique incase there are any major bugs/glitches that need to be addressed before I put up an unprotected version.
 
Level 9
Joined
Dec 15, 2009
Messages
523
I found 1 bug while playing this game..
in the begining there are creep climbing the walls
but a few of them(around 7-8)
are stucked on the cliff..and when i seven striked them im stucked on the wall L0L
EDIt2: btw u hav cooler cinematic at the begining..Dayyumm!
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Just so everything is clear, I give my full permission for my maps to be modded, and uploaded :) It's then up to the community to decide if its been sufficiently modded ;)

Looks great to me though and it might even be worth changing the map-preview image just so people don't get confused. It could also be worth calling the map something slightly different to show its a mod, like "Diablo 3 Warcraft Rebirth" or something, its up to you! :)

Your also more than welcome to have yourself as the main author :) Just make sure you credit the D3W team in the questlog somewhere :p
 
Level 15
Joined
Oct 16, 2010
Messages
941
Looks great to me though and it might even be worth changing the map-preview image just so people don't get confused. It could also be worth calling the map something slightly different to show its a mod, like "Diablo 3 Warcraft Rebirth" or something, its up to you! :)

Your also more than welcome to have yourself as the main author :) Just make sure you credit the D3W team in the questlog somewhere :p

Thanks ^-^, will do next update.
 
Level 15
Joined
Oct 16, 2010
Messages
941
nice im so excited to see more updates!

Likely this weekend ^-^

Good, someone with skills enough to continue the great work of couldwolf xD thanks lad !

Thanks ^-^

________________________________________________________

Next update will include a complete revision of the Witch Doctor class, some minor fixes, and a few unit placement changes. I will also change the name and author of the map to avoid confusion and add an end-game statement after the last boss.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Raven0, it would be great if you could add a list of the original authors to the list.
This would be:
LTGH (CloudMax)
RedMarine
CloudWolf (He is obviously already in the list)

Now, please make me happy and add the damn demon hunter =D
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Do not expect to many reviews. We got like 4000 comments and maybe about 25-50 (if even that?) reviews that wasnt trash talk about how horribly bad the map is or wasnt like "ohh, this map is just perfect 5/5" (which does not contribute at all, saying that prevents the developer from making it better, which is a bad thing :p)
 
Level 12
Joined
Jan 29, 2010
Messages
263
I've also tested. nice extension :) I noticed that the mobs in the new areas are neutral hostile. Their hitpoints are not adapted to the number of players. It is very difficulty in single player. A suggestion: Change the mobs to Player 11/12. Then they scale with the number of players.
I've also noticed more often lags from cast Ground stomp or Time shield etc. You have many doodads in the game (needs more memory). You could for example replace small running blockers with large running blockers. I have made it so in my Diablo III map.

All in all, great map. Keep it up :) I look forward to the next version.
 
Level 15
Joined
Oct 16, 2010
Messages
941
Do not expect to many reviews. We got like 4000 comments and maybe about 25-50 (if even that?) reviews that wasnt trash talk about how horribly bad the map is or wasnt like "ohh, this map is just perfect 5/5" (which does not contribute at all, saying that prevents the developer from making it better, which is a bad thing :p)

Ya that tends to be the way it works unfortunately. Positive comments are always great but I always want the brutally honest critiques more than anything.

I've also tested. nice extension :) I noticed that the mobs in the new areas are neutral hostile. Their hitpoints are not adapted to the number of players. It is very difficulty in single player. A suggestion: Change the mobs to Player 11/12. Then they scale with the number of players.
I've also noticed more often lags from cast Ground stomp or Time shield etc. You have many doodads in the game (needs more memory). You could for example replace small running blockers with large running blockers. I have made it so in my Diablo III map.

All in all, great map. Keep it up :) I look forward to the next version.

And then Booody gives me hope :)

Thanks alot for the feedback. I didn't know about the player 11/12 thing (I searched through the triggers like 30 times and couldn't find where they modified the creeps - but my WE hasn't been working right lately so it could just be that). I'll nerf the creeps a bit and then switch their owner so they get better with more players.

The ground stomp and time shield pulse (I assume you meant the pulse) are lagging b/c of their knockback (along with any other ability that uses knockback). I will try and see if I can optimize paladon's system to make it less laggy.

When I get some free time I will do what you suggested about the pathing blockers

Looking forward to you'r Halls of Agony, thanks again man ^-^
 
Level 4
Joined
Jan 31, 2006
Messages
92
Cloudwolf didn't upload this, I did ^-^

The Diablo 3 Warcraft team has moved on to Starcraft 2 (for the most part) and isn't interested in continuing D3W. Cloudwolf made the map free to edit and so I decided to continue the project. This is my extension to the Diablo 3 Warcraft map.

ah that why Cloudwolf map didnt got updated since november 2009 =/

tyvm to you to continue this are you going to add the Demon Hunter like Booody D3 Map,and upgrate the Barb models aswell

wc3scrnshot110810072535.jpg
 
Last edited:
Level 15
Joined
Oct 16, 2010
Messages
941
tyvm to you to continue this are you going to add the Demon Hunter like Booody D3 Map,and upgrate the Barb models aswell

I will be adding the demon hunter class and additional content eventually. Unfortunately I don't think the file size can handle a new barbarian model but I will try to fit it in (there are some custom textures I can remove).

Thanks for you'r comment ^-^
 
Level 6
Joined
Mar 31, 2009
Messages
247
Be brave lad, we all need people like you that has the skills to continue the legendary map that cloudwold did. You are doing well so we're now waiting for an update xD
Thanks.
 
Level 1
Joined
Dec 31, 2010
Messages
2
I'm really enjoying the map thus far, very impressed by all the work from the original and now this extension.

A few comments:

- This may just be something inherent in the WC3 engine, but is there some way to keep the right corner menu focus always on your main character, or make it always default back to it? Seems like I am constantly hitting ESC (sometimes by mistake) and then F1 to get back the menu to the character which can take away from the gameplay in sticky situations. Sometimes I have inadvertently clicked on something and there are no options in the menu, and suddenly there's a ton of stuff spawned on me.

- Also is there a way to implement "smart-cast" like in LoL, so that you don't have to hit Q and then target and click?

- Is there some reason for the 3 lives limit? Would be nice to have an option for unlimited since I keep dying and running out of lives.

- Is the camera locked in place? Every once in a while it seems like I am able to zoom in, which is kind of cool, but then it goes away.

- I seem to have run into a crash(?) in my last play-session: I am loading from a saved game and as soon as I hit ESC to go to inventory, the screen dims. I can still access the F10 and other menus, but cannot access the inventory. As soon as I hit ESC again I get a fatal error (memory could not be read) or something like that.
 
Level 5
Joined
Jun 18, 2009
Messages
168
3rd one if your a noob faggot you can just use greedisgood 999 to add lives

regardless how noob you are, using cheat makes you noob A LOT more, and rittchard, dieing and running out of lifes... this map is made for multiplayer, but its still can be completed in sp....i don't wanna think about how bad gamer you are, i could-not easily-win this with like 1 life left...
 
Level 1
Joined
Dec 31, 2010
Messages
2
regardless how noob you are, using cheat makes you noob A LOT more, and rittchard, dieing and running out of lifes... this map is made for multiplayer, but its still can be completed in sp....i don't wanna think about how bad gamer you are, i could-not easily-win this with like 1 life left...

Wow, I didn't realize how homophobic and judgmental this forum is. Whatever.

If the map is in beta and the point is to test it, I don't see what there is to gain by having limited lives. If I run out before I complete the map, does it mean the map is more difficult than intended? Is there a bug that's making one of the NPCs unintentionally overpowered? DId the designer intend to have you overrun by 20 mobs in the first section? Or does it just mean I am a "noob faggot"? Who knows, because I can't finish testing it if I'm "out of lives." It's not like there is some sort of competition or ladder or even an in-game community or economy that's affected, so why would anyone care if I use 4 lives or 400 to complete the map?
 
its in beta because it could still have bugs and such, but not to the point that you actually need unlimited lives just to test everything out...

unlimited lives are for ALPHA MAPS not for BETA MAPS...

and you can finish this even without unlimited lives in sp (at least with some heroes)...

well, nobody cares if you use 400 lives, but if you're a dedicated gamer (or at least someone who is finding fun in challenging himself in playing games), you would really feel bad if you use up many lives... only noobs don't care about how many lives they use up... not to say that having unlimited lives would make the game useless since you can finish it no matter what, even without thinking...

and based on your problems with dying so many times, I would say that you're a NOOB...

if ur really a gamer, you should know that there is always a competition, and that is with yourself trying to get better and better...


Anyway, keep up the good work on this map... ^_^
 
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