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Pit Lord

Submitted by Hetgrum
This bundle is marked as approved. It works and satisfies the submission rules.
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A small clan of orc demon worshippers hid themselves from their pursuers in the mountains. It is only a matter of time when they are discovered and slaughtered. In desperation, their warlocks commence a ritual to summon a great demon to aid them against their foes...

"The Pit Lord" is a custom campaign for WarCraft 3: The Frozen Throne. The campaign is made for the fans of the origianl game and with "old-school spirit". Approximately an hour of gameplay.

Features.
  1. Altered orc techtree. New mechanics for an old game.
  2. New music.
  3. New game mechanics. For example destruction of city environment and enslavement of the population.
The campaign is composed of two chapters. Each chapter has a specific mechanic to it. There are three difficulty levels. There are four cinematics. A new hero. Two new units. Two new buildings. About four completely new spells. All aimed to provide a new feel to the race.

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Credits (Credits and contributors. - Повелитель Бездны / Модмейкинг - XGM: Xtream Game Modmaking).

Changelog.
v2
* Fixed bug with skipping intro cinematic in second chapter.
* Increased cooldown of Invitation spell.
* Improved performance of custom spells.
* Minor error fixes.
Contents

Pit Lord (Campaign)

Reviews
deepstrasz
Please write a proper credits list, don't just link to another site. 1. Things happen too fast in the intro to make proper sense. 2. Spells are basically Warcraft III ones. 3. Searing Arrow with changed icon? Really!? 4. Catch him before your forces...
Walichrage
I beat this campaign on normal and it wasn't that hard unless you use proper strategy. I'm not sure if this is intented, but in first mission training any other units (like grunts, raiders and even towers) than warlocks, feel mostly like traps. 7...
deepstrasz
Replayed this on easy to my shame :) sorry guys, me noob big time. I still get a ping on the northeastern circle of power even though the wizard is nowhere to be seen after being "killed" a third time. The timer still works though. Actually, he...
  1. Lazar Jovičić

    Lazar Jovičić

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    Its good but its to short.
    NEED MORE MAP AND MORE HEROES AND MORE STORIES !
     
  2. Rufus

    Rufus

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    Interesting!
    Downloading for later! :)
     
  3. DwarfBoy

    DwarfBoy

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    Huh, well that was short. Maybe some more maps, or an expansion of the story? What was the clan doing before they got stuck on the mountain?
    I feel like this could be expanded into something interesting, but all we have are two chapters.
     
  4. Hetgrum

    Hetgrum

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    I have ideas of new campaigns that reference events in The Pit Lord. They too would be short. I develop this starting from what game mechanics I find interesting and able to implement. Not story.
     
  5. DwarfBoy

    DwarfBoy

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    Why not just combine them all into one big campaign then? Especially if the stories actually connect.
     
  6. Hetgrum

    Hetgrum

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    @DwarfBoy If I ever release new campaigns, this is what I will do. So far The Pit Lord is my limit.
     
  7. Lazarator

    Lazarator

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    It you ever consider making a campaign, you could make a sequel to these two short chapters. I suggest making a Warcraft 2 event campaign about how this orcish clan got lost on the mountains and how they are being hunted by humans who wish to exterminate them to the last orc. But that's only my suggestion, everything is up to you. By the way, it was interesting defending the base in chapter 1 and I find it a real challenge :)
     
  8. Super Babe

    Super Babe

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    This is fun!
     
  9. TechnoWolf

    TechnoWolf

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    I liked this but it comes with the problem that most maps even the really good ones come with the darn ai is too smart part of this may be my own stupidity but I found it frustrating to build up a small army in the time allowed before the first attack and was utterly rekt by the humans after my almost lose (thank you whosyourdaddy) i was told there were backup my first reaction was WHAT! how am I supposed to deal with backup aaaaand not die to the main base calm down you can do this so I put on my best kick #&$ hat and went to work got a defense set up dealt with the backup built a army and went to attack only to all the darn siege engines that lordoran has in my backyard okay fine you have delt with tactics like this so i used demons to kill the tanks only to have my already hurt army be killed by the castle towers and the left over engines charge my base. It is also about time for the second backup group to arrive and got rekt by them so cheated to second level my complaint too many gosdarn cup caking human towers the missile towers eat my army and so on


    overall I did like it really good layout liked the look liked the feel of the race and story had me hook line and sinker with the first words i cant wait for more and I understand the challenge of map making i do it myself


    Techno X)
     
  10. Hetgrum

    Hetgrum

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    @TechnoWolf The AI was supposed to be much better. The archmage was supposed to use spells reactively. He was also supposed to be walking around with bodyguards. Wizards actually do try to protect him. You can see them doing so if you reveal the map with a cheat. But due to API limitations AI fails at going anywhere in time.

    In the end I simplified the AI much.
     
  11. TechnoWolf

    TechnoWolf

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    I can understand the limitations and after going back and looking at the ai i could see that they did try to protect the mage and can understand that when you attack one the whole human army *^&%ing there pants to come help after replaying the map with more time to put into it i beat it but it was a struggle take no offence bc i know i can come off mean or like a jerk i really do like your map

    Techno X)
     
  12. Hetgrum

    Hetgrum

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    I encourage you to leave a comment. Tell me if you can't survive the first wave. Tell me if it is unfair.
     
  13. DarkSword123

    DarkSword123

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    Damm this was a fun campaign too bad it's kind of short i love the AI in the first chapter the wizards and footman protect the Archmage really well they defend him till the last man one hell of a fight and i find the back up unit kind of weak
     
  14. Walichrage

    Walichrage

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    Short but really nice campaign. I realy like how warlocks are done. Invitation spell is great, but it lack better description ( You could at least point out, that 7 warlock summon the most powerful demon), same problem with blood pact.
     
  15. deepstrasz

    deepstrasz

    Map Reviewer

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    Please write a proper credits list, don't just link to another site.

    1. Things happen too fast in the intro to make proper sense.
    2. Spells are basically Warcraft III ones.
    3. Searing Arrow with changed icon? Really!?
    4. Catch him before your forces are overrun but it's an optional quest!?
    5. You're supposed to be ready to face the first aerial and ground attacks, a thing you are not unless you know those Gryphon will come in order to train raiders instead of Grunts which leaves you vulnerable against normal attack type (Footmen). You have no other vs air units other than the Warlocks..
    6. The Archmage's teleport pattern is random which may leave the player either at a disadvantage or advantage.
    7. Try not to have the Archmage's troops and the dwarven troops attack at the same time.
    8. 4-5 Siege Tanks? Is this a joke? Why even try building towers anyway?

    I'm sorry, but at the moment, the gameplay is a major annoyance. I am no hardcore player and I don't want to be. Games are supposed to relax you. Someone else will have to give you a full review.

    Awaiting Update.

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    A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

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  16. Walichrage

    Walichrage

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    I beat this campaign on normal and it wasn't that hard unless you use proper strategy. I'm not sure if this is intented, but in first mission training any other units (like grunts, raiders and even towers) than warlocks, feel mostly like traps. 7 warlocks can summon Voidlord that last for 1min. Spell have 30s cd so u can have 2 at once. When u have 28(or more) of warlocks, enemy wave like 5 siege tanks indeed seems like joke, because they die so easily (Voidlord have 70 chaos, fast dmg and 1500hp). Then u can do ctrl+a on enemy base and win. I think the main problem here is lack of any other viable startegy (unless u go super sayain god or ask about daddy), and this strategy isn't too obvious. Maybe pointing out, that warlock is main unit of the clan with extremly powerful spell, should help making this more obvious( i restarted mission ~5 times before realized this). Also optional quest seems more like an achievment than thing, that should help u win. I mean with warlock strategy gryphon are obliterated easlly by warlocks basic attacks and only danger lies with dwarf base attacks. So much easier is first destroy dwarf base and then catch that archmage, than otherwise. Maybe swap the main task with the optional one is a good idea? Or just make dwarf fortyfication much stronger and shift the dwarf base attack power to archmage attack.

    In second chapter, again win startegy isn't obvious one( restarted 20 times before realizing). First, fact that player is supposed to destroy that fruit shop wasn't obvius at all. Maybe just put these building items on the ground near strating place? Probably pointing out that player is supposed to build a base among houses woundn't hurt (For the first few times I was looking for a gold mine). Then only viable startegy is tower spam, then warlock spam. First, tower spam, only because there is no way to train warlocks before u are overwhelmed by anemy attack and moreover enemy doesn't use arrtylery making tower much more powerful. Optional quest is pointless and bugged or intrested but implemented in weird way. I mean, reward for sacrifice villagers as healing is meaningless (we have that troll already) and reward for whole quest is sad (useless item(voidlord are ranged)). However, the next sacrifices still grant u with that item and i mean each one, so basically u gain 200 gold for each next villager( that item is worth 200 gold when sold). Probably it's just bug, but i feel something like that (or pack of POWERFUL deamons) should be quite reasonable, for that kind of quest.

    Summarizing: I think adding some hints, what player is supposed to do would be nice. Also rethink if optional quest are more like chalenges as is now and point that fact out or just rebalance them in way, that completion them, help with winning map.

    Anyway, I like this campaign and hopefully this wall of text will help you in any way to improve it.
     
  17. Hetgrum

    Hetgrum

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    @deepstrasz
    I am not making it any easier. I can complete it without losing a single unit on easy difficulty. And I am not a hardcore player. So far 3 of 15 people complained about difficulty.
    Spells are chosen or created with game balance in mind. Not the rule-of-cool.
    Whether or not random teleport pattern is bad is debateble. I was not too sure about it myself. In the end, I decided to make the game more replayable by making teleport pattern random.
    I will make a separate map for credits.

    @Walicharge

    You were very helpful! Yes, warlocks are overpowered. In the end I simply decided that bossing demons with different abilities and appearence is more fun than making a balanced army.
    Yes, archmage and his reinforcemetns are weak due to positioning.Originally wizards didn't have a base. I wanted the player to kill the archmage only once. But that proved to be too easy for a player to do due to AI API restrictions.
    Yes, enemy doesn't use artillery in second chapter because of fear of starting a fire in the city. I think I forgot to make a transmission.
    I will make more hints in the second chapter.

    The bug with the quest reward will be fixed.
     
  18. deepstrasz

    deepstrasz

    Map Reviewer

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    I played on normal. It's your campaign, of course you're sooo good.... You haven't answered anything about varied strategies with the available units. I'll retry on easy. See how things'll go when I'll have the time.
    That doesn't make the game interesting. But, it's up to you to raise the overall quality or not.
     
  19. Hetgrum

    Hetgrum

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    > You haven't answered anything about varied strategies with the available units
    I did. See what I answered to the second review. Regarding warlocks, archmage and lack of artillery in the second chapter. Walichrage completely uncovered all that was to offer.
    I am fine with 3/5 rating, as I said in map development thread.
    +
    Lack of anti-air units is completely intentional too. I thought it was obvious.