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[Campaign] The Pit Lord

Discussion in 'Map Development' started by Hetgrum, Oct 29, 2017.

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  1. Hetgrum

    Hetgrum

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    logobig.png

    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 Thronet. 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.
    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.

    WC3ScrnShot_103117_182322_01.jpg WC3ScrnShot_102917_084408_01.jpg WC3ScrnShot_102017_143227_02.jpg GameScreen03.jpg GameScreen02.jpg GameScreen01.jpg

    Download latest version.
    Pit Lord

    Загрузить последнюю версию на русском языке.
    Повелитель Бездны / Модмейкинг - XGM: Xtream Game Modmaking
     
    Last edited: Nov 2, 2017
  2. robizeratul

    robizeratul

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    Welcome to hive! I will help you with teseting/feedback if you wish.

    I can't download the file. It says not found.
     
  3. Hetgrum

    Hetgrum

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    I am currently experiencing technical difficulties with various websites.

    I attached the beta release to this message. Please let me know what you think.
     
    Last edited: Nov 1, 2017
  4. Mechanical Man

    Mechanical Man

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    looks a bit hard for a first map
     
  5. Hetgrum

    Hetgrum

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    I see no point in trying to impress people with something they had already seen numerous times. Therefore, I throw a player straight into the action. People play this game for glorious carnage anyway.

    I can make it easier, but not by a lot. Do you want weaker waves? More time to spare in between waves? More time to deal with reinforcements? Maybe make Dark Recall cheaper to use? Or buff Invitation?
     
  6. Mechanical Man

    Mechanical Man

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    barely any time at the start to build your defenses
     
  7. Hetgrum

    Hetgrum

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  8. Hetgrum

    Hetgrum

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    Beta 10 attached to the thread.
     
  9. Hetgrum

    Hetgrum

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    Posted the campaign: Pit Lord

    I got it to half the quality I wanted originally. I myself would rate it 3/5. Mediocre, but occasionally enjoyable, to sate nostalgia.
     
  10. Hetgrum

    Hetgrum

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    Version 3.
    Changelog.
    1. Replaced first three spells of Pit Lord with new ones.
    2. Fixed bug with optional quest in second map. Now only civilians count as sacrifices. Changed the reward also.
    ---------
    I am working on a new campaign. I am not sure if I should fix this one any more.
     

    Attached Files:

  11. Hetgrum

    Hetgrum

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    Found a bug. Good thing I didn't submit it yet.
     
  12. Hetgrum

    Hetgrum

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    I lost snippets for the spells I made for version 3. I inserted the spells into the campaign with "include" insctruction. So now they exist only in obfuscated form. This hinders me from updating the campaign.

    Maybe I will overcome or write the spells from scratch.

    I also think I found a way to actually program the wizards in the first map to defend the archmage, as was originally intended, and not have preset outposts.
     
  13. Mechanical Man

    Mechanical Man

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    that's unfortunate
     
  14. Hetgrum

    Hetgrum

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    I managed to recover spells after all. Also updated the wizard's AI. First mission should now be a bit easier. If you find bugs, let me know here.