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[Campaign] The Pit Lord

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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 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.

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Download latest version.
Pit Lord

Загрузить последнюю версию на русском языке.
Повелитель Бездны / Модмейкинг - XGM: Xtream Game Modmaking
 
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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?
 
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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.
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I am working on a new campaign. I am not sure if I should fix this one any more.
 

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Level 5
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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.
 
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