War for the Overworld

War for the Overworld

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The Age of Rhaskos - Level 2
   
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Legacy Maps: 1 Player Maps
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2.462 MB
8 Dec, 2017 @ 3:12pm
27 Dec, 2017 @ 7:06am
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The Age of Rhaskos - Level 2

In 1 collection by Korvek
Webbernever1's Hard Campaign - The Age of Rhaskos
11 items
Description
Level 2 - Bloodbath (Gregor Valench)

A most pleasing display, Rhaskos, for the most valiant Gregor Valench and his trusty knights have retreated to their fortress. Yet Valench refuses to sit idly and prepares waves of his knights to assault your dungeon. Make good use of the arena, Rhaskos, to train your beasts by throwing them into the arena. Use these powerful beasts to crush the Empire forces, and then launch an attack of your own against Gregor Valench. Remember that cultists may also be trained within the arena if you so wish. Wise would it be to place lairs and beast dens nearby so as to speed up your minion's resting time. However, before you so do, you must first locate the cultists within this realm. Fortunately for you, Rhaskos, you may build the beast den without the aid of the cultists. Required shall this be for these lands are most hostile indeed. Build it as quickly as you can.

Be swift now Rhaskos, for Gregor Valench shall be leading the charge and aims to make good his positional advantage.

Primary objectives:
* Build a beast den.
* Defeat Gregor Valench.
* Destroy the inhibitors.

Secondary objectives:
* Find both cultists.
* Construct an arena and use it to train your skargs.
* Attract at least twelve skargs.
* Use your arena to train cultists.
* Defeat the prowling behemoth to the north.
* Find and defeat the terror.

Estimated time: 50-80 minutes.
21 Comments
Professor Evil 16 Apr, 2018 @ 2:53pm 
Thanks
Korvek  [author] 16 Apr, 2018 @ 1:47pm 
Console, it is the only way. With 2.0 around the corner, it is not too much of an issue now.
Professor Evil 16 Apr, 2018 @ 1:22pm 
hI i know im a bit late but i was woundering how you make uderminer bluprints in map editor
Korvek  [author] 27 Dec, 2017 @ 7:15am 
Updated the trigger system and tested it, all seems fine. I am not sure why it did not work in the first place, but it is likely due to pathfinding. If so, this should now be fixed. Feel free to replay the level to try out the mechanic if you so wish. If not, have fun with the rest of the campaign should you wish to play the other levels.
Korvek  [author] 27 Dec, 2017 @ 6:58am 
Thanks, I suppose it is using an 'outdated' trigger since I have actually reworked my trigger system slightly since making the map. I shall check to see if there is anything actually broken and, if not, I shall update it to be more efficient.
-A- Fushigi 27 Dec, 2017 @ 6:57am 
I had no attack waves from that area at all. I loved the rest of the map, but I guess that part is broken.
Korvek  [author] 27 Dec, 2017 @ 6:56am 
Really? Something must have broke then, it activates automatically. You were not attacked by Empire units at all? From memory there are around 3-4 waves.
-A- Fushigi 27 Dec, 2017 @ 6:55am 
How do I activate the wave mechanic? Because nothing happened in the 2 hours I played this map.
Korvek  [author] 27 Dec, 2017 @ 6:52am 
It is the wave mechanic I developed. Empire units attack there. I used sacred earth so that it could not be claimed and so that the units would go for your core and not be distracted. Using sacred ground also doubles up as ensuring that the area would likely not be explored much.
-A- Fushigi 27 Dec, 2017 @ 6:50am 
What's in the area with the sacred path to the South of your Dungeon Core? I couldn't really go that way, and it seemed something was supposed to happen there.