Orcs Must Die! 2

Orcs Must Die! 2

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Extended Levels (2.0)
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11 Jul, 2020 @ 3:12pm
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Extended Levels (2.0)

Description
EXTENDED LEVELS CLASSIC STAGES OUT NOW!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2248485688

Have you ever planned the perfect kill box, only to find that you've reached the final wave and cannot make it quite as spectacular as you'd hoped?
Wouldn't you love to keep going, to keep building until you can fill every available spot with traps, and then sit back and revel in the carnage?
Now you can with the "Extended Levels" mod!

Extended Levels doesn't change anything about the existing waves, it only adds additional waves of enemies, throwing more and more at you. It tries to keep up the same intensity, so that it feels like a natural extension of the original game.
It also doesn't add any additional enemy types. You will face the same enemies that you would in the original stage.

The waves of enemies can get quite large towards the end, so it's probably best to play it once you have unlocked all the weapons.

How is this different from Endless? The problem with endless is that you get less money per round and the enemies get stronger to the point where you have to eventually abandon all traps in favor of the spore mushroom and teleporter. Extended levels doesn't do that. It keeps everything the same as the base game, while simply throwing more enemies at you, so by level 18 the entire stage is often one giant kill box.

v2.0 adds the rest of the story mode stages.

The Edge: (was 4 now 8 waves)
Tunnels: (was 5 now 12 waves)
Chasm: (was 5 now 11 waves)
The Crossing (was 7 now 13 waves)
Big Valleys (was 8 now 17 waves)
Hidden gulch (was 9 now 16 waves)
Precipice (was 9 now 16 waves )
Servant Entrance: (was 9 now 18 waves)
Passages (was 12 now 18 waves)
Corridors (was 12 now 18 waves)
Upstairs Downstairs (was 12 now 25 waves)
The Crunch (was 12 now 18 waves)
Mirror Image (was 9 now 20 waves)
Wind up (was 12 now 18 waves)
Twisted Halls (was 12 now 21 waves)

For a greater challenge, disable gold drops. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2265804823

If you enjoyed this, you may wish to try some of my other Non-OP traps to add some variety to your game, like:
the Flak cannon for fliers,
the hoover that sucks enemies towards it,
the storm chaser that strikes the enemy down with lightning bolts.
and many more
You can find them at https://steamhost.cn/steamcommunity_com/id/bradrg/myworkshopfiles/?appid=201790

13 Comments
maxell86qld 5 Mar @ 4:26am 
:P
Olvidado 15 Jun, 2021 @ 8:37pm 
thx
听雨声淅沥 21 Mar, 2021 @ 7:44pm 
It doesn't work. The Edge still only has 4 levels
bradrg  [author] 29 Jan, 2021 @ 2:03am 
aaah, I think it may be the arrow walls. I created a mod for those and noticed that each arrow is a separate object, and because it shoots something like 25 arrows at a time, it has to create each one of those objects. With dozens of those traps, It would have to create hundreds of object at once. That is the only trap I used where I noticed a slowdown on my system.
On Passages, we blocked off the sides, so we had everyone walking along the top, then returning to the bottom and it didn't slow down at all even on the final wave.
Magoo 28 Jan, 2021 @ 4:16pm 
Hi, no we didn't have any other mods on at all.

That's interesting, means it's possibly one of two things - his machine crashed, forcing mine to crash somehow (probably not this but who knows), or it was our trap set up.

We essentially funnelled everything into the main tunnel, and created a kill box near the top (Passages has three entry points, and an upstairs section). The kill box had steam traps, grinders, arrow walls and pounders.

Because of the setup, I wonder because if it crashed we weren't killing them quick enough, so the later waves simply overloaded the game engine with Orcs. I imagine other players may just create a massive kill zone near the rift where all lanes meet, or kill near where they come in.

Not sure, had fun though! We'll tweak it and see if we can finish the level without it crashing lol.
bradrg  [author] 27 Jan, 2021 @ 12:19pm 
Hey Magoo, Were you using any other mods with this at the time? I played these stages over and over again, and only really experienced crashes when we were using my raining boom barrel mod. The mod allows the barrels to pile up, and I think with all the chaos happening on screen, it just gets too much for the game. Because of that, I tend to be careful which 3rd party mods I used with it.

We did experience one or two crashes after that, where it would exit straight to windows, but that was probably only one in every 10 games, if that. (My friend was playing on an AMD with an integrated vega 11 GPU, so it's not exactly a powerhouse. I've got a 1070ti with 16gb ram)
Unfortunately, I'm not sure how to stop it.
Glad you're enjoying the mod though, we got many, many hours of enjoyment out of it.
Magoo 25 Jan, 2021 @ 3:59pm 
Hey man, this mod re-invigorated mine and my friends love for the game (we're just short of 200 hours since May last year)...

Noticed on Passages though, the game crashed at around wave 15, even after reducing graphics settings at wave 12/13 when things got a bit chunky. We've both got new-ish machines, plenty of RAM.

Don't suppose you know of anything we can fiddle with to stop this? Some DLL setting to utilise more RAM or something?

Appreciate the mod though, it's great! just gets a bit much for the game engine at times lol.
Catarne 9 Dec, 2020 @ 12:23pm 
Amazing to see new mods come out for this old game. Almost makes me forget i can't play unchained anymore. Anyway this pairs well with other mods that make the game more difficult like 5× orcs or tougher mobs
bradrg  [author] 19 Oct, 2020 @ 10:02am 
Thanks Shady. enjoy! Once you're done with these, I've also released the classic stages.
Shady 19 Oct, 2020 @ 9:11am 
Nice Mod, Dude !