War for the Overworld

War for the Overworld

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Dungeon Keeper 2 Campaign: Level 09
   
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Legacy Maps: 1 Player Maps
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2.074 MB
27 Apr, 2017 @ 9:05pm
19 Jul, 2017 @ 7:16am
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Dungeon Keeper 2 Campaign: Level 09

In 1 collection by poisonheadcrab
Dungeon Keeper 2 Campaign: WFTO Remake
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Description
Update 7/19/2017: changed the empires A.I difficulty to medium so he doesn't spam lightning bolts.

Snapdragon Victory: Good job Underlord, even the dark Titans of the underworld were impressed with this victory. You assembled a mighty Contingent of many creatures and used your limited recources well.

Battle of Sparklydell: This land has found itself to be the object of Underlord Morganna's desires. We must keep a close eye on the outcome of that battle, it could prove rather interesting.

Silverstream: My spies tell me that the lord of the land has sent for additional forces and are on they're way now. You can't afford to waste time here, build up your forces and conqure the outposts along the river in order to bolster your defenses against the heroes when they arrive.
7 Comments
Knightly Knave 28 Jan, 2018 @ 5:00pm 
For sure. I'm excited about the upcoming editor changes.
I just find the cores go overboard. They change a room of 6 guys and a lord into 40 high level minions all attacking at once. I think I'd prefer easier but I totally understand.
poisonheadcrab  [author] 27 Jan, 2018 @ 8:10pm 
@-Knightly Knave
Inhibitors are difficult to implement in a challenging manner, they make the A.I far too passive. While they will attack back and may wonder a bit into your territory they really don't try to pursue the player. Adding cores and terrain exploits for pseudo triggers makes the empire more challenging and fun to fight with. I know the empire cores may not sit with everybody but I honestly saw it as the best decision I had at the time. I am going to wait until version 2.0 before updating my DK maps and continuing my iteration of deeper dungeons. If they add timed waves then I'll remove the empire cores.
Knightly Knave 27 Jan, 2018 @ 7:31pm 
@Simon Evo
I agree with you on this one. Don't see why there's an Empire AI. This level was origionally about capturing the three keeps quickly before the lord of the land arrived. I would just have made this one have three inhibitors and maybe not given you a portal in order to still give you some tension since there's no timer.
poisonheadcrab  [author] 12 May, 2017 @ 5:21pm 
@Simon Evo
The Issues you've mentioned here are due to the mutators not loading correctly (the heroes are not suppose to have underminers), sometimes they don't save, it is rather annoying. Anyways I just fixed the issue so this map should now play out as I intended. I like that you are willing to point out bugs and mistakes that I may have overlooked, feel free to keep pointing out any more errors you find in later maps.
Simon Evo 12 May, 2017 @ 12:07pm 
Basically, in every single map after 8 the computer player is much more agressive than they were in DK2. Nothing much can be done with the keepers, I get this, but could you at least stop making Empire a full-on keeper with a heart? Just place inhibitors instead, it's so weird when Empire starts blasting you with thunderbolts and rallying its huge army to your heart when it's supposed to defend against the player's attacks.
And I know, it sounds like I'm whining, but I was waiting for ages for a DK2 campaign remake, and first 8 levels were just perfect, and then this difficulty spike happened. Such a buzz kill. =(
Simon Evo 12 May, 2017 @ 7:36am 
And because of that, the computer player is stupidly OP - he just undermines the walls and goes straight for the heart with all his gigantic army at the ~10th minute.
Simon Evo 12 May, 2017 @ 6:19am 
Another bug(?) - no map mutators changed, the map plays as the usual sandbox level.