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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.
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.
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.
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.
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. =(