War for the Overworld

War for the Overworld

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Dungeon Keeper 2 Campaign: Level 15
   
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Legacy Maps: 1 Player Maps
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3.322 MB
28 Apr, 2017 @ 12:50pm
19 Jul, 2017 @ 7:27am
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Dungeon Keeper 2 Campaign: Level 15

In 1 collection by poisonheadcrab
Dungeon Keeper 2 Campaign: WFTO Remake
24 items
Description
Update 7/19/2017: Set the empire difficulty to medium so they won't spam lightning bolts

More good news Underlord, upon learning learning of Nemesis' plans to ally with the ancient vampires the Duke has ordered his three children to personally ambush and destroy Carion. The royal family fought well, and although Carion still breathes he has been turned from his black quest. We have a little more time than before.

Fluttershine: This fair land is troubled by talk of a dark uprising within it's borders. if you arrive in time you may be able to enlist the help of the ringleaders and have them aid you in your quest to crush the lord of the land and burn Fluttershine to the ground.

Objectives (version 1): You were too late underlord, the invasion was caught early and crushed and those who would have seated themselves upon the throne can now be found imprisoned. If they were to be rescued though, I'm sure they would have no hesitation in helping you to defeat their conquerors.

Your strength grows: The dark rebels were once shaman turned evil, they are now called witch doctors. Research the ability to build a spirit chamber so they can transfer the experiance of fallen worriors to your own minions. The wondering souls from the torture chamber now have a better use with the spirit chamber; when dropping a minion on one of the rooms pedestals, you can drop any of your wondering spirits above level one onto said minion and imediatly transfer the experiance to them. A new defense is also researchable; it allows you to construct a sentinal, an animated statue of gold that requires no food or sleep, but does require a hefty payday. And last but certanly not least, you now have the power to summon more titans into your domain, the Eternal, Archon, and Bohemoth, all come with their own special perks and abillities.
5 Comments
rmw 28 Jan, 2018 @ 10:31am 
I understand your concept and stand corrected: it's playable. But when the first sentinel started complaining I knew why I didn't like Lvl 15 in DK2. Always played 15A (although there were converted fairies (?) always complaining about being hungry...).
poisonheadcrab  [author] 26 Jan, 2018 @ 6:59pm 
@-rmw

It's been a while since I made and tested this map so I can’t remember exactly why I removed the portal. I likely removed it because it probably made the level too easy. I wanted the level to center around the player having to slowly ransack the prison complex and build an army of prisoners. Had I added a portal, you could just build up an army without having to even bother with the prison at all, completely defeating its purpose.
rmw 26 Jan, 2018 @ 7:31am 
1 chunderoid, 5 ghosts - but no portal. WTF?!
poisonheadcrab  [author] 12 May, 2017 @ 8:46pm 
I really only add Empie cores to levels where you fought a Lord of the Land as the heroes are generally more aggressive in those levels. I do hope that in the future I can set mutators to specific players so that the Empire can't summon titans but I'll just have to live with that for now. The reason I add cores is because adding just inhibitors makes the game way too easy as the empire units have very basic and unaggressive A.I; providing a dungeon core makes the empire more challenging. I also found an interesting way of exploiting the A.I by closing them off so that they only send rally flags and drop minions if you un-trap them, or capture enough of their rooms, a pretty good trick for when you want the Empire to attack later rather than right off.
Simon Evo 12 May, 2017 @ 8:21pm 
The 1st thing I've heard while starting up this map: "The enemy is summoning a Colossus!". Yeah. Still really not sure about the whole "Empire with cores" thing you have there.