Dungeon Defenders

Dungeon Defenders

Gallowmere
58 Comments
i love noobs <3 4 Oct, 2020 @ 9:15pm 
the map itself looks amazing nice bro
Kaeporo 21 Mar, 2016 @ 8:24am 
A few years late but to any onlookers, it's a good map. Phase shift is unusable and it has some minor glitches but overall it's excellent and the traps are fun. Only other criticism is that waves take eons to clear.
Duke Feariarch 22 Oct, 2014 @ 9:24am 
He should have made Zarok the boss........or something..........."SIR DANIEL FORTESQUE, BACK FROM THE DED ONCE AGAIN"
HerrDave 10 Aug, 2014 @ 11:25am 
'Sir Daniel Fortesque, the hero of Gallowmere who fell at the first charge!'
Duke Feariarch 23 Mar, 2014 @ 3:45pm 
WAIT GALLOWMERE??!! from MediEvil??!!
pew pew pew 23 Feb, 2014 @ 1:25pm 
Not that good for a few reasons but the main reason is that you are not able to use Overload Phase Shift.

Anyways if you like challenges this could be one for you.
WolfMotherNova 23 Aug, 2013 @ 11:11pm 
I am rating this map low for a few reasons. 1) I have a very difficult time laying my proton beams as a Series EV due to not being able to see through the ceiling when my camera zooms out. I had to look at my husbands screen numerous times in order to lay them properly. 2) I have lost out of tons of mana when friends would drop it to give it to me. It just disappears. 3) I find it a bit much when 50+ kobolds are coming out of a door that is pretty much right next to a crystal.
Gerzium 19 Feb, 2013 @ 4:39am 
i like it map ( i must it try it )
Moonkip 6 Jan, 2013 @ 12:22pm 
I am surprised this wasn't one of the contest winners
Yo 4 Jan, 2013 @ 1:36pm 
Really nice map. It looks so beautyfull, i love it !
BlandCola 23 Dec, 2012 @ 7:42am 
Is this based off the PS1 game MediEvil? Gallomere is the land where that game takes place or just a coincidence?
Cr4zy 13 Nov, 2012 @ 4:12am 
I've written feedback for all of the contest entries, thought you might want to check it out, you can find yours at http://forums.trendyent.com/showthread.php?84980-Cr4zy-s-contest-map-feedback-thread
Groott 12 Nov, 2012 @ 1:22pm 
Ok i m from cambodia and i will try this. nice map altho i havent played it yet :D
Saltberry 25 Oct, 2012 @ 10:16pm 
Okay tripple correction it only took 96 DU to set up 4 Deadly Strike towers on each point. Because their defense is so high and the fact that they cover all 4 entrances I think this should be the exact amount to beat your level while afk. 110 doesn't sound too bad as a minimum number to dick around with. That would allow for a little fudging room for players and it still could be pretty challenging. We'll have to see if this works!
Saltberry 25 Oct, 2012 @ 10:05pm 
Double correction. 90 DU might be a good challenge restriction, but I went afk and I definitely lost on wave 6 with only 3 Deadly Strike Towers on each point. I may need 108 DU minimum instead. The interior crystal was the one that got hit hard because you have a lot of exploding kobolds hitting it and I guess their fire rate wasn't enough to stop them every time. Now testing with 4 towers on each point. Maybe 110 as a minimum... >.>;
Saltberry 25 Oct, 2012 @ 9:25pm 
90 Defense Units is a good minimum to start with I think. I bet you will want to give players more to work with unless they all have max level characters. It all depends on how difficult you want to make it though. 200 seems way too excessive to me, but you may want to test numbers till you find a good maximum to where it's too easy for a larger level range then decide where you want to be between those two defense unit numbers.
Saltberry 25 Oct, 2012 @ 9:10pm 
The amount of enemies didn't bug me, but they rarely do. I was able to get enough mana to set up all of my defenses within the first or second wave so it didn't really matter after that because my Apprentice is so overpowered that I didn't have to do anything once my defenses were up. As far as the DU go, I felt like I had way too much to work with. Especially since I really only needed 72 DU to set up 3 Deadly Strike Towers around all three crystals. Basically all I genereally need to afk complete a level is 24 defense units per crystal. So it would be safe if you had like 90 DU. 200 was way too much! Although, I don't know what it would be like to play this level with a non max level character with OP gear.
Stimz  [author] 25 Oct, 2012 @ 3:40pm 
@ Macc the Cheesemage

How are the enemy amounts by the way? When I went in last night I noticed that the total enemies is quite low when playing alone. It should scale when morep layers are in, but I haven't heard anyone complain about the amount of enemies or DU or mana. Please if you could, help me test this :)
Stimz  [author] 25 Oct, 2012 @ 3:39pm 
I think I have fixed the enemy not spawning issue and will upload the current build sometime tonight. I have many fixes going in aswell. Players will now be able to properly able to build without the camera getting in the way. I found a neat work around. I need to figure out how to use the composite to single static mesh tool that much is for sure.
Stimz  [author] 25 Oct, 2012 @ 3:38pm 
@ Macc the Cheesemage

Hey man thank you so much for your feedback. I will iterate on this as soon as I possibly can. Thanks again man you have been very helpful!
Saltberry 25 Oct, 2012 @ 3:21pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=104657256 Oh and here are some screenshots I took of bugs. I only got to play through wave 6, because I need to get to work. Good luck and hopefully I'll play it again later!
Saltberry 25 Oct, 2012 @ 3:20pm 
Nice static mesh additions to the level. It really made for a nicer environment to look at and helped sell it as a Indiana Jones like temple thing...

For whatever reason you have some strange bugs in the level. Slowdown is a major problem, but should be expected because this level is very heavily decorated and well lit. Perhaps it could be remedied with a better placement of enemies. This could also help one of the other bugs, which was that your monsters got stuck on every wave. A weird bug happened making mana float or appear randomly on the map. This may or may not be related to treasure chests that opened and didn't drop anything.

On a design note I get lost in the large interior temple. For whatever reason the exist is not clear and I ended up going the wrong way, way too many times. Perhaps you could decrease the amount of vine meshes and light the exits differently to make them stand out that much more.
ArcadePanda 19 Oct, 2012 @ 4:40am 
Nice map dude i like it. Good job u have done there
Princess Oreo, Queen Of Rats 18 Oct, 2012 @ 2:31pm 
so u can fight in it?
The Stahler 14 Oct, 2012 @ 5:08pm 
Wow This looks fantastic!
dzieger 13 Oct, 2012 @ 5:46pm 
I Like the looks of it ill try it
Saltberry 13 Oct, 2012 @ 9:12am 
Finally, open Level Info from the View tab, or wherever else you can find it, and alter the level's info to best fit the things you can in your map. The rest is copying and pasting in your current level's static meshes and what not and it should be good to go!

Goodo Rucku Jurian san ;)

Howeba u goin' down! To China Town! Maybe.
Saltberry 13 Oct, 2012 @ 9:12am 
The only problem with saving over an existing level like this is that it has multiple levels streamed into it and will prompt you to save over those levels, which could ruin the editor files. You can either do some messed up hullabloo like I did to unlink the streamed levels by deleting the editor files from my DD folders or you could just gut the level of everything related to their kismet and leave their kismet alone. If you actually need their kismet then you can copy it and paste it into your level's kismet without affecting those files.
Saltberry 13 Oct, 2012 @ 9:12am 
PVP maps are interesting to say the least...

How I created my map in pvp was to "Save As" an existing pvp level file.

I used the Ship Wreck Ruins PVP map as a base. Saved As with a new project name and gutted all of the content in the map out through the browser that has the binoculars on it. That way I could pick and choose things I knew would be useful to any map and just alter them to fit whatever I built that was new in it.
Yoda 13 Oct, 2012 @ 2:54am 
Map looks very nice when I see those screenshots, keep up the work!
Stimz  [author] 13 Oct, 2012 @ 1:36am 
@Nexus

Oh bullocks! I thought that they had left that rule out this time. Thanks for the heads up!
Nexussfire 12 Oct, 2012 @ 11:35pm 
"6. Given the amount of work required for a proper map, we have decided to allow collaborations. Multiple authors can pool their talents on a single submission and split any prizes that may be awarded; however, only one map per author is allowed." - Trendy

Just so you know you can only submit one map, variations of a map count against this rule.
Stimz  [author] 12 Oct, 2012 @ 7:20pm 
@doug_andrews83

I will be implementing the map shortly!
Arilynspellbane 12 Oct, 2012 @ 4:45pm 
It's hard navigating around the map and pushing shift doesn't help. Although if you could add a Sir Daniel Fortesque boss it woulld rock!
Stimz  [author] 12 Oct, 2012 @ 10:15am 
@ zaphodikus do you know of any PVP map tutorials? I have been thinking about releasing two versions of this map, since their are no restriction against me doing multiple maps for the contest.
zaphodikus 12 Oct, 2012 @ 10:02am 
pvp would rook on this map AND more traps
Stimz  [author] 11 Oct, 2012 @ 1:28pm 
@ U-Topos

Check out my last map, Forgotten Graveyard. It was entirely inspired by Medievil!
Tree Stopper 11 Oct, 2012 @ 11:50am 
I got really excited for a Medievil reference.... oh well. Map looks good anyway.
Black Forest Games 11 Oct, 2012 @ 3:14am 
Lookin' good! Totally diggin' the overgrown abandoned world theme. Thumbs up!
Stimz  [author] 8 Oct, 2012 @ 3:42pm 
@Nexus

Thanks mate. It was a known issue. I will fix that immediately.
Nexussfire 8 Oct, 2012 @ 3:05pm 
I like this map, it's very intricate and carefully pieced together. I have only one problem so far than that is not dying right away when I fall into the spike pits. I think if you don't add a way to get out, you should just make the pits instant death.
Saltberry 6 Oct, 2012 @ 7:05pm 
I hate to say it, but your map could easily fit pvp with mobs. But the whole point of those monsters is to provide players with mana and it could take away from the whole resource management of treasure chests. *That is if you were so inclined to try and have treasure chests for mana*

Maybe if the monsters were very few and very strong so fighting them would be like having a whole other player in the match. Perhaps you could also increase the frequency of monsters if there are less players on the map and decrease them the more players are on the map to try and make games seem full.
Stimz  [author] 6 Oct, 2012 @ 1:53pm 
@ albertol2o

Clever boy ;)
Stimz  [author] 6 Oct, 2012 @ 1:47pm 
@Macc the Cheesemage

Thank you for the feedback. Here's an idea, what if it was PVP, with mobs?
_PhantoM_ 6 Oct, 2012 @ 7:19am 
medievil medievil medievil!!!!
Saltberry 6 Oct, 2012 @ 3:21am 
I second the idea of this being a PVP map. You could allow a metric butt load of players to play on it at once. You could spawn everyone without mana, but make players have to find mana in treasure chests to simulate ammo spawns in shooters like Quake or Unreal. Having mana come exclusively from chests and player kills could also help guide the flow of your map. You could have areas that give more mana, but have tougher traps around them to create a risk and reward system too. I'm doing something similar right now with a new PVP map I don't think I will have ready untill after the contest is over. The whole I don't have minions for players to earn mana, but some other means of getting mana thing is what I mean. Except I'm not doing mine with chests, but that idea suits your level much better than mine anyway!
Sour Cream 5 Oct, 2012 @ 7:22pm 
it would be awsome if you did :D
Stimz  [author] 5 Oct, 2012 @ 7:18pm 
I was thinking about also releasing a PVP version. :D
Sour Cream 5 Oct, 2012 @ 7:11pm 
this would be cool if it was pvp but its still cool as a mission
Stimz  [author] 5 Oct, 2012 @ 1:48pm 
:Question of the day:

What is the right amount of waves per match for you?
Please post a comment!