War for the Overworld

War for the Overworld

Dungeon Keeper Level 16 - Tulipscent
7 Comments
gregored 17 Jun, 2018 @ 12:34pm 
Ok, I've found a strategy that seems to work, though I would be very happy if I could either have more workers at the start, or mana vaults at the start-- to create extra workers. However, I've gotten to the pont where I can destory the enemy core, with or without the added gold shrine, but I cannot find a way to save Brian. I've held him in my hand, and dropped him into the portal, and neither works. How does one keep Brian alive so that one can end the game and then advance?
A Very Festive Scarecrow  [author] 8 Jun, 2018 @ 7:46pm 
This map is currently undergoing a lot of bugfixing so it might not be completely to fully functional yet.

Walls are still undiggable, with the only way getting through them being Underminers (Which the AI doesn't even seem to use at the moment).
While starting the campaign, I considered if I wanted to make it a "WftO campaign", or a completely faithful remake. The truth is, War for the Overworld is a very different game, and I feel like trying to make it something its not is near impossible without sacrificing what makes it unique. I figured that if I wanted a Dungeon Keeper gameplay, I'd just go back to said game.

This campaign will have adjustments to it to satisfy those who prefer a dungeon-keeper-esque style, hence undiggable walls, slower research speed, and the maps themselves being accurate to the original, but that's about all I can give before I'm straight up trying to make it a completely different game.
gregored 8 Jun, 2018 @ 5:26pm 
I've tried playing the campaign version of the map a couple times, and it is frustrating in that, due to the game mechanics, there is no way to wall off the dungeon like n the original. I would suggest either adding additional workers to the player, or having mana vaults available from the beginnng., if you wish to try to create a gameplay closer to the original.
A Very Festive Scarecrow  [author] 4 Jun, 2018 @ 7:59pm 
Yeah, I make the maps, post them, and thn work on scripting. Sorry for any confusion!
gregored 4 Jun, 2018 @ 7:03pm 
I'm signed up for the campaign, but hadn't seen this come through, which is why I grabbed it separately--I have gone back to the original game, and played this map again a few more times.
A Very Festive Scarecrow  [author] 3 Jun, 2018 @ 4:22pm 
@gregored Hey there! This map is currently being scripted with added mutators for my "The Original Underlord" Campaign, also on the workshop. This map is used as a base for others who may want to use it. The full version of it should be added to the campaign soon!
gregored 3 Jun, 2018 @ 9:27am 
I ws wondering if you had considered making the gameplay more like the original DK, by disallowing digging reinforced walls via mutators? and limiiting some other things with mutators to give a closer to the original play.---The way thes maps load, the player does not have the option to change the mutators themselves