War for the Overworld

War for the Overworld

Dungeon Keeper 2 Campaign: Level 15
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.