War for the Overworld

War for the Overworld

Dungeon Keeper 2 Campaign: Level 16
6 Comments
poisonheadcrab  [author] 28 May, 2017 @ 5:49pm 
I know this map got frustrating for some people so I've updated it, I hope it's more enjoyable now. I've provided update details in the description.
poisonheadcrab  [author] 24 May, 2017 @ 6:27am 
@Wrexsoul
I added in cores so that the Empire would actually defend itself against attacks. With inhibitors they just kind of sit there and let you crush them. I am going to update this level and change the A.I to Korvek, as he is generally more defensive and almost never uses the lightning spell which I will admit is very annoying when used constantly on your workers.
Wrexsoul 19 May, 2017 @ 3:28pm 
First of all id like to say great job with the maps. The main issue im having here is in the original DK2 the empire did not have dungeon cores so there were no enemy imps, no spells, and mass ammounts of enemies dropped on you as soon as you rally. These maps really should be destroy inhibitor objectives, not destroy dungeon as there should never be one if you are trying to be faithful to the original that is. Still they are very fun, thank you.
Green.Sliche 14 May, 2017 @ 12:16pm 
The problem is Empire keeps zapping everything to death as soon as it can, making progress painfully slow ( both imps and beasts end up dying before doing anything ). Half of the time player will have to zap every enemy with lighting because of no army. Putting traps also is not an option due to low amount of gold and constant attack from high level units. Lack of space also makes things harder, consider that too. ( Early stage )

It took me 1+ hour and few tries to beat this level. Mostly because of slow progression and insanely large amount of Empire units and Titan. Even at that time, I couldn't fight Empire's army face to face until it got a Colossus titan which was somewhat killable because it was never healed. ( Late Stage ).

I'd consider giving some more gold around so holding off enemies with traps becomes an option. You should also put traps around the core a bit closer to it, the way they are they can't reach any enemy hitting it.



poisonheadcrab  [author] 14 May, 2017 @ 11:56am 
This level is not meant to be easy and much like the original DK2 version the player has to really excersise caution here, using the impass flags where necessary and finding the best paths for invading the fortress while using the replacement earth. As for the Empire titan units you really shouldn't have to wory about them unless you break into the center of the castle.
Green.Sliche 14 May, 2017 @ 8:24am 
Might be too hard for 90% of players because of very low space and Empire AI killing imps non-stop. Quite easy to lose early if 2 flame chundlers decide to walk too deep and end up zapped to death.

Also extremely luck dependant - if Empire summons Archon or Eternal, it's pretty much nearly impossible to win when it goes All Rally on you.