The heroes have a massive fortress filled with magic. Eventually they will find you and send in countless waves of their finest warriors. Can you push the attackers back into the well defended fortress to steal vital plans and stop their relentless onslaught, or will they crush you before you manage to raise an army of your own?
- Creature Pool: Fly, Spider, Troll, Orc, Demonspawn, Sorceror, Dark Mistress
- Objects: Creatures: 41, Traps: 7, Doors: 28, Items: 220, Dungeon hearts: 2, Hero gates: 12, Special Boxes: 0
Pretty great map. Definitely takes a couple of attempts to figure out what's going on, running into the portals and triggering the start too early can be quite rough, but otherwise the pacing is very good. The amount of wizards towards the end is a bit annoying, especially if one didn't pick up some of the later creatures in the pool, but on the whole it's quite doable.
At the end you indeed face mostly magical heroes, as I hinted towards with the goal of taking over the hero libraries. I do provide some tools catered specifically towards the final party.
Glad you enjoyed it.
Now, after having beaten it, there is my full review of the map:
Thug of War isn't just any old map in the Dungeon Keeper universe; it's a legend in its own right, standing shoulder to shoulder with the toughest trials like Assmist Isle and Ancient Keeper. Renowned for its punishing difficulty yet never crossing into unfair territory, it's a crucible where only veteran players dare to tread. What sets it apart? A potent mix of high-risk, high-reward gameplay that keeps players on the edge of their seats. In particular Turtle-players like myself will find new levels of challenge here.
From the get-go, Thug of War throws players into the fray with a stark directive: aggressiveness isn't just a suggestion, it's a survival strategy. Starting with little more than a well-meant advice and a handful of basic resources, players must quickly adapt to the relentless onslaught awaiting them. There's no room for hesitation, where the creature roster primarily consists of mid-tier minions such as the Demon Spawn, Spider, Warlock or if you are lucky enough - the Orc - to fend off the relentless waves of much stronger heroes knocking at your dungeons doors (if you have any left at all).
I failed 6 times in a row when playing Thugh of War first, bringing me to the edge of rage-quitting, like I did years ago with games like Demon Souls or Dark Souls. Still, I was always intrigued by the map and just had to come back again and again. Upon reflection and practice on other Loobinex maps, the true essence of Thug of War became apparent. It's not merely about amassing power and engaging in battles of brute force; rather, it's about a strategic use of the individual creature's skills available. I was never truly aware of how useful a bunch of spiders can be through freezing or slowing down much stronger opponents and I was quite surprised to see a Troll with speed winning a few battles which I would have never imagined it could win. Each unit fulfills a vital role and the loss of even a single unit feels just so painful. Yet, bravery in exploration yields substantial rewards, with each new ally discovered feeling like a triumph over adversity.
Thug of War maintains an unrelenting pace, demanding players to juggle numerous tasks simultaneously for a solid hour—paydays, battles, heals, hand-feeding, training, mining—without a moment's respite until the final stretch. Despite the chaos, it stands as a testament to the immersive and intense experience it provides, with each victory serving as a badge of honor earned through perseverance and determination.
To me, Thug of War transcends the realm of mere DK challenges; it's an odyssey of self-discovery and mastery that rewards the bold and the resilient. While its difficulty may deter beginners and advanced players , for those who rise to the challenge, the sense of accomplishment is unparalleled. It has changed much about my own play style and I feel more brave and confident to engage the enemy early on in other custom made maps, finally leaving my comfortable turtle shell behind.
Difficulty: 5/5
Rating: 5/5
This map is just brutal. Took me 6 attempts after I decided to throw in the towel in the end. Loved the idea though. I play usually very defensive, so I was forced to learn a completely new play style, which I really liked. Much more interesting than just building along.
Sadly, I was only able to obtain the first baracks and the library. My creatures were simply too weak to push further to the second baracks and when the fairies came it was game over for me.
Glad you still enjoyed it, but yes it is a very hard map. Perhaps in some time you can revisit it with more skills acquired from playing easier maps. Having Orcs from the barracks is quite good, but early on, find the balance between spiders and demon spawn, the latter become good once they get the heal spell. There's also a secret to find to help starting out easier: A workshop top left of your base, to get trolls.
But mostly, try to just get the absolute best out of the units you do have, and use them to get stronger still.