You have reached Ximdia, the great and ancient
kingdom, the origin of most knights of good and
righteousness. In the very heart of this majestic
land, your opponent have thorned in - the keeper
Xegnar. As it was easy to predict, the dumb people
of Ximdia proved to be completely powerless against
Xegnar's dark power and are not able to smoke him
out - therefore, all hope in you.
English and Polish translations included.
Creature Pool: Troll, Dragon, Dark Mistress, Warlock, Bile Demon, Beetle, Spider, Orc
I played Xegnar more than 20 years after its initial release date. Regardless of how far the DK community has gotten in making creative and outstanding custom-made maps throughout the various enhancements made to the game, I still had quite a bit of fun playing this rather classic map. The map was well structured, exploration was rewarding, and the gimmick used to level your creatures felt fresh and creative. I had to frame skip from time to time, but not in a way that I found irritating. When it comes to difficulty, I didn't find this map overly challenging, apart from perhaps one single situation towards the beginning of the game.
One thing I did find a bit tedious, on the other hand, was the rather large, maze-like map structure. It didn't bother me in the beginning, but having progressed an hour into the game, everything just felt all too familiar: another door, another trap-riddled corridor... Also, the final fight with the blue keeper felt not quite right. I had the feeling that the map was more about conquering the white castle and could have ended after having completed the mission. Conquering the blue keeper’s dungeon felt like an unnecessary addition to the map which didn't add anything to the experience.
As this map is almost ancient and there were more technical limitations at that time, I'd say:
Rating: 4/5
Difficulty: 3/5
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
I played Xegnar more than 20 years after its initial release date. Regardless of how far the DK community has gotten in making creative and outstanding custom-made maps throughout the various enhancements made to the game, I still had quite a bit of fun playing this rather classic map. The map was well structured, exploration was rewarding, and the gimmick used to level your creatures felt fresh and creative. I had to frame skip from time to time, but not in a way that I found irritating. When it comes to difficulty, I didn't find this map overly challenging, apart from perhaps one single situation towards the beginning of the game.
One thing I did find a bit tedious, on the other hand, was the rather large, maze-like map structure. It didn't bother me in the beginning, but having progressed an hour into the game, everything just felt all too familiar: another door, another trap-riddled corridor... Also, the final fight with the blue keeper felt not quite right. I had the feeling that the map was more about conquering the white castle and could have ended after having completed the mission. Conquering the blue keeper’s dungeon felt like an unnecessary addition to the map which didn't add anything to the experience.
As this map is almost ancient and there were more technical limitations at that time, I'd say: Rating: 4/5 Difficulty: 3/5