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
That level was surprisingly good, considering how old it is. Lots of work has been made here and it shows, especially with the aesthetics.
It starts kind of hard, with micro needed and very few space to make rooms. Gold is barely present, so workshop economy needs to be prepared. The map is long, especially the midgame and I agree with chris, the last Keeper stretches things a bit too far.
However, it was very fun to find solutions to problems and use posession fighting to progress quicker. I played it very slow, keeping the first gold slab to stay very safe while I explored using a Mistress. Speaking of which, they'll be your main creature here, with maybe a few trolls to manufacture doors to sell. Pick anything else and you'll be in huge trouble.
The beginning was harsh. I died once, going the wrong way first instead of preparing for trouble before [lightning traps). Did you know that a lvl 10 fly dies to lvl 1 beetles and spiders? Now THAT'S shameful. Then, it's mostly posession fights and micro to prevent any death, as a single mistress dying would be extremely painful considering you can't train creatures and rely on level up specials. Speaking of which, I believe one is impossible to get. There is no way to get bridges at all.
For Blue, disease, chicken and hit & run got rid of him. Fighting him head on would go badly I think.
4/5, too many traps for my liking and I think the Vampire part depends too much on luck. No way to use your lvl 1/2 creatures to aggro them all at the same time. If you don't get them all with the "solution", they'll TP and destroy you. 4/5 difficulty? More like 3.5
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
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That level was surprisingly good, considering how old it is. Lots of work has been made here and it shows, especially with the aesthetics.
It starts kind of hard, with micro needed and very few space to make rooms. Gold is barely present, so workshop economy needs to be prepared. The map is long, especially the midgame and I agree with chris, the last Keeper stretches things a bit too far.
However, it was very fun to find solutions to problems and use posession fighting to progress quicker. I played it very slow, keeping the first gold slab to stay very safe while I explored using a Mistress. Speaking of which, they'll be your main creature here, with maybe a few trolls to manufacture doors to sell. Pick anything else and you'll be in huge trouble.
The beginning was harsh. I died once, going the wrong way first instead of preparing for trouble before [lightning traps). Did you know that a lvl 10 fly dies to lvl 1 beetles and spiders? Now THAT'S shameful. Then, it's mostly posession fights and micro to prevent any death, as a single mistress dying would be extremely painful considering you can't train creatures and rely on level up specials. Speaking of which, I believe one is impossible to get. There is no way to get bridges at all.
For Blue, disease, chicken and hit & run got rid of him. Fighting him head on would go badly I think.
4/5, too many traps for my liking and I think the Vampire part depends too much on luck. No way to use your lvl 1/2 creatures to aggro them all at the same time. If you don't get them all with the "solution", they'll TP and destroy you. 4/5 difficulty? More like 3.5
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