I've revisited this map since the fix, and it's far more playable. If a little straightforward.
You have all the time in the world to build your dungeon and army with many gems to finance everything. The graveyard is unlockable once you capture it in the hero's dungeon.
The prison is supposed to need the Destroy Walls spell to be captured, but I managed to get it without it since you normally get it once you capture it from Blue's library. Which means it'd be useless by then. So I got many Avatars, used Armageddon and fought both enemy Keepers at the same time for the victory.
We did a thing in KeeperFX alpha's were on old maps we simply ignore the assigning of keepers to heroes. Since that did not work in the original game either.
Extremely hard to win, overpowered white keeper makes this map unfun because he has creature limit above 65, he trains his forces and is attracting both heroes and creatures. On top of that he has like 6 level 10 Avatars. Also be ready for Green Keeper agressive push to your Heart quite soon. I really struggled to beat White keeper. It required a lot of patience and loading of old saves to win the map.
Another map where the heroes are controlled by a Keeper, and I think it breaks the map.
I'm not sure if it's Keeperfx's "fault" or if it's simply a design problem. Right at the beginning, you have to fortify your base/isolate the heroes before their imps can open the way to your dungeon or it's instant death. The problem of doing that is that you'll never be able to claim the bridge (unless you cheese the AI) so good luck defeating the heroes with their massive army and many Avatars to get to the bridge. That also means that should you destroy White's heart, every hero parties will die instantly on spawning.
The other Keepers shouldn't be a problem if you do so.
I think it didnt make any different to get or not get bridge. Even when my dungeon was open 1 block from white keeper, he never build bridge on his own and his creatures rarely attack you on their own..
Indeed White will never build bridges to attack you, but that's not the issue.
You need bridges to invade Green and White's dungeons so you need to capture the neutral ones near you but that's impossible before White claims it. So yeah, you have to slowly kill/maybe even lame White before you can progress.
I did capture the bridge at start but actualy finishing map was extremely hard as white had multiple Avatars and insane army and kept traning them too :) I was also suprised how early Green put Call to arms on my Heart. I basicly let White kill blue keeper too by connecting them but that was big mistake because then he had even more land and some other stuff from Green. I spend like over hour trying to figure out how to kill white. Even bunch of mistresses had hard time with with army. But in the end I won :)
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I've revisited this map since the fix, and it's far more playable. If a little straightforward.
You have all the time in the world to build your dungeon and army with many gems to finance everything. The graveyard is unlockable once you capture it in the hero's dungeon.
The prison is supposed to need the Destroy Walls spell to be captured, but I managed to get it without it since you normally get it once you capture it from Blue's library. Which means it'd be useless by then. So I got many Avatars, used Armageddon and fought both enemy Keepers at the same time for the victory.
Changing my rating to 3/5, 2/5 difficulty.
I guess some things changed, because there was no white keeper when I just played it?
Green was allied to white, but that was it.
Some tricky hero waves, but with some vampires and dragons they are easily killed.
Not sure what the Prison is for, since blue has the destroy walls spell and you kill him last...
2.5/5 overall 2/5 difficulty
We did a thing in KeeperFX alpha's were on old maps we simply ignore the assigning of keepers to heroes. Since that did not work in the original game either.
Extremely hard to win, overpowered white keeper makes this map unfun because he has creature limit above 65, he trains his forces and is attracting both heroes and creatures. On top of that he has like 6 level 10 Avatars. Also be ready for Green Keeper agressive push to your Heart quite soon. I really struggled to beat White keeper. It required a lot of patience and loading of old saves to win the map.
Another map where the heroes are controlled by a Keeper, and I think it breaks the map.
I'm not sure if it's Keeperfx's "fault" or if it's simply a design problem. Right at the beginning, you have to fortify your base/isolate the heroes before their imps can open the way to your dungeon or it's instant death. The problem of doing that is that you'll never be able to claim the bridge (unless you cheese the AI) so good luck defeating the heroes with their massive army and many Avatars to get to the bridge. That also means that should you destroy White's heart, every hero parties will die instantly on spawning.
The other Keepers shouldn't be a problem if you do so.
1/5
I think it didnt make any different to get or not get bridge. Even when my dungeon was open 1 block from white keeper, he never build bridge on his own and his creatures rarely attack you on their own..
Indeed White will never build bridges to attack you, but that's not the issue.
You need bridges to invade Green and White's dungeons so you need to capture the neutral ones near you but that's impossible before White claims it. So yeah, you have to slowly kill/maybe even lame White before you can progress.
This map is broken as it is anyway.
I did capture the bridge at start but actualy finishing map was extremely hard as white had multiple Avatars and insane army and kept traning them too :) I was also suprised how early Green put Call to arms on my Heart. I basicly let White kill blue keeper too by connecting them but that was big mistake because then he had even more land and some other stuff from Green. I spend like over hour trying to figure out how to kill white. Even bunch of mistresses had hard time with with army. But in the end I won :)