Welcome to the Ruins of the Ivory Keep, a forgotten underground realm where the once-mighty White Dungeon lies in ruins. As a daring and skilled Dungeon Keeper, your quest is to venture through this treacherous dungeon, facing three powerful enemy Keepers who guard the remnants of their former stronghold. The crumbling ruins may appear desolate, but be wary, for lurking within are remnants of the White Keeper's defenses, waiting to test your mettle.
Specials: 9
A 1v3 map where you have to increase your forces by capturing heroes from respawning parties. It is possible to deactivate them at will, but you won't be able to toggle them back on after. What's interesting is that the AIs also have to do that (except Blue who will gather vampires instead).
However, I think there's a script error that makes the map way easier. Without it, I have no idea how you can fight all 3 enemy keepers at the same time considering they can and will drop creatures on each others' territories and you're supposed to be limited to 40 creatures. The error I encountered is that I wasn't limited to 40 at all, in fact I wasn't limited period. However, I'm pretty sure yellow was at the end of the trigger supposed to kill any creature I get above 40 which means he ended up with nothing while I grew exponentially. Green died to heroes because he rallied somewhere else to fight me and didn't defend his heart. Blue died easily against my massive army. The heroes after that were a pushover, but the traps were annoying.
3/5 with 4/5 difficulty without the script error, with it's probably a 1.
Thank you for the Feedback, looks like i need to have a look into it again since so many Things changed with KFX so i dont need to limit creatures as much, the limitation was there in first place cause of the old Creature Limit on the Map (255 Crtrs) and now it can be raised to 1000 per map so when i got time i will do a little revamp of stuff.While it is intended to be able to stop the waves completly but not reenable them so the Player is forced to think about whens a good time to stop it.
I figured as much for the hero parties, it made sense. Also logical for the limitation, I did the same with imps in one map I made and it was needed at the time.
If you're going to revamp the map, may I suggest making the final hero party stronger? Maybe even getting rid of the scavenging room for everyone since you pretty much HAVE to engage in a scavenging war at some point if you want to keep your creatures.
You would be right. Player0's creatures are checked but Player3's creatures are killed.
fun map. i enjoyed it. Well done!