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Raid To Light Citadel (ver 2.0)

Submitted by maxximkaaa
Category Map
Rating 3.38 / 5 8 ratings
Difficulty 4 / 5 7 ratings
Submission date 2023-10-28
Last updated 2023-11-24
Min. game version KeeperFX 1.0.0
Filesize 816.55KiB
Downloads 144
File Filesize Downloads Date
Raid2.0.rar 816.55KiB 82 2023-11-24
Description

Global changes

  • Horned Reaper are no longer brainless brute. He’s now a creature of God. Likes to pray and murder in God’s name.
  • Dragons can bite now, and Flame breath is very powerful AOE spell, which they unlock at lvl 8.
  • Creatures’ salary is reduced to symbolic numbers (12 is highest). You will need gold for fighting. (Anyway, you could cheese payment by throwing gold, so it is more like QOL change)
  • Maximum training level in Training Room – is 7. Because everyone lvl 10 is boring.
  • Combat experience is strongly buffed to compensate previous change. Take care of you minions and they will become powerful enough to crush your enemies.

Level description

There are 5 players on a map. You, and Blue are at the bottom, Green, Yellow and White are above and allied. They have hero creatures. Blue only has insects, but they are WAY more powerful than usual. All insects are empowered while Blue is alive. They become regular if it dies. You may want to get ally with Blue, because its 1 less enemies to fight and he will provide you with constant mass healing in every battle (healing is weak, but constant and in long distance is awesome). You ally with him if you control 1 or more spiders. You will break alliance if you loose all your spiders. They are unavailable from portal, so value them. There are few on a map (seriously protected).

If you decide to destroy blue, map will become slightly harder but its not mandatory to become allied with Blue. (I personaly always did kill him in testing playthroughs)

You start with 9 slabs of Temple. Guard it at all costs. You can’t build it but Temple is the way of your power progress. There are more temples around the map. The more you get, the more Horned Reapers and Tentacles you can get through portal. Be VERY CAREFUL with Call To Arms, because your minions can easily destroy few slabs, what will dramatically slow your progress.

Somewhere in a map there are several Ghosts. You can sacrifice them to empower your divine creatures (HR and Tentacle). After 7th sacrifice your Reapers will become monstrous, and you will have various blessings. You do not want to loose any of it, so be careful! After 9th sacrifice you will unlock even more powers.

To stop heroes parties harrass you need to make white loose all his barracks (need to be less than 12 total)

Last fight starts when you cross the door step (literally) of Heart Room of Light Citadel. The fight is tough, so you better come very well prepared

You would like to at least have:

  • 8+ lvl 10 Horned Reapers, fully empowered (i was able to get up to 14)
  • 10+ lvl 10 Vampires
  • 12+ lvl 10 Mistresses
  • 8+ lvl 10 Dragons

And some money for healing.

There are quite few specials on a map, so don't forget to check corners :)

Installation Intructions

Unpack in /levels folder of your Keeper FX

Comments

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I tried this new version of a map and it feels way less chaotic and more structured than the previous version. I had fun in the beginning, especially with using the traps available. The new horny and the possibility to level creatures in the training room only until 7 is a nice DK2-vibe and makes this map interesting. Through that, you made kind of a unique map which I would like to remember for the future :-).

One very personal point of view regards the fact that this map is about battleing huge quantities of creatures. I was never a big fan of actually having to battle against huge masses of enemy creatures / heros and so on. I had a feeling that this was a trend back then when lot's of those chinese maps were published. I mean, in your map description you even suggested yourself to amass quite a quantity of dragons, horned reapers, mistresses and vampires which are basically the strongest creatures the game has to offer. This kind of already gives a hint what this map will be about: after mid-way, it boils down to be able to use your way lower pool of creatures available to face approximately 100 creatures from the enemy side.

Sadly, the other creatures available to the pool are somewhat useless. I had to either sacrifice them to get a mistress or throw them back into the portal to get one of the creatures for the mistress temple recipe.

I also found the enemy's creature replenishment a bit too fast given the fact that they immediately get high level creatures right from the batch. Unless there is a way to make the enemy keepers getting lower level creatures, it means that you need to attack all three enemies in one go. I managed this for the yellow and the green keeper, however, as their hearts are within the white territory, I was eventually overwhelmed by the final white wave right before the 3 dungeon hearts.

Despite this map being not my cup of tea, I can suggest it to players who are into spectacular final battles with lot's of mistress shenanigans ;)

Updated to the version 2.0

Changes:

  • change tileset to be less red :)
  • overall player power progress is faster
  • max lvl in training room is 7
  • max imps is 18 for player and 12 for AI
  • Horned Reapers now has rebirth at level 2
  • dragons are now ranged prefered (they have best AOE spell pack, so they can be very dedly in large numbers)
  • redesigned map so there are no unavaliable places of interest
  • cleared map from lots of creatures, most of guards are trigered (that opened a room for making them much more powerful)
  • green and yellow are snowballing now, but their power up is more linear
  • aliied players can drop troops on each other territory (mind that green and yellow are allied with white, so they can drop reinforcement at white territory, which may result in intersting and dangerous interractions)
  • added sacrifice recepie for mistress - orc, troll, bile demon
  • there is 30-45 mins window before blue will be destroyed
  • finaly got boss fight to the place i wanted (cleaned glitchy effects, so everything works as intended now)

This map is no fun at all.

It is basically just chaos all over the place: it is you against 4 other enemies - so far, so good. The worst part is that your imps can't claim any enemy-tiles at all because they get distracted by the masses of enemy-imps. I had to conceal my imps in order to slowly claim some tiles. Meanwhile, the mapmaker is throwing waves and waves of heros onto you. I have the feeling that it is less about strategy and more about pushing forward again and again with a hopefully mighty enough army. Took me ages until I completely lost my temper with it. Mostly due to the fact that in the end I had like 15fps...

I like the idea but you could really turn in down a notch...

Probably you were playing earlier version of the map. I removed trigger that spawned imps for enemey computer (because its really was annoying). And waves of heroes are spawn every 7.5 mins instead of every 3.

P.s. to stop them spawn you need to take away white player barracs, so hes total number owned was less than 12. There are two 12-slab rooms on green and yellow territiory. You can break at least 1 slab with CTA in a quck raid, and then prepare propper attack. But the easiest way is to get allied with blue and let him handle right side, while you take left side.

Thanks dude. Will try again. How can I actually ally with blue?

I also didnt wan't to disrespect your map-making-efforts. Was just the frustration speaking...

I didn't feel disrespected :) Im ok with somebody do not like something.

To ally with blue you need to controll a spider. There are 3 neutral on the map (closest is in small outpost near the left border, you can see it on minimap picture. There are few guards and trigger that will spawn more guards. ) Or you can prison one from blue and convert it. But in the beginning insects probably will wipe you, because they are strong, spider especially)

Ok I try it!

Updated map.

Added level description.

Changes:

  • removed annoying imps spawn by script for computer players
  • increased time between heroes parties spawn, but they spawn now in greater numbers.
  • green is stronger now
  • boss fight is way tougher now, so you need to be really well prepared