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My firsts three maps

Submitted by herlyg
Category Map Pack
Rating 4 / 5 3 ratings
Difficulty 1.67 / 5 3 ratings
Submission date 2024-01-13
Last updated 2024-01-22
Filesize 58.15KiB
Downloads 109
File Filesize Downloads Date
FIRST REVAMP third map.zip 58.15KiB 76 2024-01-22
First threes maps.zip 127.95KiB 34 2024-01-13
Description

Made those three maps a year ago as i was beginning with fx, around december 22-january 23 i may or may not start making other

i tested them and all three still works do keep in mind, these maps were only made to test what could be possible, and almost no time was spent to make them actually interesting, or fun.

Installation Intructions

The "new version" is the first revamp of the third map. To play the 3 original maps, use the see all versions buttons.

Comments

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chris_96449 🇩🇪 • Edited

The third map which is yet to be named uses to large extend elements of the original DK's map Elf's Dance. In addition there is a yellow keeper and a modification of white. I found this map to be the hardest of the overall map pack but still being within the area of the original DK's difficulty.

I had fun playing this map and as with the other maps, I did not encounter any bugs at all. I found it to be a welcome change that the three keepers were not allied and fought themselves until death - very nice. Therefore, I found this map to be very authentic as it wasn't just about the conventional 1vs3 as it usually happens.

If there was only one thing I could criticise then it would be only the aspect that it wasn't a completely new map as the game play of Elf's Dance is quite present here. Thus, this map doesn't feel as unique and hand-made as the other previous two.

Yet again, another high-quality and fun map for me. I am curious to see more of your work in future :-).

Difficulty: 3/5 Rating: 3/5

herlyg Submitter

I am surprised you actually find the 1v1v1v1 thing good I didn't really make the map thinking about a 1v1v1v1 In fact, i already revamped this one, i will post it so maybe you can try it, and give me your advice on it.

chris_96449 🇩🇪 • Edited

The second map "nico" delivered a nice Christmas message which sadly reached me on 19th January. Still, I kind of found it very sweet (if sweet is a word that should ever be used in the context of Dungeon Keeper).

I found "nico" to be an easier map than it's predecessor, leaning strongly towards the difficulty of the original Dungeon Keeper campaign. Again, the map ran smoothly, messages and hints were placed adequately and delivered when it made sense and there was nothing really to complain about. I was pleased by the fact that there was no trap-game being played here, so I could fully concentrate on my mission to destroy the other keepers. Nice! The heros were a good challenge. I liked that.

Should you be interested in improving your current map, let me give you my personal suggestions:

  • I found the starting gold to be very high. You are too generous to us players. It would be more than enough to let us have <10.000 gold if we have already quite a bit of gold in our vicinity, as well as two gem stones nearby. Also, as there were no early hero invasions, there was actually no reason to have such a high amount of starting gold.
  • Same with the high level imps. You are simply too good. You should be evil! It is a dream to have a level 10 imp but a bunch of them is just massive. I would find it adequate to have about 4-8 level 1 imps to start with.
  • The only real challenge I noticed was that the enemy keepers seemed to be very keen on digging towards the southern-most gold vein that was close to the laval of their respective part or their dungeon. Players who are unaware of this might get attacked by them right away within the first few minutes which makes this map very very hard all of a sudden.
  • On the other hand, I noticed that the enemy keepers were entirely helpless when I started to dig towards the previous mentioned gold veins and sealed them off with fortified walls, so they couldn't reach them. They only kept on digging a few gold veins close to their dungeon (the smaller patch) and left the bigger gold patch as well as the gems untouched. This caused them to lose almost all of their creatures due to their own bankcruptcy. It was quite odd that they would go for the remaining gold patches, as well as their gems.
  • Perhaps one day you might want to build a story or a plot around this map. You told the player about the mission in the beginning but it was rather a basic instruction. I am very into a deep story such as "Master, we find ourselves sourrounded by two other keepers who also lay claim on this realm. Let us teach them what it means..." - the usual stuff, you know. This regards as well your rather rational comment "you won!" after having beaten the level. ;-)

Despite this, I completely forgot that it is your very first attempt of making maps. I think that your work is already better than some of the original maps and most of those Chinese maps. Good work, mate!

Difficulty: 2/5 Rating: 4/5

herlyg Submitter

First of all, the chrismas message was meant for the time of it's original release, so dec. 22... I don't really have much to say personnaly about this map, and i will surely take your advice into account, revamping it.

chris_96449 🇩🇪 • Edited

The first map "Firehat" is a well-rounded map leaning more towards a shorter play time which I enjoyed. My experience of this map was bug-free and I would say in regards of difficulty it was comparable to one of the later maps of the original campaign of DK, making it ideal for players of a broad range of skill level.

I enjoyed the fact that this wasn't - as I have noticed with many first-time-maps - about leading a large army of high level creatures against your enemy whereas the keeper with the better tier of creatures will leave the battle as the winner. Instead, it only provides are small creature pool and limited max level to keep things interesting. This made me appreciate warlocks for instance as the source of my main ranged damage unit which I often discard in favour of stronger ranged damage dealers such as the infamous mistress.

The only thing I was not very fond of - and please keep in mind that this is only my very personal distaste - concerns the mazy part in the north of the map. It made perfectly sense from a logic perspective that heros would have installed a maze-like labrynth with a lot of traps but I always found these kind of things rather annoying but challenging relicts of earlier Chinese campaigns. Luckily for me, the map kept the amount of traps and maze-corridors to a minimum and (almost) completely refrained from using the nasty boulder-trap-behind-a-door-strategy. If I had a chance though, I would like to see a map with no traps at all (wishful thinking, I know).

A thing which I would like to mention is that rather eager blue keeper who tried to dig towards my dungeon right away in the beginning. It caught me to such a surprise that I was completely unprepared against his well trained army, leaving me having to try again. Not sure if you intended that but the agressiveness was definitely making this map harder.

All in all a great map that enabled me to have quite a lot of fun and joy playing it, leaving me curios for the other remaining maps. Thanks for all your efforts, dear map maker.

Difficulty: 2/5 Rating: 4/5

herlyg Submitter

To be honest, this first map was more of a test for me to see everything possible. I didn't really give much attention to make it interesting, fun to play. As you said, the blue keeper tried to dig early towards you, as as i said i did not pay attention to actualy gameplay, but i will note this fact when ill revamp it.