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Watermoon

Submitted by Thalom
Category Map
Rating 3.8 / 5 5 ratings
Difficulty 2 / 5 5 ratings
Submission date 2024-04-06
Last updated 2024-04-08
Filesize 62.90KiB
Downloads 51
File Filesize Downloads Date
Watermoon.zip 62.90KiB 42 2024-04-08
Description

Less Creatures (only 8 through entrance), but a Prison and a Torture Chamber.

Every creature counts, Keeper!

Installation Intructions

Extract the files into \levels\standard

Comments

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chris_96449 🇩🇪

Watermoon is a well-crafted, yet simple Dungeon Keeper map that leans more towards and easier to moderate difficulty without putting too much stress on the player. One of the main challenges is the lack of space for building as well an fairly low amount of ressources available. I also enjoyed the gameplay centered around the prison and torture chamber in order to obtain an adequately strong army to face the opponent in the end.

At times I wasn't sure if this was intended but the blue keeper was rather agressive sending his imps towards my gems, digging wildly around the map and eventually having overtaken almost every part of the space available in this map. On the other hand, I must say that I kind of enjoyed being constantly harassed by my enemy's imps, as it kept me busy reorganising my creatures all the time while exploring the white fortress.

All in all this map never felt unfair or imbalanced. I didn't encounter anything weird or any bugs. The only suggestion I would give is that the map should be won if the all enemy's dungeon hearts are distroyed as well as all heroes are defeated. I avoided the final battle with white through luring the army out of the dungeon heart's room into a huge lengthy corridor. While they were on their way to my dungeon, I sneak-attacked the dungeon heart and won without even having to have touched any of the high level heroes at all.

A great map and I enjoyed it a lot.

Thalom 🇩🇪 Submitter

Thank you very much for your feedback :)

I think your idea is good, but I can't find the code I need in the scipting manual. ^^ Maybe someone has a tip for me?

What is the code for the win-game condition: Victory if all dungeons are destroyed + all enemy units are defeated. Here is my currently used code:

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF

You can nest if statements. In your case it would be:

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
  IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
	WIN_GAME
  ENDIF
ENDIF
Thalom 🇩🇪 Submitter

Thank you. I added the new configuration

chris_96449 🇩🇪

I will ask someone from keeperfx discord as I am just a player with no coding abilities at all :D

DamoDurryKing 🇦🇺

https://www.youtube.com/watch?v=DLe2HHfT__w This was my initial impressions and look over.

Here's the gist of it;

Map Aesthetic:

  • A lot of empty space; either put something there or fill it with impenetrable rock.
  • Very blocky in places.
  • No lighting at all, which is especially apparent in the water. Light up rooms with candlesticks, torches and lit statues. Use Lights in open dirt areas and water.
  • Dungeon layouts are just square rooms connected by single-tile hallways. Play around with shapes some more. Include both symmetrical and asymmetrical room designs.
  • Woman/Twin/Pair is randomly placed. Wall decorations are as important to the aesthetic as regular decorations.

Script:

  • Some unnecessary and outdated lines, but otherwise functions perfectly. Well done.
  • Do consider that because the player only needs to defeat the blue and white hearts, that the entire final fight (and dungeon) with the heroes is easy to ignore.

Map Gameplay:

  • Slow and plodding. Not much gold available, which means the player has to rely on slowly mined gems.
  • Hero dungeons are front-loaded by strong encounters, meaning the player cannot progress until they've already sufficiently trained their creatures.
  • Destroy Walls is a spell pivotal to progression, but is hidden in an unimportant alcove; Yes the player gets a reveal map, but it's very unceremonious for an important spell to just be on a dirt tile in the middle of nowhere.

Overall first impressions are actually quite good because you made a map that doesn't fill the logfile with errors and is actually beatable, which is quite rare for a new mapper. Play around with the editor some more, explore map styles, try to think of interesting stuff to do and then check the scripting resource or ask in the discord if it's possible. https://github.com/dkfans/keeperfx/wiki/Level-Script-commands

Thalom 🇩🇪 Submitter

Thank you very much for your constructive and detailed feedback. This definitely helps me. :)