Tower Defense Map
I believe this might be the first tower defense map in KeeperFX. Dungeon Keeper engine is not really suited for such game mode, but I made it work after trying enough (it's still little bit janky).
Waves of enemies pour in from the overworld, and it’s up to you to build the strategically placed turret and recruit minions to protect your Dungeon Heart.
Contains 26 waves of enemies.
You buy turrets by placing treasury in tiles below the example turret (there is short "build time", when imps carry the turret around). Cheapest turret costs 50 gold.
Prices of Different Options (Listed in order in game):
- Income upgrade, that costs 250g (increases 1 gold every 1.2 sec)
- Turret 50g
- Big Bertha 150g
- Flame Spreader 250g
- Tesla Coil 400g
- Shackle Cannon (Slowing Turret) 250g
- 6 Archers 350g - Upgradable with 150g (Upgrades give stronger skills for units)
- 4 Skeleton 450g
- 1 Fairy Tower 50g - Upgradable with 150g (Upgrades give stronger skills for units)
- Ion Cannon (Long Range) 750g
Turrets can be sold with 90% of the original cost.
Units cannot be sold.
It is recommended to turn "Wall Height" setting to low to see the "buy" positions better.
Credit for custom turret models and icons: ben_lp https://keeperfx.net/workshop/item/742/trap-set






A very well done TD in Dungeon Keeper, if a bit short.
A few issues, if I may: The basic tower is useless past the first wave, too weak and misses way too many shots on top of that. The second tower is better skipped, the third (Flame Spreader) being better in every way but range. It misses a lot too.
Archers and Fairies are bait, they need way too much investment to be decent and they are useless against the Avatar. Fairies can be decent later in the game, but the Archers are overpriced. I didn't try the Skeletons.
I don't think investing more than once in income is a good idea considering how quickly you get to the final wave.
The Ion Cannon is very laggy, especially if you make two (or more) of them.
That being said, I'll still give it 5/5. It works well and could be improved upon with more waves and towers. Great job!
Also, why didn't you make the workshop unsellable instead of making the player lose if it is sold?
Hey, I've updated the map.
Some changes I made:
Why didn't you make the workshop unsellable => SET_ROOM_CONFIGURATION(BRIDGE,CANNOT_BE_SOLD,1) - didn't work for me, maybe I wrote it incorrectly and didnt manage to make rooms unsellable... (However, I was able to make rooms cost 0, so now u can sell rooms and you wont lose.)
SET_ROOM_CONFIGURATION(BRIDGE,Properties,CANNOT_BE_SOLD,1Ah, thanks :).
I wanted to try this, I like tower defense, but I think it does not work at all. Perhaps it needs some fix, or I completely missed how it works.
First issue it was an entire map pack spoiling up my list for just a single map. Then I got an i-message (not even an objective) to build treasure rooms to get traps, but I build treasure rooms all over and never got any traps or creatures. This did not seem to matter, waves kept coming anyway.
Eventually at wave 6 or something, enough enemies got to my heart to kill me.
Also the information message eye kept pointing towards my heart when a wave spawned, but the wave did not spawn on my heart at all.
Hey, I thought it might have been version issue, but seems like this is not the case. I was using KeeperFX 1.2.0.4544. I downloaded newest version of the KeeperFX 1.2.0.4684 and map works correctly on both versions.
Maybe you didn't build rooms on correct spots? I realized that if you are using "high" wall height setting, it might be harder to see those rooms where you are supposed to buy the traps. I recorded a short video of me playing first few levels and uploaded it to youtube (not optimal strategy, just a way to show how to play :) ) https://youtu.be/w4BCzsQzRyA
Ok, I completed it. Difficulty is right, it took me a two restarts to win it, which is perfectly acceptable on a map like this.
It does feel like a tower defense map, cool that you managed to get that to work.
I do believe there is room for some polish, so I made some notes.
Also, I get that this is too late as it would require you to fully rebalance your map, but I would have liked it if you would get money from killing units, not just simply waiting until the end of rounds.
Thanks for feedback, I've fixed some of the largest issue in most recent version and added description on the page of the map for traps.
It is intentional that beetles and spider mostly do not get hit by cannons, at lvl 5 & lvl 7, you should have something better than these.
Great, if there is some feedback you would like to implement but do not know how, I'd be happy to help.
I ran into issue while developing this map. There seems to be limit of 1024 IF statements 😭. Took me forever to figure why the map started breaking...
It will tell you about such problems in the log, right where it loads the script.
I did place treasure rooms in those spots too. But even first time following your video I did not get traps. After studying it more, I found out that what you actually have to do, is FILL the ENTIRE space treasure rooms. I just placed some treasure rooms there and concluded it did nothing so I tried different things. I will play and provide more feedback after that.