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KeeperTD

Submitted by Nylky
Category Map
Rating 4.67 / 5 3 ratings
Difficulty 4 / 5 4 ratings
Submission date 2025-09-30
Last updated 2025-10-13
Min. game version Latest KeeperFX alpha patch
Filesize 1.73MiB
Downloads 57
This workshop item uses unreleased KeeperFX functionality and requires the latest alpha patch to work correctly.
File Filesize Downloads Date
KeeperTD-V118.7z 1.73MiB 14 2025-10-13
KeeperTD-V117.7z 1.73MiB 17 2025-10-03
Description

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

Installation Instructions

Extract into the levels folder

More items by Nylky

Comments

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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?

Nylky Submitter

Hey, I've updated the map.

Some changes I made:

  • Added extra hard 26th final level (Made Avatars the last boss and made them not use invisibility)
  • Buffed the first 2 turrets (now they hit almost 100% of the time)
  • Some balance changes

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,1

Nylky Submitter

Ah, 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.

Nylky Submitter

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.

  • Figuring out how to get it to work is too hard. I think your initial objective needs to be changed to make this clearer. Specifically say 'Fill the space with treasure room slabs to get crates.' would help. The default way to play this game is with high walls, make sure it also works well with high walls, you could use bedrock floor instead of full bedrock slabs around those spaces to make it clear to see.
  • I would stop the map from doing anything before the player bought his first trap. You could prevent waves from spawning until he 'bought' the first crate, and you can also make sure only those rooms are owned by red before this time so he can build treasure rooms nowhere else.
  • You are using information messages, where an objective message would be better. The player could keep his objective message open and see the current wave info each time, without getting spammed with green i messages for every wave.
  • Do not enable the message/objective eye buttons unless you have something to show the keeper. You put it to 'PLAYER0', which shows your dungeon heart, totally pointless.
  • Latest Alpha comes bundled with 2 new shooting traps, which look extra good, you could consider using those.
  • The first two shooting traps totally fail to hit the beetles. Not sure if this is intended or not.
  • The placement sound of several new traps is incorrectly configured, they often make the sound you would expect on shooting, not what placing of the traps sounds like.
  • In your 'display' you have bile demons, they starve to death, this looks a bit silly. You could make these example units roaming too so they do not need food.
  • That final trap that does a red beam is greyed out in the workshop, always looking disabled even if you can build it.
  • The Wind trap is a Slow trap. I like having a slow trap, but neither the icon nor the tooltip actually indicate it is a slow-trap. Would be very good to know.
  • In general, all your trap tooltips are wrong, but it is very important to know what kind of traps you can build. You already have a custom text file, put accurate tooltips in there for these new traps.
  • The heroes that reach your heart simply die, clearly doing no actual damage. It would be nice if you could make them explode, making it seem that they are kamikaze heroes.
  • When the knights spawn there is loads of voice messages for the Lord spawning, this is a bit much. I would prevent this by taking away the landlord property of the knight.
  • The ending is a bit anti-climactic. The final wave already spawns while the dragons are still there (like with any wave), and it dies soon after too. I think the objective for the final wave could say more than just 'Avatar and Knights', but could be a longer message telling you it is the final wave. Then a victory message when you have on too.

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.

Nylky Submitter • Edited

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.

Nylky Submitter

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.