As I played Dungeon Keeper as a kind and read about the map editor in the manual of the gold edition, my first idea was to create a map were almost everything is gold, unfortunately I never managed to made this map back in the days. Today about 27 year later I brought this old idea to life. Its for sure not a good or difficult map but it's funny.
CC BY-SA 4.0 - meaning anyone could feel free to chance and re upload this map for example to create an easier or harder version or to include this map in a campaign or map pack.
Chancelog:
Installation Instructions
Just copy the content of the ZIP file into your KeeperFX main directory.
This level is a more modern take on the all-gold map, which was already done a few times back then but quite poorly.
Aqua already listed some of the faults here. I'll add my takes:
The first party spawns in the south, which means it'll take years for them to finally come to your dungeon, if at all. I had to go for them and open the way myself and by the time I had to fight them, I already had lvl6 Biles and Dragons. I suggest adding three other paths to your dungeon on all sides so that the enemy can attack more quickly.
Getting everything the game has to offer means you can clear the map with boulders only and be invincible with lava traps.
Add the scavenging room to the list of (mostly) useless things here, unless it's there for Hounds.
Punish the player for mining too much, as that's the story of your map. Spawn parties once a threshold has been reached. Just like lvl17 in the original campaign.
Maybe give the player some dirt to start the dungeon. It's a bit tedious to mine your rooms in gold.
I'll give it 3/5 for now, but it's more like 2.5. The biggest "issues" have been reported by Aqua, the things I've listed are more minor.
1/5 difficulty, pretty much impossible to lose at the moment.
Cute idea for a map, but I think in execution it doesn't really do enough with the premise. Some things I think could be improved/made more interesting;
There are gaps in the gold but nothing interesting is actually contained in them? It makes them feel oddly pointless and disappointing for the player when you're expecting cool goodies.
The player is way too well equipped. Infinite money and all spells means all obstacles can basically be solved with Lightning. You could remove some useless spells like Armageddon and Destroy Walls, and take Lightning away from the player or hide it somewhere. That would also give more incentive to explore.
The player is perfectly safe and could just wait until all units are level 10 and then roll over the heroes. Since the map isn't super difficult in the first place, I'd recommend not letting the player fortify the walls near the entrance, so the player actually has to engage with the waves. Towards the end, waves also take too long, and the timer could probably be way faster, since there's little else to do.
I think if you give the player less tools and more things to explore then there could be some neat ways to take the same premise, but build a more involved map around it. As it is, there isn't much mystery as to what's where, since the gold makes sure everything is already revealed.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
This level is a more modern take on the all-gold map, which was already done a few times back then but quite poorly.
Aqua already listed some of the faults here. I'll add my takes:
I'll give it 3/5 for now, but it's more like 2.5. The biggest "issues" have been reported by Aqua, the things I've listed are more minor.
1/5 difficulty, pretty much impossible to lose at the moment.
Cute idea for a map, but I think in execution it doesn't really do enough with the premise. Some things I think could be improved/made more interesting;
I think if you give the player less tools and more things to explore then there could be some neat ways to take the same premise, but build a more involved map around it. As it is, there isn't much mystery as to what's where, since the gold makes sure everything is already revealed.