4 Directions is my attempt to create a unique map with salable difficulty and high replay value. The Dungeon is located in the middle of the map with four portal in each direction. Every portal grand access to different monsters, instant access to certain rooms and an increased monster cap. But every portal will let heroes enter your dungeon, therefore more portals will also mean more heroes.
So what will you do? Will you open only one portal and which one? North, East, South or West?
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.
Interesting level where choices have a big impact on how we play the level.
For my first try, I went north and got rewarded with the workshop and barracks. I expected orcs and trolls to come, but I ended up with a lot of beetles, a single troll and a single spider. The first wave killed a lot of beetles and I decided to restart. I checked the script after, and there's a likely mistake in it. You give the player access to the barracks but not to the orcs. The orcs are given to the player when the western portal is taken. The eastern portal gives you the Hounds, but you get the graveyard instead of the scavenging room so you can't attract them for a long while, unless you take the southern portal too.
Is that intended?
Second try, I went west and stayed at 1 portal for a while. It gave me the prison and the Dragons (so no orcs, I would have needed the north portal for that). Weird combination, Dragons are probably one of the worst creatures to use when trying to take prisonners. I made it work somehow but my army wasn't that great at dealing with the western waves. Wizards and WItches are very good against Dragons.
I took the south portal too but didn't really use it, I used the Dragons and converted Wizards mostly.
What I'd change about the map:
Change a few rooms around to be able to attract the creatures given by the portal.
Don't make everything available to the player. Rooms should be tied to a portal exclusively.
Same as your Gold map, some spells are 100% useless here (Destroy Walls, Armageddon). Traps make the map very cheesable.
The bottom right part of the map ends in a big troll.
> [!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.
Interesting level where choices have a big impact on how we play the level.
For my first try, I went north and got rewarded with the workshop and barracks. I expected orcs and trolls to come, but I ended up with a lot of beetles, a single troll and a single spider. The first wave killed a lot of beetles and I decided to restart. I checked the script after, and there's a likely mistake in it. You give the player access to the barracks but not to the orcs. The orcs are given to the player when the western portal is taken. The eastern portal gives you the Hounds, but you get the graveyard instead of the scavenging room so you can't attract them for a long while, unless you take the southern portal too.
Is that intended?
Second try, I went west and stayed at 1 portal for a while. It gave me the prison and the Dragons (so no orcs, I would have needed the north portal for that). Weird combination, Dragons are probably one of the worst creatures to use when trying to take prisonners. I made it work somehow but my army wasn't that great at dealing with the western waves. Wizards and WItches are very good against Dragons.
I took the south portal too but didn't really use it, I used the Dragons and converted Wizards mostly.
What I'd change about the map:
Overall, 3/5 with 2/5 difficulty