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  1. #111
    Dragon MeinCookie's Avatar
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    Default Re: Maps

    Thanks for reviewing and I appreciate. That took a while to read, but I'll try to answer everything

    Firstly... all maps in PoM are for use of a better phrase, "Still in Beta." They aren't yet up to version 1.0, even if the earlier maps are more complete. If there are victory conditions that don't seem to work than that be the reason.


    In Darkshrine the main difficulty of is the start with the tricky terrain and salamander incursions. At the same time, however, these are also really helpful. The idea is to immediately build torture chamber and prison and try and build up a force of converted salamanders to try to fill the numbers.
    The second Keeper was never really the main problem on this map. He is an idiot and is really only a source of creatures.

    Deepfalls also quiet difficult, particularly at the start. You seem to have handled it so no problems there i assume.

    On Rivenrout it sounds like you had fun and triumphed in the end

    Felrock has had perhaps half the work as the others and is still definitely work in progress. You may notice the yellow area near the lava? That is where he is supposed to run upon being attacked but he is too busy attacking the attackers. I'm not adding that particular victory condition 'til i can get him to show the cowardice that he should be exerting >=(

    Also those goblins spawn there when he comes under attack =)

    As to the portal glitch? It happens some times. I just have to fix it - every Keeper has 0 of each creature in their portal pool. Basically it is caused because I've been lazy and not added 32 of each creature for every Keeper. DK2 is very temperamental there.

    Fort Stillwater, you like it would seem. Unfortunately AI is the big problem of DK2 and it is a shame. A lot of my maps, bar PoM, are really made for Multi-player more than Skirmish. They play as best as any Skirmish map but, like anything, MP is better. Thereupon you get to DK2s second problem. MP is hard, unreliable and glitchy. Still...

    Fort Steadfast... I like it as well

    This is as good a time to announce that i have started work on PoM 5 "Weakhold" and that it will have a "Hero-Keeper" who isn't actually a Keeper, 3 rival Keepers, and a strong force of heroes rebelling against their lord who has turned and allied with another Keeper.

    Feel free to review others, i welcome it.
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  2. #112
    Beetle emperorjay's Avatar
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    Gamertag: nmjayjay Steam ID: NmJayJay

    Default Re: Maps

    fort steadfast crashes when i load it

  3. #113

    Default Re: Maps

    Alright, a continuation of sorts:

    -Yeah, I know I made a wall of text there. I do somewhat professional reviews on a couple other forums, so I am used to making such walls (I type quite quickly, so it works out well). I think it will help you more if I say exactly what good and bad things there are in your maps rather then a vague thing like "this map pack is cool" or "I think this map is fun but it has some bugs".

    -Having played a bit more, a couple other maps APPEAR to have the same portal bug (not certain, but a couple brief tests made it seem that way):

    Cartwheel (the second I think)
    Luguard's Last Refuge
    Faults

    -Also, Sentinel's Watch crashes whenever I try to play it.

    -Patchwork's XL version was VERY fun to play. The AI was superb on it (surprisingly enough), spreading out, taking land, and building complex dungeons. I found myself having to resort to using a rather unusual tactic to gain the advantage (I raided the outlying "knight forts" on the far edges of the map for manpower, built a minidungeon for just captured heroes, and then conquered the centre of the map for the mana to power my traps). Then Blue killed Green in a rather clever raid involving heavy use of the secret door while the Green army was away. Then the game crashed because of all the stuff that was happening (DK II is not a very durable game on Windows 7, even when I removed the stupid Safedisc to make it run better).

  4. #114
    Beetle emperorjay's Avatar
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    Default Re: Maps

    i played dead walking and i got totally rammed XD is it even possible? the next one however was very hard but i managed to live through it. i think dead walking needs to have more space between waves or something.

    i played the large patchwork and the AI started well but then it crashed, and from then on there have been rooms such as the bridges missing and the guard room was missing. after the crash the AI just stood there like lemmings

  5. #115
    Dragon MeinCookie's Avatar
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    Default Re: Maps

    Try manually adding creatures to the portal pools in game properties because sometimes, for some reason, the game overrides i think. Otherwise its me.

    People have said their should be more space between the waves on the holdout maps, but you aren't meant to get through it. Your meant to last longer than the other guy

    That is kinda inhibited by dumb AI of course, but hey... they are a different kind of challenge and they are hard and I hope WftO has a few holdout "special" maps if it ever gets off the ground.

    EDIT I ~ Alrighty... I'm working on a new Holdout map under the working title of "Holding the Pass" which I will probably change later. I intend to make it as glitch free and streamlined as possible. I am working in all suggestions so far I have received. I'll upload a demo in this post soon.

    EDIT II ~ Wow... I just had another test and this map is a real grinder. Best holdout I have done. It starts quite slow, but can get quite intense later. I've been playing for at least 40 minutes because the AI is top notch. More into that later tho...

    MAP FEATURES:
    ~ Training in Training Room up to Level 10
    ~ Mininum Imp Threshold = 10 (No Create Imp Spell)
    ~ Imps can't be picked up
    ~ Trap, Door & Room sell values equal to initial cost
    ~ Nerfed Stun
    ~ All Traps and Doors buffed
    ~ Evil Creatures buffed (Bile Demon, Goblin, Dark Elf, Warlock)
    ~ Hero Creature health and abilities adjusted
    ~ Angry Creatures don't rebel or leave
    ~ Creatures can't cross water (with the exception of Skeletons garnered from your prison)
    ~ Maximum Mana raised to 300,000
    ~ Hatcheries produce more chicken

    The AI isn't very good at building traps, but by the time its defenses give it usually has a high number of Level 6-8 creatures which means it can survive enough waves to build up a large force of skeletons in addition to its starting forces. It builds a really large prison after it finishes its hatchery so yeah. They can train the Skele's quickly and easily and up to Level 10. Also Skeleton health is buffed a bit so they aren't useless even if they aren't on par with everything else and they can cross water so you can raid the other players defenses with them.

    Also there are spaces between waves... especially the first 16 or so minutes.



    Attached Files Attached Files
    Last edited by MeinCookie; August 10th, 2010 at 15:54.
    {RPG} Creature Page: Here | My Maps, My Comic


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  6. #116

    Default Re: Maps

    How do I add creatures to the portal pool?

  7. #117
    Dragon MeinCookie's Avatar
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    Default Re: Maps

    You can do it by manually setting the number of each creature to 32 in-game in the creature menu of options. If that isn't accessible it means that DK is being temperamental. Don't expect it to always be available.

    If that doesn't work and you really want to change it and not wait for slow lazy me to get around to it you can open it up in DK 2 editor and change the Creature Pool individually for each Keeper in Keeper Properties.
    {RPG} Creature Page: Here | My Maps, My Comic


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  8. #118

    Default Re: Maps

    I finally got the creature menu to work, but the results of my tinkering were a little bit odd.

    My enemies were still getting no creatures. However, once I snuck into the Yellow dungeon (using all those nice little "holes", I was basically able to overtake his treasury, training room, workshop, and portal at the same time), I discovered that I was receiving creatures but none of my enemies were. Extremely odd to say the least. Whatever the case, I decided to forge ahead anyway. Within maybe 5 minutes of attacking Yellow, I had all his important rooms under my control (including those two guard rooms by the Blue dungeon). About 30 seconds later he was dead and that Warlock had fled for his little hideout (because this time I hadn't snuck into his library from the back way nor had I sent in my entire army, so he wasn't distracted with fighting my army). After another 30 seconds of brief call-to-arms'ing and building a wooden bridge, he was captured and his hideout was under my control.

    I then basically overwhelmed Purple entirely (using a bridge to reach his dungeon heart in record time), but then the game crashed.

    I will come back to you on the rest of those maps.

  9. #119
    Imp drubjak's Avatar
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    Default Re: Maps

    could u put all these maps anywhere else, as I cannot download from here.(
    thx

  10. #120
    Dragon MeinCookie's Avatar
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    Default Re: Maps

    Strange... I seem to be having similar issues - the only copy of most of them exists here =/

    Edit - Test Attachment 649

    Edit 2 - That sucks =( Can someone else try? Anyone know what happened/is happening to attachments?
    Attached Files Attached Files
    Last edited by MeinCookie; January 20th, 2011 at 11:35.
    {RPG} Creature Page: Here | My Maps, My Comic


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