Okay, I don't know if this has ever been done before, but I'm going to review a whole campaign.
Evil Keeper.
Ok, this is an, interesting campaign. The First level is pretty sweet. I get a free , and my base is made for me. I look to the southeast and find that my enemy has 5 Dark Mistresses, but... no hatchery or lair! What the fuck? You'd think their dungeon would provide accommodation for the minions. That level was far too easy due to planning failures, and gets a 2/5 from me. The second level is a bit more of a challenge with the two rival keepers, although I can cut off the gems from the enemy and there's little challenge, so it's a 3/5. Level three, on the other hand, had put me under pressure from both keepers, since my gold supply was limited, and the gems in the realm were in contested territory, making it difficult, if not outright impossible to use them. However, this realm was spoiled by the fact that there was a multiply creatures special I'd give it a 3/5, although if there was no multiply creatures, it would be a 4. Level 4 felt familiar. Oh wait, it's a carbon copy of level 1, which is an automatic 0/5.
Level 5, is where things get interesting. you are facing three rival keepers at the same time. However, their presence was far too immediate, meaning that you had to rush to win, while they should have been at their own corners of the map 3/5. Throughout this campaign, I noticed that the game was recycling campaign messages from Dungeon Keeper, rather than creating new ones. Level 6 was decent enough for a hero map where you were defending yourself against hero attacks. However, there were problems with the waves not having power behind them. So i'd give it a high 3/5. Level 7 was a decent enough map where it is abundantly clear that the developer had learned from levels 1 and 4, and you had to fortify yourself before he attacked. I'd give it a 4/5. Level 8, on the other hand, was clearly aping Mirthshire (one of the best levels in the main campaign), but didn't time delay the tunnelers to allow you some breathing space. Overall, I'd give it a high 3/5.
Level 9 was a very well designed level, where your rival was clearly going to stomp you if you didn't act fast, and the Lord of the Land came along with a decent army, for once. The only complaint about this level was the fact that I didn't have enough gem faces to sustain my economy, but otherwise, it gets a 5/5. Level 10 was a mediocre map with very little to discuss, and was a 3/5. Level 11 was an all-round solid level where you had to act fast to rescue an imprisoned , and defeat the heroes. I also liked the use of boulder traps in this map, so I'd give it a 4/5. Level 12, on the other hand, let me down. It put the rival Keeper far too close to you, didn't give them gems, and wasn't much of a challenge. The hero forces, on the other hand, were adequate, and really felt like a force to be reckoned with, so I'd give it 3/5.
The 12th +1 Level was a good idea with decent execution, where you had to fight hard for any advantage, and you could really feel the pressure of two Keeper armies bearing down on you, so I'd give it a 4/5. Level 14 was also a decent Keeper v Keeper level, where fighting and aggression were emphasised above all else, and also gets a 4/5. Level 15 was one of the best levels in this campaign, where you were surrounded on all sides by the heroes and you felt that you were under seige, with hero waves coming in to make your life a misery. Another perfect 5. Level 16 was mediocre at best, suffering from the same problem as level 8, and also put too much emphasis on aggression and speed. Thus it gets a 2/5.
Level 17 was a solid level that gave you lots of resources to mount an attack on a well-defended hero fortress as well as face off hero waves, and gets a 4/5. Level 18 built on Level 17 quite well, and also gets a 4/5. Level 19, on the other hand, was far too easy, and suffered from the same problems as Level 3 (i.e. you could starve your enemies), and so gets a 3/5. Level 20, for a grand finale, was a complete let down. Just as you start getting built up, and get a free , a massive hero force comes in and wiped you out, even if you transfer a from a previous level. It got so difficult that I had to give myself a squad of just to have a fighting chance. Afterward, there was far too little pressure, especially since you could just seal away the heroes and mount an attack at your leisure, which is why I give it a 2/5.
All in all, it gets a C, with 64%