I've done nothing. I'm just some random user.
That's also on Mefisto.
352 Attack
A horrible map. There's no portal on this level and you can't build any rooms, so don't expect any dungeon keeping. Dig out to get all the rooms you'll need and a starting set of level 10 creatures that make sure you'll never need to worry about losing a fight either. You'll get a choice between defeating a hero dungeon filled with avatars, samurai and knights you can easily convert, or take down a blue inactive keeper that has some beetles but the heart-bell removed.
Attacking the heroes will spawn some very large parties that are no match for your avatar filled army. Attacking blue will result in a very annoying situation where you can't kill him but your creatures will continue to try to attack the empty heart. This also causes the level to be unwinnable. There's really no upside to this level.
354 Dead Hero
Another map that's not worth playing. Close to your starting location you'll get lots of 'experience-specials' and a 'multiply-special', so the level more or less beats itself. You also start out with gems and lots of room to make sure it really is as easy as can be. Furthermore the level is basically a square box.
A hero party spawns at the beginning of the map, that kills the blue keeper. Because you get so many creatures I accidentally build my dungeon against the hero fortress. The starting party could then also breach my dungeon and release all heroes defending their fortress at the same time. So I used my multiply special, killed them all, killed the hero heart and won the level before I was even finished with building my dungeon.
355 Converted!
You have little gold, no prison and can only face a very powerful-hero keeper head on. But you've got a workshop, so with patience and boulders you can win the level. Once you manage to kill enough of blue with boulders you can take over his rooms and slowly take over the other keepers and hero. Your only limitation is that your gold comes from your workshop. The level starts out right up against the creature limit, but otherwise worth a shot if you like this sort of thing.
356 Evil Prozak
This map should simply be removed from the database. It is not complete. When you start digging you immediately get a lvl 10 avatar and reaper, so dig towards blue that starts with nothing and win right away. I've looked at the script file, and that clearly shows this level is a work in progress.
357 Mission Imp_possible
The description mentions you've got to complete the level with a single imp, but this is not true at all. There's an interesting - but brief - start to this level where you'll use a superpowered imp to claim stuff. With the prison and torture room you find you can easily expand your army, with the temple and create imp spell you'll gets loads of imps and there's gems to support all this. And then if you search around you get TWO multiply specials as well. So it's an easy level.
However, it is very well constructed and one of the better maps out there. I had fun playing this map and abusing my superpowered imps. When I had enough I cast Armageddon and it was over.
358 DogWorld
This is a very boring map. You start out with a message that 'dogs' are going to attack you and you've got to prepare. You have a prebuild dungeon and non of the powerful rooms. However, it takes ages for the 'dogs' to appear, so all there is to do is frameskip beyond the point where all your creatures are max-level. Eventually a few parties of hell hounds will spawn, and every few minutes after that the hell hounds will attack again, until suddenly you've won. Map would already be better if they gave you a timer telling you how long you'd have to wait for the attack.
358 Imp o Mania
This is a simple but unique map, and really difficult. I wonder if KeeperFX changes made this map more difficult than it was intended to be.
You get a few imps, can't make new ones, but they are automatically replenished. You get the basic 5 rooms minus the treasure room, and hardly any creatures to attract. Any gold mined has to go long distance, so you go real broke, real quick.
Your mission is to defeat blue that has a bit of a head start, has loads of gold and can make all the imps he wants and quickly claims towards your dungeon and gold. So far so good, but his army also gets replenished through the script so he never runs out. Good luck.
359 Brainman's First
I did not expect this, but it is actually a well-made map. A very short, very brief puzzle map. It's worth it to give it a shot, it can be won.
360 Gold Heat
The special thing about this map is that the entire northern half of the map is gold and you need to research a bridge before you can mine any of it. Once you do you can continue research and training, everything is available for you. There are two keepers on this map, but they won't cross lava to attack you besides some early harassment with a fly or dragon. There are some low level heroes among the gold to give you skeletons.
When you've mined enough gold you'll find a multiply creature special, which seals the deal. Use it and either cast Armageddon or build a bridge towards your rivals and you can't lose.
What's fun about this map is that you have to build your dungeon in the limited space between the lava. It is well build and there are no problems, but it is a very, very easy level. I've played it in KeeperFX 0.4.6, if a future version allows the computer players to function better on lava maps it might become much more of a challenge.
EDIT: Played this map over a year ago, moved its description to this post as it has the same author as the next three.
361 Two on one
The map looks ugly, and the beginning made me expect it to be a bad map, but I actually really enjoyed this one. I died at the start though, and I guess everybody will the first one or two times. Once you make it past the beginning there's still some challenge left. You can get every room and spell in the game and get some gems, but you can't just make yourself super powerful easily because there are two keepers who can kill you in a heartbeat before you get there if you don't defend really well.
If you got some skills, play this map.
362 Gold magic
Looking at the script formatting, this map seems to be from the same maker as 'Two on one'. However, where in the other map only you were handicapped by gold blocks, in this map your rival keepers also have to mine out their dungeons from gold instead of dirt, and the AI simply can't handle that. By the time I had 'Armageddon' researched they still hadn't managed to claim their portals, so I cast the spell for an instant victory. Even if they got their portal from the start, they could never have beaten me.
It was an interesting start however, digging out a dungeon completely out of gold. Still, not worth playing.
363 Goldenized castle
Third map in a row by this anonymous gold lover, and it could have been interesting, but for the second time it simply doesn't work. Like on 'Two on one' there's a gimmick where you've got to build an army before a large number of ghosts break through your magic doors, but in KeeperFX the bug is fixed which prevented ghosts from being able to pass through doors. In other words, you immediately have to deal with lots of ghosts, which wouldn't be a problem if you didn't have the three rival keepers that - with massive speed - attract 35 creatures each, leaving the creature pool empty. With just three flies in my army I'm not going to attempt the map.
371 Vulcania
This seems like a fine map - a bit of a slow start - but as it has a lot of lava, the gold veins border the lava and the enemy keepers are active the map crashed from the pathfinding bug before my first fight. To be revisited if this bug is ever solved.
372 Gainer
A classic 'become super powerful' map, but quit well done. At the very start you have a 'reveal map special' that isn't supposed to be there. With the gems and temple you can get several reapers and mistresses, and you're fed many enemy flies to convert to vampires. What makes it nice, is that at the end you at least face a set of heroes that can rival your army. Unfortunately though, at the end heroes continue to spawn quite quickly until it crashed my game.
375 Cold War
This is one of many maps by Oetelaer, and it shows that some effort went into it. Luckily no crazy shenanigans with column mode this time, yet I didn't really enjoy this map as patience seems to be the key to winning. For quite a while you've got no choice but to simply train up, as you've got an avatar, get reapers from the portal and demon spawns have gotten a big stat boost on this map, this pays off. Mine your gems and wait until you're powerful enough. I just took a chance and cast Armageddon.
After that though, you still got to defeat all the heroes that spawn now. Wait until you're strong enough again, or take over the enemy workshops and use boulder traps to win.
376 Dordas
A very boring, but functional map. With lots of gold, gems, and room to build attract and train up to 45 creatures. If you want capture and convert some high level heroes. Then cross a very long white pathway to the dungeon hearth and face another strong hero party that is no threat to you to win.
381 Trinus
This is the kind of map that stretches the game to its limits. You get to build op a huge and powerful army and have plenty of gems, and there's very little to do while you train your creatures. You don't get a prison or a scavenging room, so you're limited to a fixed number of creatures+Vampires. There's still some huge final parties though, that you've got to cheese to defeat.
What I strongly dislike - and the reason I only found by checking the script - is that when you've got an annoyed creature the game gets flooded with a lvl10 fairy and wizard every 3 seconds. By the time the first one finds the game has reached the creature limit.
It is not my kind of map, but it might be for others.
382 Vulcano Heart
I did not finish this map because of the pathfinding bug.
Beyond that though, it starts out fine because you've got an interesting space to build your dungeon. And a reveal map special that seems to be left by accident. Before I stopped I had noticed that the blue keeper had walled in tight and I had to start raising an army of vampires to teleport in over lava and kill it like that. After that I would have to destroy a massive hero army, so I guess I had to raise a very very big army of vampires, which wouldn't have been an issue with all the easy gems available. I won't be replaying this one if the pathfinding bug ever gets fixed.
400 Flaming-Heck
Hades already played this map and found it quite good. Personally I don't have patience for this kind of thing. There's hardly any dungeon building, but instead it is patiently progressing first defeating insects with imps, later clearing out a hero castle without sight.
EDIT: The ending used to be broken due to scripting errors, but version 1.2.0 has this fixed.
406 Reaver Verruckt
This map is made by Duke Ragereaver, who also made the undead keeper campaigns. His maps are always expertly crafted and difficult, and this map is no exception. I've played this map a long time ago, and found it really difficult, so I didn't feel like replaying it to write down this description. You start out with a first-person section needed to gain the imp spell, you can use the barracks here. After which you'll keep getting attacked by hero parties in a loop, and whenever you lose a creature you can't get it back. If you're up for it, give it a try and share your feedback here.
407 Frostsorrow Glacier
Another Duke Ragereaver map, one where you can only attract heroes. Unfortunately crashes in KeeperFX due to the pathfinding bug. Definitely worth a revisit if that bug is ever fixed. I have a feeling though that the increased competence of enemy keepers will make this map very difficult as you can easily be attacked by the enemy keeper early on.
410 Ultima Underworld
This map is a multiplayer map. I played it against 2 computer players instead, but due to the restricted sizes in this map they really don't function at all. Not worth playing that way. To play it against other humans seems completely unbalanced.
412 Minotaur Maze
I expected something horrible, but this map is actually kinda ok. It really is a complicated maze and you've got to keep your imps alive until you've got both the spell and a library to put it in. Unfortunately, near the end the map finally gave in to the pathfinding bug.
415 Hero Invasion test
The idea of this map is nice, but the execution is very bad. The map is about the heroes invading the blue and yellow dungeons. You get a handful of creatures, including a tunneler dwarf, to possess and join the invasion (as an ally to white) to kill the keepers. Crucial is that your tunneler can destroy gold blocks where the white tunnelers cannot.
For some reason though endless tunneler parties spawn clogging up the map. It will also quickly crash due to the pathfinding bug.
EDIT: Seems it's a bug in KeeperFX that spawns infinite creatures. Worth another try if the bug is ever fixed.
422 Hero Invasion 01, 423 Hero Invasion 02, 424 Hero Invasion 03 and 425 Hero Invasion 04 all work the same way and have the same bug.
EDIT2: The bug is fixed. I'll give them a shot.