I created a map named Dunkeons 3 based on Dungeons 3.
It is intended to stage this in the best possible way, which of course is only possible to a limited extent.
The north of the map, about a third of the map, is supposed to represent the upper world.
Beasts await you in the dungeon region.
In dungeons 3, heroes only have 3 levels with other look, which differ significantly from the strength,
that's why all heroes on the map have level 1, 5 or 10.
To get more and stronger creatures and more rooms you have to build all rooms 25 fields and destroy white guardposts (player_good),
with call to arms, what malicious islands are supposed to represent.
Blue and green guardposts can also be destroyed because otherwise archer will appear again and again.
You can convert a maximum of one hero per type.
Dungeon enemies cannot be converted.
I also recommend looking for the dungeon enemies to get stronger.
Heroes:
Final Boss:
Dungeon enemies:
Spiders
Dragon Lizards
Giant Worm
Worm Breed
Elements Monster
Creatures:
Little Snot
Thalya (Dark Elf)
Horde:
Goblin and Gob-O-Bot
Orc and Ironhide
Naga
Titan: Ogre
Demons:
Imp (Ranged Fire Demon)
Arachnid
Succubus
Titan: Pit Fiend
Undead:
Zombie and Skeleton
Banshee
Lich
Vampire
Titan: Grave Golem
gl hf
Edit: I made a other version (V. 1.1) with some small changes and fixing a bug that occurred after destroying the player_good dungeon heart.
Thalyas boost is less strong. Final Boss become a clear boost and another wave appears as soon as he stands alone.
Undead are now limited. Maximum: 16, 6, 6
Edit: New Version 1.5
Last edited by Endrix; November 24th, 2024 at 18:35.
Pretty easy. No needs of searching for special boxes. I wouldn't give the gem, not so close at least.
I have killed all the group by lighting trap.
The enemies killed each other and the final party killed the avatar by destroying yellow hearh. Why aren't they allies?
Did you play the first version? I made a new 1.1 version (see above). They are allies, this bug occurred after the destroying of the white player_good dungeon heart.
I don't know what the reason is I think it's a game rule.
thanks for the feedback. the avatar is already stronger in v. 1.1.
Maybe I could make double waves from the second wave.
The gem, yes it could be too strong, but it fits dungeons 3, but of course they disappear there after some time.
I plan to install some more e.g. sound effects when thalya dies or comes back.
I played the 1.1 version.
The concept is nice: you can conquer the outworld only by moving your creatures. But the good players need to be more protected and, above all, they must be allies (or why not only one heart?)
I will leave only the gem far away from the heart, maybe protected by some neutrals.
ps: what the hell did you feed the bug?? it's soo strong!
- removed the white dungeon heart
- more dungeon enemies
- the start gem removed, there is another later surrounded by relatively strong dungeon enemies
- there are almost always 2 waves coming at once
- the yellow player3 dungeon heart is more difficult to reach and protected with a magic door
- more sound effects
- creatures and heroes are less afraid
- fixed some translation errors
- the white dungeon heart is back (works correctly now because IFs and script cond. were increased)
- a little bit stronger
- a little bit weaker
- new theme: lilac
- the probability that 4 waves are triggered at once is lower
- more optical effects and decorations , the keepers on the overworld have more claime area and everywhere optical lair
(I would also place mushrooms and ferns mainly on the river as soon as I know how to do that, or maybe it will be integrated into unearth editor even more easily)
I made a new version 1.4.
I figured out how to change spells from creatures on the maps
- increase: luck with boost, new spells:
- decrease: health, armour, strenght, increase: luck, new spell:
- Gob-O-Bot increase: speed, new spells: and later
- Ironhide increase: health, armour with a later boost
- new spell:
- new spell:
- decrease: speed, new spells: ** (timebomb)
- new spell:
- new spells:
- new spell:
- increase: health, armour, strenght, luck, new spell:
- increase: luck, new spell:
- new spell: ** (timebomb)
I made a new version 1.4.1
- in lv. 3
- increase: speed, AttackPreference: ranged
I made a new version 1.4.2
- all 5 new themes are now on the map
- lilac: dungeon
- lava cavern: player_good dungeon heart, malicious islands,
- gypsum: player1,
- swamp serpent: overworld, player2
- desert tomb: player 3
Last edited by Endrix; August 25th, 2022 at 16:43.
Hello! I just finished your level and it's very interesting, as I notice there are lots of new fx features! Just a few feedbacks:
The start of the level is very challenging (perhaps because I build 5x5 rooms too quickly?), a lot of waves with a level 5 s and s spawn continuously, which destroyed most of my creatures and I almost lost.
There are some high level guarding the gems, although they cannot be converted, they can be sacrificed to temple to trade a few level 7 s, who became my major power. With their help I feel the later game became much easier. Is that intended?
The final must have been buffed, but I actually won the game without beating him. When my army rushed into yellow's base, his other creatures were killed relative easily, and then some of my creatures started to attack the while the others are hitting the magic door and then the yellow heart. The appeared to be very, very durable, that when the yellow magic door and heart were already destroyed, he still had 5/8 of his HP, but without the heart he just suicided, and the game is won