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Thread: [Map Pack] ACE - A competetiv Environment

  
  1. #1

    Post [Map Pack] ACE - A competetiv Environment

    About this Map Pack

    It's a simple Map pack where I recreated all classic 1vs1 maps to be suitable for competetiv play.
    Download here or that one in the attachement -> ACE - A competetiv Environment1.6.rar

    What's different?

    1. All Portals and Artefacts are revealed for all players
    2. The maps are mirrored
    3. All Empire Units got removed and some got replaced with defences
    4. You allways start with 5 workers
    5. I removed and changed many artefacts
    6. Dungeonhearts are located to the east and west
    7. Deactivated possession and Horned Reaper spell
    8. No more Hero Gates


    Why did I change that?

    1. A player shouldn't have an advantage by just knowing the exact position of Portals and artefacts, that's also true for the opponents starting portal as an assault target
    2. because even a single tile could theoreticly be an advantage
    3. Farming empire units takes away skill, because hoarding units is quite easy to achiev
    4. I wanted to keep it consistent
    5. Artefacts are really strong and sometimes even a win condition, so I changed it to either be supportive or giving a reason to go a different route
    6. To prevent a bug which causes units who attack from south deal +50% damage
    7. Simply because with possession you can wipe out armies with just 1 unit, and the horned reaper is just busted
    8. Because I can't get them to work :'(


    How to install?

    1. Download "ACE - A competetiv Environment" here or from the attachement -> ACE - A competetiv Environment1.6.rar
    2. Go to your Dungeon Keeper 2 Folder (where the .exe is)
    3. Unfold "ACE - A competetiv Environment" in there
    4. Done


    Map previews1.2

    Click image for larger version. 

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ID:	2012 Click image for larger version. 

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ID:	2013 Click image for larger version. 

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ID:	2014 Click image for larger version. 

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ID:	2021
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ID:	2015 Click image for larger version. 

Name:	HeroCove.png 
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ID:	2016 Click image for larger version. 

Name:	No Mans Land.png 
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ID:	2017 Click image for larger version. 

Name:	U Turn.png 
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ID:	2022
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ID:	2018 Click image for larger version. 

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ID:	2019 Click image for larger version. 

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ID:	2020



    If something isn't clear, found a bug or even a writting mistake, feel free to comment below


    Changelog:
    1.1
    added 2 level up Artefact on Small, because I forgot them
    1.2
    fix an issue where at some maps, certain rooms/spells/etc. are locked
    possession and horned reaper are locked now
    Rotate Thumbnail for "A - No Mans Land" to represent the actual ingame position
    1.3
    Changed the Red Dungeon Heart to be allways west and Blue Dungeon Heart to be allways on the east to keep things consistent
    Changed the Thumbnails for some maps to represent the new ingame position
    Changed 4 tiles in "A - The Pass" on the top
    1.4
    Replaced Hero Portals with Keeper Portals, because Hero Portals are broken, nothing I can do about that, sorry :/
    1.5
    Fixed up "A - The Deep End", I missed a row on the top
    Fixed up "A - The Deep End", I forgot to put Red to the west
    Fixed up "A - The Deep End", I deleted 2 foundry and archive tiles, so that the Trolls or Warlocks spawn randomlized
    Fixed an issue with "A - The Pass", where Keeper 1 had most rooms and doors locked
    1.6
    I forgot 2 Portals on "A - No Mans Land", fixed that
    Last edited by Biervampir; May 29th, 2020 at 18:16.

  2. #2

    Default Re: [Map Pack] ACE - A competetiv Environment

    Did you consider the North-South bug? Since units from the south get a 50% boost in attack power, multiplayer maps should generally be east-west oriented.

  3. #3

    Default Re: [Map Pack] ACE - A competetiv Environment

    Quote Originally Posted by YourMaster View Post
    Did you consider the North-South bug? Since units from the south get a 50% boost in attack power, multiplayer maps should generally be east-west oriented.
    Yes I considered that, that's why I rotated many maps (will add that in the disciption, good point, thanks).
    I also were thinking about rotating some "actually" fine maps (like "U Turn"), so that the defender has the advantage, but I wanted to stay closer to the original, to not upset people who actually enjoyed and lerned the classic maps.
    Small is a map, where it doesn't matter how you rotate, you will allways give the south Keeper the advantage, BUT I stuck with the original because the portal which is faster to reach is on the north of the south Keeper.

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