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Thread: New rooms/ a full room menu

  
  1. #1

    Default New rooms/ a full room menu

    Hi.

    Similar to my New traps/ a full workshop menu, in the future to have the possibility to make a map with full room menu (one field is empty).
    In addition to the empty field, rooms like barracks, temple, graveyard, scavenger could also be replaced in special maps.

    When it comes to new rooms, I have few ideas. Maybe place earth and water to block with guardpost lines.

    Or a insect room that creates small insects to slow down enemies a bit , or a beast room with additionally (these creatures shouldn't count towards the limit and shouldn't be controllable).

    Maybe someone else has good ideas for new rooms in the future?


    best regards
    Last edited by Endrix; August 3rd, 2023 at 08:36.
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  2. #2
    Imp Yani's Avatar
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    Default Re: New rooms/ a full room menu

    - Observatory: Make creatures work in this room and you will get random vision of small areas on the map.
    - Market: Just like Age of Empires: Imps run between 2 allied Keepers to generate money just like a gem
    - Arena: like DK2, train in fights

    Maybe more? :P

  3. #3

    Default Re: New rooms/ a full room menu

    That's right, I thought about arena too. Maybe without training post, 600 cost, but creatures train twice as fast.
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  4. #4

    Default Re: New rooms/ a full room menu

    I have a new idea for a possible new room. The Mana room. Violet Treasury, with violet Tentacle (from UnDivine Dungeon).

    Since Dungeon Keeper 2 and other oriented games introduced mana as a new resource, Dungeon Keeper only has gold where spells etc are also paid for. Could you just make a room that automatically creates gold when placed and imagine it would be mana for spells xD

    Cost: 100

    - Each field creates 25 gold every minute
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  5. #5

    Default Re: New rooms/ a full room menu

    I liked the Casino from DK2, this would help the creatures let of some steam after being slapped around in the training chamber all their life. This also brings another economic element into the game.

  6. #6

    Default Re: New rooms/ a full room menu

    So far I made 3 custom room (but no custom slab yet for it).

    Bank:
    Not released in any of my content yet.

    It's a more expensive Treasure Room to store your gold but it comes with a scripted effect which consist of giving gold over time to the player (like interest rate). The bigger your Bank is, the more profit you will generate. It's mean to by an alternative for map without gems. However there is a catch, sometime the player may lose gold (economic crash) so use it at your own risk!

    Altar of Might:
    Not released in any of my content yet.

    This room is pretty simple, it's a more expensive Temple, that can be used the same way. It also come with a scripted effect, for each 9 tiles raise the base level of a creature that come from the portal by 1. So with 81 tiles of this room you can attract only level 10 creatures.

    Time Chamber:
    You can use this room in a map I did, Survival Games.

    The concept is simple, again it's a clone of an already existing room, in this case the Torture Chamber, the effects are also scripted.
    It has 2 importants effects, first one instead of getting a Ghost of dying creature you will get another creature at random, it even has a chance to give you a Reaper! The second effect is random event attached to the room as a side effect which will either give to all the players a bonus or a malus, be careful with this room!

  7. #7

    Default Re: New rooms/ a full room menu

    Or orient on the planned rooms, here:

    https://dungeonkeeper.fandom.com/wiki/Kitchen

    Armoury / Dragon Chamber / Infirmary / Kitchen / Crypt / Hive / Tomb / Summoning Chamber / Parlour
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  1. New traps/ a full workshop menu
    By Endrix in forum KeeperFX
    Replies: 11
    Last Post: February 11th, 2024, 13:25

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