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Thread: Bloody Castle (map for 1.7)

  
  1. #1

    Angry Bloody Castle (map for 1.7)

    So this is the place where our old undead friend hides. We have to help him to get his deserved rest... in grave.

    Main objective:
    • -Kill Kessler van Doom, the eternal vampire, and capture his castle.


    Sub-objectives:
    • -Give 3 pieces of wood to 3 troll brothers - they will teach you how to build bridges.
    • -Find a way to rescue the imprisoned vampire - he will open the door leading to castle. (Vampire mustn't die or get stunned by horny, otherwise you lose.)
    • -Place pickupable fire onto bomb that is next to stone knight fortress to explode them - they guard 1 of thief corpses.
    • -Destroy Bane, the skeleton-guard captain, then place 9 thief corpses onto horned-reaper-plate to gain access to throne hall.
    • -Prepare well before final fight.


    If you don't know how to rescue vampire, make sure that you have collected every spell at southern half of map and have some ranged fighters(except horny), then try to remember the main ability of vampire.
    Use metal tiles to heal your creatures at early game. They work as capturable hero lair.
    If you can't find a piece of wood or thief corpse, try to dig into every fog of war tile. Store pickupable items in single room.
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  2. #2

    Default Re: Bloody Castle (map for 1.7)

    The beginning is a little difficult, but doable. I'm not normally a fan of things that deviate from the norm, i.e. that contain visual peculiarities or (game-changing) elements that are not familiar from the original game. But that's limited with your map, so I'm okay with it. I like the idea of the vampire that has to be freed. However, I have to admit that without your description I probably wouldn't have thought of it for a long time

    I'm far from finished, but I like what I've seen so far.

  3. #3

    Default Re: Bloody Castle (map for 1.7)

    It's probably the coolest DK2 map I've ever played, really great job.
    The puzzles are nice, the vibe of the map is absolutely amazing. It really pushes the DK2 engine to the limits.



    I've got some questions:
    1. What editors did you use to make it?
    2. How did you accomplish adding pickupable thieves, wooden parts and fire?
    3. How did you add Horny as a unit? (I guess this question is really basic)
    4. How did you create the Jelly units?
    5. How did you make the bomb? I guess it can't be a new model and it has to be something that already exists in DK2?
    6. How did you change the appearance of the lair?
    7. How did you place all those tombstones, fish, skulls and all the other effects on certain tiles?
    8. How did you add new spells?
    9. How did you make the map so dark? Water tiles are lit red.

  4. #4

    Default Re: Bloody Castle (map for 1.7)

    Kessler van Doom is dead. Defeated! Once and for all. A tremendous end. WOW! And a gigantic world.

    I can only advise all players: If you find something (corpses, wood, etc.), collect it somewhere where you can easily find it again. Ideally near the dungeon heart. Then you'll have it to hand when you need it.

  5. #5

    Default Re: Bloody Castle (map for 1.7)

    Quote Originally Posted by neveon View Post
    1. What editors did you use to make it?
    DK2 Editor Pro.exe, probably there is a link to it somewhere in this forum in case you don't have it

    Quote Originally Posted by neveon View Post
    2. How did you accomplish adding pickupable thieves, wooden parts and fire?
    Click image for larger version. 

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    "can be picked up" obviously makes it pickupable, "Misc effect" creates fly swarm effect like that creature corpses make, "mesh" allows changing how it looks ingame

  6. #6

    Default Re: Bloody Castle (map for 1.7)

    Quote Originally Posted by neveon View Post
    3. How did you add Horny as a unit? (I guess this question is really basic)
    Click image for larger version. 

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    check "can be picked up", uncheck "horny" but then enable this option on other unused unit

    Quote Originally Posted by neveon View Post
    4. How did you create the Jelly units?
    idk what do you mean since jelly is showed when string ID is 0 on something

    Quote Originally Posted by neveon View Post
    5. How did you make the bomb? I guess it can't be a new model and it has to be something that already exists in DK2?
    uses upscaled mesh of elven archer's grenade

    Quote Originally Posted by neveon View Post
    6. How did you change the appearance of the lair?
    changed "terrain mesh" in room data editor window

    Quote Originally Posted by neveon View Post
    7. How did you place all those tombstones, fish, skulls and all the other effects on certain tiles?
    checked "placeable" in object data editor window, then placed them from object panel

    Quote Originally Posted by neveon View Post
    8. How did you add new spells?
    configuration -> keeper spell types. and then change shot of spell(which is can be change too via configuration -> shot types)

    Quote Originally Posted by neveon View Post
    9. How did you make the map so dark? Water tiles are lit red.
    changed RGB values of "terrain light" in terrain data editor window

  7. #7

    Default Re: Bloody Castle (map for 1.7)

    I liked the map, and I'd like to see what future maps you create, but I did have a few suggestions and observations.

    When I started, I noticed I couldn't build anything, I figured I'd either have to find rooms, and then be able to create them, or just find rooms and that'd be that. This led to me replaying the start of the map probably 5 times until i figured out where certain rooms and enemies were, so i could just make it to certain spots first, get those rooms, and then go about things.

    I didn't care for having such cramped spaces to build things, but I made the best of it. The vampire in the prison took some figuring out. I did like I could just sit my monks there and let them max out their levels on the jailed vampire since they couldn't harm the vampire.

    I didn't understand why some enemies just laid unconscious before dying since I didn't have a jail to place them into, nor a torture chamber for them.

    The flame and the bomb was cool, but it became tedious scanning all over the map for the thief corpses. I'd have preferred the corpses be fewer and easier to find. It reminded me of combing around, trying to find a bomb someone placed in Startopia.

    The upper part of the map was a bit, "Busy" with the fireworks, and whatnot. I ended up selling all those rooms up there, since I didn't want any of my monsters up there when I placed the thief corpses.


    So, a good map and I am curious to see what other stuff you come up with. Other than feeling cramped, having to play the map a few times at the start so i could make mental note of where rooms were, not having much room for creating my own dungeon, and the tedious task of combing through the map looking for corpses... It was good, something different. I'd like to see what you can come up with for a map where I play against a computer keeper. Those are always my favorite, as long as the Computer's Keeper intelligences is acceptable and not weak.

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