| 09-04-2004, 12:33 AM | #1 |
Now I'm sure this has already been done before, but for the heck of it I've started making a Dungeon Keeper 2 map. Here's a few stats: - Terrain for Dungeon Keeper must be dug out by imps. - Heroes for the good guys max lvl 5, relativly weak, low price, max. amount of heroes per player 5, unrevivable, limitless amount available untill max. amount currently in game reached. - Dungeon Keeper must reach 1 to 3 Portals through which to lure units. - Certain units will only be lured to the dungeon when certain buildings are made. (Mistress wont come without Torture Chamber) - The Hand will be able to carry units, slap units, cast spells, sacrifice units, etc.. - By using auras, some dungeon rooms will benefit Keeper's minions. (guard room has a variation of Trueshot aura, Lair has a life regeneration aura, etc.) Any more ideas? :god_help_us: |
| 09-04-2004, 01:07 AM | #2 |
Traps and doors would be nice. And a time when you have to pay for your units or they will get hostile and kill you ^_^ |
| 09-04-2004, 01:11 AM | #3 |
Traps and doors can be done, and I think I will make "Payday" a standard hour on the game clock. Only problem will be advanced triggering. Once I get to that, I might need help. ![]() |
| 09-04-2004, 01:17 AM | #4 |
The problems are the diggable rocks.. if you are planning to make a fairly playable mapsize, filling the whole map with rock units/destructibles you will get a very high amount of those rocks, which will lag like hell. |
| 09-04-2004, 11:53 AM | #5 | |
Quote:
I've made rocks 3x their normal size and collision. They're all the same too, pointing the same way etc. Filling the map with them can be done without too much lag. The rooms and tunnels are already pre-made, but filled with rocks. It's up to the Keeper to choose which ones to leave shut and which ones to dig open towards gold veined rocks. |
| 09-04-2004, 12:17 PM | #6 |
nice! you could also add a spell to control a unit in first persion-view |
| 09-04-2004, 12:36 PM | #7 |
Guest | so are u going to make the creature moving themself ? and how about the mana pool problem ? :\ :\ btw nice idea |
| 09-04-2004, 12:37 PM | #8 |
Woah, DKII and DKI is two of the better games ever made =) |
| 09-04-2004, 12:59 PM | #9 |
yeah some kind of KI would be nice. So that the imps automatically bring gold to the treasure room. |
| 09-04-2004, 02:40 PM | #10 |
I'm not sure 'till how far I want to copy DK2's playstyle into War3. I don't want to sacrifice playability just to make it closely resemble the playstyle of DK2. Things I have considered: - Imps are the only ones who can dig through rock, mine from gold walls, create terrain for you to build on (they spread Blight), automatically carry defeated enemies towards Jail, and killed minions towards Graveyard, can be sacrificed for mana, etc. - Warlocks and converted Wizards need to be in Library to research new spells for you and themselves. - Trolls need to be in the Workshop to make traps and doors for you. - Slapping a unit causes him to move, attack and work 10% faster, at the cost of 25 health. - Monsters automatically head to Lair once every 12 hours for 2 hours to sleep, and once every 24 hours it's payday, in which they go to the treasury to get their gold share. Things I havent considered: - Having Imps carry Gold to treasury. It's far easier to make gold appear as itemboxes, the amount of which resembles 1/10th of your gold amount. - Having Monsters automatically go to a Hatchery to regenerate health quickly. This may've been easy in DK2, but I think it'll be only an annoyance in a War3 interface. - Monster "happiness quota". It's easier to just make a random amount of minions become hostile when they dont get paid or have a sleeping space. - Individual monster level up through training. Instead, unit upgrades for all monsters are made in the training room / battle pit. |
| 09-04-2004, 04:44 PM | #11 |
Okay. This will be cool. I hope I can play this soon. |
| 09-05-2004, 08:57 AM | #12 | |
Quote:
Heh, thanks. Hmm, and I just had an idea. I can give all minions the Ward condition to make them uncontrollable, but with autocast abilities to make them do what they're supposed to. |
| 09-05-2004, 09:07 AM | #13 |
Yeah, that would be nice. And how are you going to realice the hand to take/slap the monsters? |
| 09-05-2004, 09:21 AM | #14 |
This has been tried several times already, I started a thing with Blizzball and some others, we had some good ideas. Heres the link for that thread, incase you need ideas .I made a map with a whole load of rock for digging, and someone else changed the WC3 goldmine to a more DK2 style gold seem. If it's not in the thread, PM me and I'll send it to you. |
| 09-05-2004, 10:43 AM | #15 |
Aaah.. and this project was dropped? Would you be interested then, in taking these ideas and work together on a smaller one-map project? It's less ambitious, but nontheless fun! The hand slapping is just a spell, increasing attack/movement by reducing health for a bit. |
