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Dungeon Lords 1.6.3

Submitted by M0RT
This bundle is marked as approved. It works and satisfies the submission rules.
Dungeon Lords
Dungeon Lords is a map inspired by Dungeon Keeper. One of the teams, the Dungeon Lords team, takes the role of "keepers", who build the dungeon and set traps, while the other team, the "good" guys, try to loot and kill everything in there.

Dungeons are not pre-made, but created by the Dungeon Lords every game using a very intuitive digging system, which makes every single game different.

The game also includes new Ability and Combat systems. Abilities gain new effects, so Heroes can effectively use all of them (even melee warrior-type heroes profit from Intelligence). That gives more possibilities to play each hero.

Dungeon Lords are being developed for a long time now, more information can be found in map development - Dungeon Lords section

Map is protected

Changelog

1.6.3:
- blind seer has 4 abilities
- new dungen lord, some units have new skills
- boss HP fixed somehow
- undergroud passage

1.6.2f
- improved Reveal Weakness
- fixed creep acquisition range
- ESC to switch camera modes (DL only)

1.6.2
- doors
- fire trap change
- better balance
- chilling wind changed to instant

1.6.1
- growth upgrade fix
- lightning charger walkable
- HP bonus from strength reduced to 2.5
- "defensive" accesories now grant HP and HP regen instead of strength

1.6.0f:
- further strength nerf (strength now grants 7.5HP/point)
- different wall decorations for rooms
- fire trap walkable
- fixed crash on group ordering
- tile recycling for better performance
- fastened researches
- fixed "Advanced defences" tooltip
- growth upgrades in-game units

1.6.0e:
- fixed bug that alllowed multiple building in one room
- construction cancel room texture bug fixed

1.6.0:
- different room textures
- new guard room system
- separated minigame player from second dungeon player
- new rooms, new upgrades
- nerfed dungeon units (it is now pretty hard to play as dungeon lord)
- lich minigame temporarily disabled
- wands and staves inteligence bonus fixed
- changed amount of DL resources to 17/24/31/38 * round

1.5.2:
- new guide
- fixes in worker AI

1.5.1:
- boss now longer neutral hostile
- caster items remade
- heroes can send gold to each other
- Ability added for locating the last treasures
- minor fixes

1.5.0b:
- new type of boss - Hero party
- removed "find end" debug message

1.5.0:
- boss is now neutral hostile
- new improved worker AI


1.4.5:
- new feature - chaincasting - works for Arcane Magi only

1.4.5b:
- two heroes bug fixed
- brain disappering fixed
- lightning & stun fixed

1.4.5:
- fixed crash issue
- improved hero skill tooltips

1.4.4:
- fixed damage system
- improved guide for DL
- rally points
- reworked damage system (more effective coding)
- new minigames - Hero siege and Brain
- fixed buffsystem
- new usable items - drugs (see map development forum for more info)

1.4.3d:
- interface changes
- new items

1.4.3c:
- fixed bugs in worker system

1.4.3:
- new custom font (it may seem familiar if you played DK II)
- worker system - "smart" task assignment + includes auto-embracing!
- tooltips for buildings and heroes greatly improved
- new spell systems - same effects but much faster map loading time
- pipes are spawning now
- only a single entrance

1.4.2d:
- fixed major bugs

1.4.2b:
- changed miniboss system
- the detector trap
- fixed the round timer issues

1.4.2:
- new minibosses (not fully working)
- new trap
- rearranged building icons
- workers can clone themselves
- some new items


Keywords:
dungeon, dungeon keeper, RPG, warchasers, treasure
Contents

Dungeon Lords 1.6.3 (Map)

Reviews
Moderator
10:14, 22nd May 2009 by bounty hunter2: Not bad, but still has a lot of work to put into it. First, a lot of lacking tooltips, badly written. Then missing hotkeys on many abilities and heroes. Then, the terrain should be improved. The dungeons don0t...
  1. 10:14, 22nd May 2009 by bounty hunter2:
    Not bad, but still has a lot of work to put into it. First, a lot of lacking tooltips, badly written. Then missing hotkeys on many abilities and heroes. Then, the terrain should be improved. The dungeons don0t have much options, all the rooms look the same. The heroes are poorly done, they have unoriginal or regular spells. There isn't much originality here, neither much options. It has some potential, but still, Rejected.

    Use our Map Development forum for further development of your map, this is nowhere near approval, yet.

    --

    Linaze: Reset to pending.
     
  2. Ultimate_MapCreator

    Ultimate_MapCreator

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    You should seriously try to make each player (dungeons team) less attatched to each other. Give them their own piece of the dungeon, with several connecting pieces, their own bosses, stuff like that. Like this it's just impossible to get a well-organized dungeon. I like the idea. A lot, but you should really improve the possibilities for the dungeon keepers, as for now they can only build a couple of traps (that are severely underpowered) and have the option to choose from 2 unit types during the whole game (that are severely underpowered too) Also, the diggers maybe look cool, but don't work well at all. After a while it takes way too long before they get to a wall and I often see one of them miraculously not hearing the order or something and staying behind.
     
  3. M0RT

    M0RT

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    Yeah, the possibilies aren't that great yet, I am planning on improving that of course. Map balance is something that takes longer time, I am trying to balance it for a long time now, and it's still pretty imba.
    Digger work on "acquisition range", so go complain to blizzard :grin: No idea how to create some system for that, but It may change in future.
    I realise it can be hard to organise, but I am thinking of decreasing the number of Dungeon Lord players, splitting the dungeon can't do anything good.

    Thx for such a quick response
     
  4. Alfred

    Alfred

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    Tested alone and it looks very good, i´ve just dont like to have to cast embrace in every lair to make spawn, it should be automatic so the keeper can focus in defence instead of clicking and clicking.
     
  5. M0RT

    M0RT

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    The main problem here is, that all the buildings belong to "dungeon" player, and there is (so far I know), no way to detect, which player actually gave to order to build the dwelling. If I could detect that, I could remove the whole embracing procedure. The whole point of embrace is only to determine which player's units will spawn. The only thing I could do is give an order to the nearest worker to embrace it, but then sometimes you could end up with some other Dungeon Lords embracing "your" lair (you can re-embrace, but then it wouldn't spare you any time). I am however planning on including some non-embraced building detector, which will alert Dungeon Lords that there are still unembraced lairs in the dungeon, making them less likely to forgot them.
    I am afraid I can't prevent Dungeon Lords from the loads of clicks, the digging system needs the clicks:grin:
     
  6. Tleno

    Tleno

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    I've been waiting for map like this for ages! I give it 5/5!

    I would also like if you would make more modes (How much time does round takes, Full sharing for dungeon lords, Every has it's own money/spot, etc.), traps (Fake treasure (Need to check if its real), sucking, smashing traps, giant sucking/blowing air vent :)D it would be fun), etc.), and my own few ideas, like miniboses (Can move everywhere, used to find and destroy Heroes, but there is a special way for heroes to stop him.), heroes can buy buildings in town to get something useful, like income and spots with a size of a one tile (or something like that) that traps heroes inside of it when they enter. Then it will be easier to slow them.
     
  7. Paladia

    Paladia

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    So the map is based on Dungeon Keeper but you've chosen to name it after Dungeon Lords, which is a completely different game? Talk about confusing the potential player base.
     
  8. Alfred

    Alfred

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    There´s no problem with clicking when diging, but clicking to spawn... D:
    make the spawn automatic and also give it some restriction, something like, activate a Building to make it spawn and also, give the keeper a restriction to make it posible to have only 3 Buildings with spawn on, so if he activate the fourth, automaticaly turn off the first.
     
  9. M0RT

    M0RT

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    I am planning on including more traps, buildings etc... of course. I like your idea with fake gold, but I am not sure how useful it could be.
    Building in town is also an interesting idea, but for now I should concentrate more on Dungeon Lords part, they deserve more attention.
    Problem with spawning is that the game CAN'T detect, who built the building (all building belong to the shared player), and every Dungeon Lords spawns different units.
    I didn't realise that Dungeon Lords was a game when I named the map like this, but so far I know, since this has nothing in common with the game, it may not be a violation of any copyright, while naming it Dungeon Keeper and having simmilar game theme could be.
     
  10. takethat

    takethat

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    dungeon keeper dont have the looting treasure part, and since your map not for commercial purpose, dont think got any problem at all.

    i play with my friend with this map, we found something funny, the dungeon player spend times to make a maze, but heroes simply destroy wall and walk straight, avoiding most traps, and when i use all of my creeps finally block a hero into a room, he just break the wall n ran... can you make the heroes unable to break walls? while giving them a mercenary camp to hire dwaven worker (this is also similar to dk)

    lighning trap damage ally unit too.

    some times the spider spawn next to a real portal.

    lastly, my game crash in the third round,
     
  11. M0RT

    M0RT

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    You are only able to break through walls if the dungeon lords don't connect all three entrances (this is here to prevent DL from blocking some treasures)

    Lightning trap, as all lightning btw, can damage ally units on purpose (even fire does). This gives Heroes chance to use the traps for their own advantage a bit. (Also it makes DL think while building traps, they can't just spam all their traps all over a single room)

    What do you mean? He spawns in the hero's village?

    I know the game crashes sometimes, could you describe what everyone was doing at that time?
     
  12. wereguy2

    wereguy2

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    Ah, tis finished!
    It is a good map, with a good concept, but it still needs work on tooltips, Capital Letters and grammar.
    The shard system is very good.
    It needs more minigames for variation.
    Wasnt there more Dungeon Lord races before?
    The physics and Doodad placement system is marvellous, though almost every one of these needs capital letters in its name.
    Every miniboss has the same sound set.
    Maybe you should consider different (to an extent) doodads for different buildings.
    What happened to Boss Residences?
    DETECTOR BUILDINGS!!!!
    Despite it's flaws, which I REALLY think you need to fix, this is still a great, innovative map.

    EDIT. Some good changes
    3.5/5 Voted for Approval :3
     
    Last edited: May 14, 2009
  13. M0RT

    M0RT

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    Are the missing capital letters really such issue as you are suggesting? :grin:

    More minigames, minibosses, minibuildings and any other content in general is coming, whenever I get some idea I include it, so all these things are coming slowly. (I will fix the identiccal sound sets, It's there because I sometimes test the map without sound :grin:)

    There was a third Dungeon Lords race, Slime, but 1) I didn't like it 2) There is no compensation for Necromancer when there are no Undead YET (there will be some simple summon spell) -> Necromancer was useless whenever someone picked Slime
    Boss residences were removed, now you can use minibosses (which are going to have abilities)
    I already considered that, but the problem is, it's hard to detect WHICH building the tile belongs to (it would require some changes in the system)

    Detectors are coming, I just forgot about them again :grin:
     
  14. operationer

    operationer

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    4/5

    Nice I like maps like these, and this is very cool. Just need more improvements and contents and it will be great!
     
  15. hotdog911

    hotdog911

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    Nice map, I liked it alot. The comments below are based on a 1v1 LAN game (where I played both sides lol)

    I think you need to make some things clearer in the map. For Example: The first time I built my dungeon, I didn't realize that you had to connect it to ALL 3 entrances, I just thought you had to connect it to a single entrance. Another would be the mini-bosses. When I built the structure, I thought I would be recruiting stronger units, not bosses. Maybe it's just the same thing said differently, but I was kind of expecting to be able to build more than one of each type.

    After my dungeon prevailed (against myself...) in the first round, and I had started building my dungeon for the second round, the game started the third round I think. My dungeon got converted back to one square with the workers inside, I had more gold than before and the dungeon's lumber was reset.

    During round 3, My boss died without being attacked. I had built 2 boss boosters, and the regen thing in the lair was on. I am just making a guess here, but I think the degen is percent based, and since he had more life due to the boosters, he lost more than he got from the regen in the lair.

    Round end messages repeat twice.

    That's all that I can think of right now. I really liked your map, and would rate it a 3/5 right now, but I will withhold my rating for a little while.
     
  16. wereguy2

    wereguy2

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    I just think that lack of capital letters makes things look sloppy D:
    Oh well, tis your map :)
     
  17. Lakai

    Lakai

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    I dont know what to do, i didnt played dungeon keepers but i ve checked some videos and i saw there was some creatures that destroys the tiles but here i dont know how to destroy the tiles o_O
     
  18. wereguy2

    wereguy2

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    Lol, click on them and your Fiends will automatically attack them!
     
  19. Lakai

    Lakai

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    I dont see any fiends, i just see 3 circles ( note i play this in sp )