War for the Overworld

War for the Overworld

The DK2 Map Pack
28 Comments
K84 Nov 22, 2018 @ 7:40am 
Probably the only 3-player KOTU map that exists for WFTO then, as all the others are either 1v1 or 2v2.
Doogy  [author] Nov 22, 2018 @ 7:35am 
It is quite interesting how some of these maps were scripted in the original game, though. The King of the Hill map plays exactly like king of the hill; if you hold on to the centre room for long enough, you'll win the game.
K84 Nov 22, 2018 @ 7:32am 
Oh yeah, forgot about that. Been such a long time since I played DK2. :)
Doogy  [author] Nov 22, 2018 @ 7:31am 
Yes I suppose, but I wanted the maps to be as authentic as possible, and even on maps like those, they had scripts that would reveal parts of the map to the players (for example, in Small, there is a script that reveals the nearby gateways to the players at the beginning of the match).
K84 Nov 22, 2018 @ 7:29am 
Fair enough, although I wouldn't think that would be necessary for all of them? Several of these shouldn't have any scripting (e.g. Bottleneck, Swiss Cheese, Small), so could just be regular Deathmatch.
Doogy  [author] Nov 22, 2018 @ 7:25am 
Because the Custom game type lets me use scripting, which many of the old DK2 maps used for specific events. In WFTO, Deathmatch, KOTU and Core Shards do not use scripts. And by scripts, I mean something like making an Empire Gate spawn a group of Empire units that will then automatically tunnel their way to a nearby player's dungeon core. If you want to try a map that has a lot of scripted events, try the Hopping map.
K84 Nov 22, 2018 @ 7:20am 
So how come they're they all "Custom" maps rather than one of the regular skirmish types (i.e. Deathmatch, KOTU or Core Shards)?
Doogy  [author] Apr 26, 2018 @ 9:04am 
All maps have now been updated. Enjoy the full experience of our favourite DK2 maps in WFTO!
EisenKreutzer Apr 25, 2018 @ 5:13am 
Thanks for the quick reply!
Doogy  [author] Apr 25, 2018 @ 5:11am 
No, they're all the same maps. You won't have to do anything. Once a map has been updated, it will move from the Legacy tab to the Custom tab when you're picking a map to play.
EisenKreutzer Apr 25, 2018 @ 5:06am 
Will we need to sub to a new map when you have updated the maps with scripts, or will the maps be updated?
Doogy  [author] Apr 20, 2018 @ 3:36pm 
All maps are now being remade with scripts.
Doogy  [author] Mar 28, 2018 @ 5:13am 
I have now started work on my (unrelated) multiplayer campaign: The Curse of The Id! Search for it on the workshop; I've taken inspiration from these DK2 maps while making the campaign.
CrazyGoblin Feb 17, 2018 @ 4:57am 
Doing the lord's work here, mate. The underlord's work.

My nostalgia bubbles over its heaping vat.
Doogy  [author] Feb 7, 2018 @ 5:35am 
Once I have all maps properly finished with scripting and whatever other fixes, then I'll do that. I'm also planning on making the DK2 MPD maps once the map editor supports MPD, if nobody else makes them first.
Biervampir [AUT] Feb 7, 2018 @ 1:42am 
Just have an idea, or a request.
Could you share your DK 2 remake maps with the GOG Community? You would need to upload it here: https://forum.brightrockgames.com/forums/map-sharing.100/
Doogy  [author] Feb 6, 2018 @ 11:14am 
Yes, of course. If they add support for scripting, triggers and the like for the map editor in a later patch, then of course I will update the maps.
Green.Sliche Feb 6, 2018 @ 11:07am 
Scripting and triggers are something you might be able to do in 2.0. The mutators should help you emulate DK2 gameplay by tweaking speed of things in WFTO.
Doogy  [author] Feb 6, 2018 @ 11:03am 
Most of the time, the problem isn't mutators, it's the fact that the DK2 map editor allowed placement of Action Points and Timers. The maps had some scripting going on. For example, in Onslaught, the hero units are scripted to dig straight to the player's Dungeon Hearts at the beginning of the game, giving them some pressure to get some rooms and minions up quickly.
Doogy  [author] Feb 6, 2018 @ 10:36am 
I'll go back over them on my own time and try to adjust mutators, but they'll be a bit harder to adapt because of the differences between DK2 and WFTO.
Green.Sliche Feb 6, 2018 @ 9:02am 
Without mutators certain maps just don't work or feel wrong. Most of these maps were enjoyable because of how things in DK2 did work. In WFTO, they may feel different and less fun.
Biervampir [AUT] Feb 6, 2018 @ 8:53am 
Na no mutators
Green.Sliche Feb 6, 2018 @ 8:44am 
You may consider adding some mutators to mimic DK2 playstyle. I also recall some maps having specific kind of restrictions unique to them.
ianbattison Feb 4, 2018 @ 8:42am 
Great work. I am really enjoying palying these maps again.
Biervampir [AUT] Jan 31, 2018 @ 6:13am 
Then thanks for that much effort I really appreachiate that
Doogy  [author] Jan 31, 2018 @ 6:05am 
I tried to get them as close to 1:1 as possible using the DK2 map editor, only changing them when the original tile/object did not exist in WFTO (e.g. I would replace gem seams with gold shrines, since they do the same thing in both games).
Biervampir [AUT] Jan 31, 2018 @ 5:14am 
Just a question?
Are they 1:1 copies of the DK2 Maps or did you balance them or draw them?
Korvek Jan 29, 2018 @ 8:04am 
Nice maps.