You can play Hive Keeper on EU/NA/SG/KR servers in single and multiplayer mode, a full ingame tutorial is available to learn the basic game mechanics.
Quick Description This map is freely inspired to Dungeon Keeper 2 but all the game will be transported to the starcraft universe. That means that all DK units, rooms and spells will be converted in SC2 units, giving them similar roles and abilities as they had in the original game. For people who don't know, Dungeon Keeper was one of the most in depth strategy game created by Bullfrog in the old '90s.
Gamepaly Dig underground tunnels, build rooms and attract creatures at your service, then use your army to annihilate your enemies. Each room has a different use and can attract a specific type of creature, so it's up to you to build the best dungeon possible. You can even build traps or research new spells.
Game Features - Use your drones to dig and build your perfect underground hive/dungeon - Attract different creatures researching and building new rooms types - Full featured creatures AI that allows them to eat, sleep, train and work autonomously if you provide them the needed rooms - Each creature has different a different abilities and can level up fighting or training - Quickly drag and drop your creatures where they are needed, you can even slap them to increase their work efficiency - Research and build traps to welcome any intruder that dares to step into your territory - Research and use spells to quickly destroy your opponents or support your army - Play in different game modes, against waves of invading heroes or against other keepers - Full featured playable tutorial
Media
Blizzard Arcade Highlight on Hive Keeper
Some actual 2vs2 gameplay on version 0.22 beta
Original combat soundtrack
Few Considerations I'm working on this project since 2+ years, the game is still in beta but it finally reached a stable release state with good performances and almost all basic features complete. However I want to add a couple more things before goin out from the beta state. I hope this map can become a good competitive game one day, specially considering it's really deep and complex, even if totally different from starcraft 2.
If you keep refining it, maybe you can be one of the first to make money off of a map on arcade. It it probably different enough from SC2 that Blizzard will allow you to put it up there, when they start allowing things like that. Should probably have a campaign too and different modes and such, for them to allow it though. Good luck with the map.
looks extremely interesting, would try once i hav some time :D
and holy crap is it GOOD! I really would love the game to become popular once you polish it with more spells etc looked really difficult to understand what's going on at first but once you get a hang of it, it is so fun wow
On December 16 2012 09:30 jcroisdale wrote: wow i remember this from like 2 years ago, I looked around and thought you guys stopped working on it. Happy to see i was wrong.
Yes, I started working on this map 2 years ago and it had a lot of attention when I released the first video... Now that the map is playable it got no attention and it's not played... I don't know why I'm still working on it :| I'm trying to publicize it as most as possible but it seems that the attention on the project is completely gone. I don't understand if it's related to the lowered interest in SC2 or something else :|
I played both DK1 and 2 ALOT, all I can say is the single player was awesome fun, kept me busy for months and months. The multiplayer was never really that good. It was ok but nothing amazing.
I think the problems lies there in.You've kept it exactly the same, like literally almost 100% the same. It's a what 10 year old game? Should consider revolutionizing it. Removing flaws, evolving the gameplay, aiming for new heights.
On December 17 2012 08:05 Fulla wrote: I played both DK1 and 2 ALOT, all I can say is the single player was awesome fun, kept me busy for months and months. The multiplayer was never really that good. It was ok but nothing amazing.
I think the problems lies there in.You've kept it exactly the same, like literally almost 100% the same. It's a what 10 year old game? Should consider revolutionizing it. Removing flaws, evolving the gameplay, aiming for new heights.
You're choice
Actually not a lot of players experienced this classic, specially in multiplayer considering that these were the 56k days There are even a lot of players that are asking for a dungeon keeper comeback... then, when someone tries to change the core mechanics, fails miserably (see Dungeons). I believe that dungeon keeper 2 was a masterpiece, one of the few games in the history that has a huge game mechanics depth. I don't feel the need of totally remaking something that works great.
BTW I'm not copying the game completely, for example I added an improved the research mechanic for rooms/spells/traps that was totally lacking. From what I know the multiplayer was kinda imbalanced too because skeletons or dark knights stacking was cheesy. However, on my map, new rooms are unlocked based on the energy your creatures generate. Happier and higher level creatures generate more energy. This means that if you aim only for top tier creatures without caring about your low tier creatures, you will unlock new rooms/creatures slowly.
Another thing I would like to do is adding a lot of different game modes like competitive survival or hero mode
Dude this must have taken sooooo long to make! I remember seeing some of your posts on sc2mapster. Still have no idea how you did the destructible terrain.
On December 18 2012 12:44 TheFish7 wrote: Dude this must have taken sooooo long to make! I remember seeing some of your posts on sc2mapster. Still have no idea how you did the destructible terrain.
I had to use actors instead of units to optimize the whole thing. SC2 gets crazy slow when you add over 4k units and here you can have a max of 128x128 tiles. However I still place path blocker units on border walls so units stay inside the dungeon
I got some time to play a few games. I'll give as much feedback and ideas as I can. I hope this help you.
- I play on ultra maxed settings despite this, the whole map looks like it's on low settings. I strongly recommend adding randomized doodads/decorations to all the buildable rooms, the library looks quite terrible. Everything could look and feel so much more better.
- The unit choices are quite bizzare, queens in the library wtf? Surely High Templars would be much more fitting?
- It's incredibly frustating, trying to co-ordinate units to defend a place. Obviously a pickup ALL units would be imbalanced? But perhaps an Alarm ability, which you cast on a point and all units run from where they are to the point.
- It's even more frustating having Imps wandering about near enemy territory. Is it possible to have a block path ability, which you can cast on a point, and all units AI will see past that ponit as unaccesible, i.e. not go past there.
- The UI/Builds/Buttons etc. is very confusing, since you can't really click on any units anyways, why not remove the standard ladder UI compeltely? If not it could definetly be refined and simplified.