is another matter. Many avenues into each base make defense difficult forcing you into and all out struggle. Do you dare recapture the faith? (te-he, dramatic is sooo goofy)
are a total of 8 strategic points, 2 relics, 2 slag deposits and 3 critical points. The city wall has only 3 breaches which creates chokepoints with lots of action. The inner city area is confining in some areas, giving infantry an advantage. Jump pack troops and skimmers work well because of their ability to jump over the defensive wall. Artillery are also very useful for clearing out chokepoints.
deployed from orbit without direct conflict.
the most vital.\" River Canyon is a very small ( 128 x 256 ) map for Warhammer 40,000: Dawn of War meant to be played by two players or by one player versus a computer-controlled opponent. Fighting will probably be fast and furious, though there is always the possibility of a more drawn-out game as both players battle it out for the critical objective in the center of the map. The river and it\'s negative cover effects both armies no matter how they seek victory, though the aspiring sniper can take advantage of mountain trails to defend their comrades or to strike at the heart of the enemy.
it\'s possible riches. Gameplay-wise it is classic urban combat, lots of small combat areas and loads of cover amongst the undergrowth and ruins. Players can mount a very effective defense from almost any point along the access to their bases which (theoretically) means that the main fighting should revolve around the central area with the Critical location and two Strategic points. Due to the incredible amount of objects and detail on this map it may well lag or slow down on some computers but, as I already stated, the object was to create a good-looking map.
island allowing for alternative attack routes and invading the smaller islands, but most of the fighting will probably be on the large island. 3 critical points, 2 relics, 2 slag deposits, 28 requisistion points. The map size is 512. Starting points are in the lower left and upper right corners. Crit points are in the upper left, lower right and center. trees are light cover, craters are heavy and the water is negative.
limit it as much as possible jump-pack troops and deep strikes: cant get around this. i guess you could use the excuse that the troops are coming trhough airvents in the roof :) vehicles: i have intentionlly made two rooms big enough to build a vehicle centre. the only reason i did this was to enable you to tech up. vehicles do work but only to a degree, play it and you will see. I suggest you agree before hand with your opponent that you wont build vehicles.
area is tempting for a quick rush, but there are severe penalties i.e. negative cover for you as you advance while your enemy has a good deal of cover from which to defend. the other routes to the sides of the map are quite narrow so attacking with a large force is tricky...
ways to attack from and a few side routes to allow sneaky maneuvers. Cover is somewhat sparse but staying close to walls and containers will provide a little protection.
similar, temple structues. However, shortly after their discovery, the investigating Explorator Teams, vanished. The only ones who had seen the secrets there and lived were imprisoned orks captured in close proximity to the Pyramid, found rocking and muttering to themselves only of \"Da Shiny Boyz....\"
if its not well suited. Maybe best as Annihilate & Take and hold.
room for them to goto). Shooting through walls : happens in places, cant change it Odd Decals. theres a issue where some decals get moved to the centre of the map, i have got round this by hiding the missing decals as much as i can, i know its not pretty but its the best i can do.
correct sub-directories within the zip file so you don\'t have to worry about making any new directories yourself.
detail. Best played with Take and Hold & Control Area (yes, you can actually win Control Area victories on this one). Building space at the start areas is somewhat limited, so don\'t spread your base out too much. Gameplay will always focus almost exclusively on infantry; combat starts early and there isn\'t much room for vehicles to maneuver (no relics, either). In skirmish mode, play against Hard or Harder enemies if you want much of a fight.
a river (negative cover).. with outcroppings of plants to hide in. 2 relics are tucked away and absolutely necessary.
feedback on performance so that i can know whether to tweak it further or whether i can shove it back to the original size i wanted it> Visually this map is a lot more pleasing with a bigger sky box. I know this map is incredibly small i picked the smallest size available not realising how ridiculously small that really is. But it does make for fairly fast paced brutal games. Ill make a bigger version of the map if people like the design of this one. Any feedback on whether to swap the location of the slag heap and Critical location would be appreciated as well. However i figured not being able to build in the centre was probably best to stop people dominating the map there with base defences. Any other feedback is welcome. Plot A world ravaged by war and destruction it has become a barren wasteland. Chaos forces seem drawn to it for some unknown reason leading other races to suspect an artifact of great power may be here. Battle in the narrow beachead to establish a landing zone for your forces. I made this map as a way to get used to the editor initially. My current mod project is set on a desert world so i wanted to differentiate my map from the large number of urban / grassy areas i seem to see around.This is the first release of my first map Chaos Beach.
(the water is to deep) but there is plenty of room to move around it. The ruins around the relics consist of mainly cover and all the craters provide cover too. I\'ve added markers so the AI-controlled opponent make use of cover and attack the right locations. I\'ve tried to make a map that looks as sweet as possible, with loads of decals and effects like fire, bombardment and haze.
| |relic. Each player has a well | |fortified starting location on a | |hill with two exits.
available for troops. Vehicles can fit down most streets, and even into some buildings. However there are places where they can not go.
beware there may be other forces at work here as well.... The sky has been changed to give a more natural look, ad a few details have been added.
good map to play while on break.
weather to it, it would be grey and wet, but, ya cant have everything..... The premise is that the town has to be taken whilst the Maiden Worlds defenders attack on the outskirts of the town. Rubbled buildings will give Light Cover except for wide open spaces and doorways. Some heavy cover behind barricades. Is flat and even, so speed can be maintained easily. Blitz it and enjoy.
to take and hold Arnheimon bridge in sector Holandias.
The metal roadway of the bridge is bucked and twisted, littered with the burnt-out wreckage of Imperial vehicles and Ork bodies.
resources the best will likely be the winner.
so this map is mostly an experiment in playing with it. Also, i\'ve tryed to get away from the mirrored/ying-yang style of mapping (not that there is anything wrong with that) and spend a bit of time on the non-play area. This map was originally designed to disallow larger vehicles entry into the pit and into the base starting areas, while Walkers can decend the ramps and enter the bases. This caused all sorts of pathing problems so the ramps were widened and the relative topo maximum was lowered which cured *some* camera issues with such large changes in surface profile. You\'ll notice that there aren\'t many models within the play area, there\'s a reason for this; small opencut mines generally don\'t have alot of infastructure - go visit one. This map is *not* meant for online competitive play, but more for you and a mate to beat the crap out of each other via LAN play.
the runways littered with plenty of cover for your infantry units.
that supports all win conditions.
fight over the one relic and critical location. Use the cover wisely and take control of the SPs. Enjoy!
for those people that want wall to wall action without fiddling with scrips and such. Note because of the design It is best recommended that the southern part team will always be orks.
comments regarding the map are welcome.
with a single relic in the middle it will be a test to see who can deploy quickest to capture it and hold it!
the black blood of the Imperium\'s war machines. Defend the refinery at all costs!
base. Headquarters has directed that you are to move out under a dawn bombardment. Your orders are as follows: 1) Secure the Bridge, 2) Capture the three building Adeptus Mechanicus Base, and 3) Sweep the enemy from the town.
Hope you enjoy it to
fast (and are brutal) cause the AI seems to capture points faster than you can. I left the AI chokepoint glitch (too many AI markers) intact so that you can see how the AI reacts. They try to camp your side of the map which means they come at you in massive waves. I playtested it using SM vs Orks. Normal settings This is my 1st map so no doubt there will be problems. Contructive critisizim, or suggestions on improvement can be posted at the Relic DoW Mapping forum being as i have no time to read e-mails.
to focus as much on defense as offense. The hill to the right has a relic inside a building, and the hill to the left has an excellent firing point. the center has a lot of cover, but risks must be taken to control the map\'s single Critical Location. Best played using only the Take & Hold objective. Thanks for downloading it, and above all, HAVE FUN!!!
water-level in the city to rise each year.........Designed for 1 vs 1 , its a large map for that game , Have FUN =) the map is created on 10th June 2010 ---- 10/07/2010 (DD/MM/YYYY)
1280x1024 & too large for filefronts requirements) This tight 2p map will require different tactics than the usual build and zerg to win as vehicles will not be able to make it up and down to the center area through conventional means. 8 strategic points, 2 slag deposits and a relic.
population upon the world has sent forth off world convoys to search and determine the fate of those that lived there. Sadly though, not all is as hoped upon the planets surface, the once lush and vibrate landscape is nothing more then a cracked and barren wasteland. There is little to no indigenous life remaining to be seen. Worse though is that the planet seems to have been attacked. It is yet unknown, but the significant deployment of Imperial Guard that was once stationed here is decimated beyond belief. There is however a few survivors, and odd pockets of old settlements which seem to still be standing. It\'s a Wasteland down there, but why?
2 trenches in which to take cover in and have mines set up in No Man\'s Land. Each trench contains critical locations to capture. This is a newer version of my Frontlines map that is on the dowfiles.com site as The Vacanet River map. I have taken away 2 flag points at the starting points and put in more crictical locations in the trenches. This is to encourage players to use the trenches more. I have also smoothed out a few things on the map to make it look better. These are just small changes.
enemy\'s base, players must either travel down the narrow channel created by the train tracks or use flying troops to jump across.
and a platform for the use of artillery but there are plenty of other key locations of strategic value so you can never count anyone out! Warhammer 40K Dawn of War. The map simulates a temple on one of the Imperiums many memorial worlds where fallen heros have earned the right to be entombed (as opposed to \"recycled\"). Destroy the enemy who dares to set foot on such sacred soil!
This map is designed to be unbalanced with player one being slightly farther from the bridge and player two\'s base being slightly harder to defend. A relic is included for each side, but rarely does it influence the outcome. Infantry is at a premium as the forests cannot be easily crossed by walkers, and larger vehicles are prohibited. Thanks to monoRAIL, Hanna, SWK and others at the Relic forums for their help.
city. Unfortunately they came under heavy shelling, and were found by another enemy force. My maps are being made in chronological order for a sort of skirmish campaign: ie there are no units placed, so you can choose what races are taking place in the campaign, and it all plays out as skirmishes. Or, of course, you can just do single skirmishes on any one of the maps in particular if you happen to like it.
to go and do some damage fast.
is NOT going to work in this map. Building placement is crucial to insure units don\'t become trapped and also increases the number of base raids per game and gives a greater amount of importance to controlling critical areas on the map. This is amplified by the fact that there is only ONE relic on the map. Vehicles can be used on this map but cannot be used for all avenues of approach in many cases (although I\'ve found they can get into either starting location with startling efficiency and results *evil grin*). From experience I think this map really puts the emphasis on foot based and jump units and tends to become a squad vs. squad slugfest in many cases. I have seen both camps win at this point so I feel it\'s pretty balanced as far as advantages and disadvantages but I\'m open to comment via the forums at relicnews.com. I hope you enjoy the map as much as I enjoyed making it.
game. still not happy with the skyline stuff.
two trenches(both by river edge near bridge) that can be used, and two relics. Two ways across deep river. One is the main bridge and the other is a crossing at the other side of the map.
details and lots of FX - my aim was to create a realistic atmosphere of a large scale battle. Plays with all gametypes, although due to its size and lack of relics it will probalby be a short and sharp battle so Annihilation is probably best. Enjoy my first creation!
sewer system. Infitrating troops will then be able to tip the balance in the battle for Hive City Dominicus and ultimately, Mehnra it\'s self.
and such.This map is based off Starcraft,if you remember Zero Clutter there is only way to enemy the middle your team or you depends on good defence and good aggresive attacks enjoy!
in the two different maps.
players who like a longer battle (playtest ran just over an hour). There are several routes players can use to get around, but still plenty of open space for larger battles. One thing I was trying to accomplish was to create an objective to drive the players, thus the placements of the critical objectives. Also I wanted to use the editor itself to create \"natural\" defensive positions (not just craters). Not much else to say as I am pressed for time. I have already started working on the next map in the \"campaign\", so keep an eye out for it in the next week or so.
innocent civilians. We cannot continue to incur civilian deaths in this campaign to root out terror on this planet, as we will lose the support of the local populace and our ability to win the war. Locate, close with, and destroy the rebels defending the depot. A constabulary squad detached prior to your arrival was ambushed and butchered by the terrorists, be cautious.
HATE this map, because it is all about micro.
You must counterattack and destroy this bridgehead at all costs.
and grass provide cover and block movement. One relic in the middle. This map has been made large to provide for more than one area of fighting. However, having played the map a few times I have found it is best suited for Quick-Start battles.
myself), and very little else. Most of the action takes place along the one vehicle-accessible path across the central mountain (other paths are blocked with tank traps and thus can be crossed only on foot). Take and Hold, as usual, is the preferred victory condition, but there\'s only one Critical Location (on that central path) and it can be hard to hold onto. Battles against the Harder or Insane skirmish AI can last for a long, long time.
elevation of a desecrated Temple into the sky. Aftershocks weakened the nearby dam, splintering it open and flooding the once fertile plain, washing all before it - including the Cultists. The ground still lies below the water, but jetsam and flotsam have built up above the wreckage of the road structure allowing movement between the various hillocks and mounds that survived the cataclysm.
other ruins for cover.The main idea is to place units up behind the fortifications and steal the central point. This map ensures a good battle with a handsome scenic battleground to fight in. My most favourite parts are the chaos and imperial areas. If you get the chance i reccomend you look at them at the end!
make winning truly a test of your skills. Created by Rock.
base; The troopers can use the doors and such to get to enemy (see screenshots) and yes, the fog was made to look thick in order to make it look like winter.
no where to put this then your all set. if not u must make a few folders go to your dawn of war direc. then go to W40k folder go to Data then make a folder named scenarios now in there make a folder labeled mp place map(s) in there thank you for downloading my map questions comments threats? firstname.lastname@example.org
installations is much more simple. Just extract it the Dawn of War Directory and that\'s it! Hope the changes are for the better ;)
to rally in time and hold the line?
cross the entire map and fixes the static in the minimap and icon.
is a beta release it's version is 1.1, so feel free to send feedback to DoW-Ghost, the author of the map. -Slash
Grorn, but the holy shrine of Sephreus--named after a high priestess who redeemed many souls that had been lost to Chaos--was laid waste and desecrated. It is rumored that the shrine still holds great mysterious powers, which even Sephreus did not completely comprehend. It is time to claim the shrine at all costs, else watch as it falls into the hands of your enemies. This is a 2-player map that can either be played as take-and-hold or annihilation. There are 8 strategic points, 2 relics, 2 slag deposits, and 1 critical point. The most fierce fighting will take place in the shrine itself, but be prepared to do some serious battling over key bridges and strategic points.
planet. Upon arrival nothing was found ...but something else was there.... Mission secure the area and erradicate all Heretic forces.....
Critical locations are not supported on this map) Install: To install simply drag the W40k folder into your Dawn of War directory. Description: 60 years ago a daring landing at the Omaha Space Port took a heavy toll on the invasion fleet. The Space Marines who fell taking this fortress bought a foothold that would lead to the purging of Chaos from this sector. The violent history this planet would rather forget has once more reared its ugly head. The Space marines must fight again for this strategically important starport. Legal: This map may not be copied, modified or distributed in any way without first gaining my permission. I own it, it is mine, you cannot have it! Misc: This is my first map for Dawn of War, i learnt the ropes while making it! Hope you enjoy the outcome. The map may be small but i\'ve had a fair few intense skirmishes on it. Feel free to contact me for criticism or the likes. :) Email: iamtheone dot 8k \'at\' ntlworld \'dot\' com If you would like to contact me make sure the title reads. DAWN OF WAR: (I get a lot of spam, if you don\'t label it this way the chances are it\'ll get lost underneath the myriad of spamalot i receive)
cover. Near the middle of the map is a road block with the only critical location in the map. On one side of the street is a small ruined hab block. On the other side are the tall, ruined appartments. Most of the map is cover (this is because I originally made this map for personal use with \"His Righteous Mod\", as the imperial guardsmen in that look cooler sneaking through the habs if the habs provide cover and I wanted to get some cool screen shots :)).Out on the road is the only area not in cover, but the craters provide heavy cover. There are 2 relics: one in the habs, one around the appartments. Can\'t remember how many strategic point there are... but enough for a small map anyway.
Relics That is all. Have fun with it. BTW pls give feedback
side, hahah silly me :p anyways enjoy
such ==--==--==--==--==--== 1) To play this 1v1 DoW map, double click the install.exe. Follow the prompts, and enjoy! But in the unfortunate event of you wanting to get rid of my map *cries* you can either: Uninstall DoW completely and they delete any remaining files or use the uninstall.exe included with the map which should be where all the maps are within the DoW directory. 2) The planet Valcar VII has been ravaged by a devastating warp storm which has lasted approximately over 23 years, with the storm now easing the Administratium, worried about the civilian and military population upon the world has sent forth off world convoys to search and determine the fate of those that lived there. Sadly though, not all is as hoped upon the planets surface, the once lush and vibrate landscape is nothing more then a cracked and barren wasteland. There is little to no indigenous life remaining to be seen. Worse though is that the planet seems to have been attacked. It is yet unknown, but the significant deployment of Imperial Guard that was once stationed here is decimated beyond belief. There is however a few survivors, and odd pockets of old settlements which seem to still be standing. It\'s a Wasteland down there, but why? 3) These people have helped me throughout my mapping endeavours, even though you didn\'t even know you were doing it. The list in no particular order or completeness is as follows: Hanna, monoRAIL, Star Wars Kid, Dyselon, Rayden, Totmacher, other various Relic devs and most notably would be Capt.Katana and Raven Gamer. 4) This as you may have noticed is my second map for Dawn of War. While not quite as new as a new map, but more like a remake. If you have my first map Wastelands, you\'ll notice the similarities between this and that map. But What\'s different in this release is now there are two relics, slag deposits, and a crit location for you guys to all battle over. Some have said they wanted these things to mix up the game play a bit, so I though why the heck not. Enjoy and please do comment at DoW Files (http://dawnofwar.filefront.com/) or in the Relic Mapping Forum (http://forums.relicnews.com/forumdisplay.php?f=137). 5) Legal Stuff is as follows: Well I don\'t know what exactly to say except, All Rights are Reserved to those that own them as well as all those different trademarks. Also this is my map, this Read Me (Both html and non-html) must remain with my map, and it can only be hosted on DoW Files (http://dawnofwar.filefront.com/). If you wish to host, or include my map in something please contact me. Despite what they say I really don\'t bite... hard :P. Also I cannot be held reasonable for any of the following: Your computer exploding, melting, talking to you, getting up and walking away, deciding to turn off, acts of god, the evil dog monster or cat monster deciding to use your computer for either; a bed, washroom, or chew toy. 6) - Community Map Packs (http://www.bitcheswithglitches.com/dow/mappacks/) - Relic Mapping Forum (http://forums.relicnews.com/forumdisplay.php?f=137) - Relic DoW Forums (http://forums.relicnews.com/forumdisplay.php?f=90) - THQ (http://www.THQ.com) - Relic Offical Site (http://www.Relic.com) - Games-Workshop (http://www.games-workshop.com) - DoW Files (http://dawnofwar.filefront.com/) ==--==--==--==--==--== =A Map Remake by: Lone Canadian (kenthepyro AT hotmail DOT com)= (\\_/) (o.O)
2 trenches in which to take cover in and have mines set up in No Man\'s Land. Each trench contains a critical location to capture. I have tried to set up a frontline theme for this map so the trenches are made to be as real as possible (i.e. right trench pattern, rased ground on the lip). Also artillery craters litter the map and both armies have mine field structures in No Man\'s Land to add to the defense. Each trench has four exit/entries where you can move your troops through.
plateau for hundreds of miles around. The strategic importance of this location goes without saying. These grand tables can make excellent defensive positions, but avoid being cornered, as the only other exit is a sheer fall to the desert floor below!
sewer system. Infitrating troops will then be able to tip the balance in the battle for Hive City Dominicus and ultimately, Mehnra it\'s self.
gameplay. (N.B. Critical locations are not supported on this map) Install: To install simply drag the W40k folder into your Dawn of War directory. Description: 60 years ago a daring landing at the Omaha Space Port took a heavy toll on the invasion fleet. The Space Marines who fell taking this fortress bought a foothold that would lead to the purging of Chaos from this sector. The violent history this planet would rather forget has once more reared its ugly head. The Space marines must fight again for this strategically important starport. v1.1 Changes: Fixed issues with units running through structures. Added in some nicer decals to add to the spaceport feel. (installation remains the same) Legal: This map may not be copied, modified or distributed in any way without first gaining my permission. I own it, it is mine, you cannot have it! Misc: This is my first map for Dawn of War, i learnt the ropes while making it! Hope you enjoy the outcome. The map may be small but i\'ve had a fair few intense skirmishes on it. Feel free to contact me for criticism or the likes. :) Email: iamtheone dot 8k \'at\' ntlworld \'dot\' com If you would like to contact me make sure the title reads. DAWN OF WAR: (I get a lot of spam, if you don\'t label it this way the chances are it\'ll get lost underneath the myriad of spamalot i receive)
relic hidden in a bridge ruins too close for comfort. Based on the map Dual Islands from Command & Conquer: Tiberian Sun (copyright 2000 Westwood Studios, and EA games). I have rebuilt this version from the ground up for Warhammer 40 000: Dawn of War. I have built this version from the ground up for Warhammer 40 000: Dawn of War in honnor of my favorate map from one of my favorate games. Enjoy!! To istall simply place all of these files (except this text document) in the folder called MP found in the folder Scenarios in the folder Data in the folder W40K under the Dawn of War Dicrectory. Which by default should be found in the folder THQ in Program files. (For Windows) I don\'t know where it would be on other OS systems.
to keep it interesting. Eldar are at an advantage in that they can construct on the altar and the other races builders can\'t reach it. Makes for an interesting game.....
Guard. I origionally was going to make this a 3 vs 1 map but discovered how awkward the boundaries where - so it became a 1 vs 1 map. In order to follow the story of this map, set the computer player to Chaos on Standard or higher difficulty. Set the win conditions to Annihilate, or if you want a challenge, Take & Hold as well.
email me at email@example.com also i will make persanalised badges and banners for any one that wants one just email me and give me your suggestions.
enemy. Very dark in concept and with a red sun, quite difficult to see (purposely).
can get attacked from all sides. If there is anything i can do to make it better please email me at firstname.lastname@example.org.
i can do to make it better please email me at email@example.com also i will make persanalised badges and banners for any one that wants one just email me and give me your suggestions.
anything i can do to make it better please email me at firstname.lastname@example.org also i will make persanalised badges and banners for any one that wants one just email me and give me your suggestions.
there are 2 bridges, 1 relic.
there is anything i can do to make it better please email me at email@example.com also i will make persanalised badges for any one that wants one just email me and ask.
all set. if not u must make a few folders go to your dawn of war direc. then go to W40k folder go to Data then make a folder named scenarios now in there make a folder labeled mp place map(s) in there thank you for downloading my map questions comments threats? firstname.lastname@example.org
I\'m just amazed at the easiness of use of the Mission Editor, and of what you can accomplish with more time in your hands. Christmas vacations are comeing :) , hopefully I\'ll be able to do some more maps for you gys. ENJOY!
War. This map was made by me, Terren C. (aka- WerdBear). email@example.com This is a simple 1v1 map for either skirmish or multiplayer. It is a small, rectangular map that has a large lake in the middle. The lake can be waded through. There are only 6 strategic points, which makes all of the points contested. On the sides of the lake is are narrow paths that should open up some strategies other than massing (which would be difficult, given the few resources). Two strategic points are elevated and inaccessable by most units. The two large entrances to the lake, located on either side, towards both starting points, are areas of heavy cover. I think this map will be a strategists dream. If you like experimenting with different plans of attack, this map will be for you.
worthy of death." --Capt. Ellium Maximum, 3rd Infantry, Space Marines On the once-sacred world of Grorn many years ago, humanity was forced to take a stand against Chaos-inspired blashemers within their own ranks. Mankind lost. Not only did the humans lose control of Grorn, but the holy shrine of Sephreus--named after a high priestess who redeemed many souls that had been lost to Chaos--was laid waste and desecrated. It is rumored that the shrine still holds great mysterious powers, which even Sephreus did not completely comprehend. It is time to claim the shrine at all costs, else watch as it falls into the hands of your enemies. This is a 2-player map that can either be played as take-and-hold or annihilation. There are 8 strategic points, 2 relics, 2 slag deposits, and 1 critical point. The most fierce fighting will take place in the shrine itself, but be prepared to do some serious battling over key bridges and strategic points. Place all four .tga and.sgb files into the following directory: Dawn of War->W40K->Data->Scenarios->MP If you have any questions or feedback, feel free to leave it at a1001dreams[at]hotmail.com. Enjoy!
there may be other forces at work here as well.
centray someone have found secret big city in a small island. That island Space Marines, Orks, Eldar, Chaos want take land in island. So it will begin war in island. This island called City Island. All in all it is a decent map which features some neat high rise walled structures at the top of the map giving way to hectic combat, to the south there is open plains with a massive chokepoint in the shape of a curved causeway bridge. Download if you like the look of it!
there is anything i can do to make it better please email me at firstname.lastname@example.org.
hotly contested throughout the battle. This map does not support critical locations.
Place the Loading picture in your Loading folder. This was just done to fill a few hours of idle time - i came acroos an old map from TT days and remembered just how bad the scenery and such actually was in the days before high prices and fine castings. Lego, flock, cardboard and generally a free-for-all of beer cans and bongs on the table to represent alien artifacts (many of which seemed to move position as the game progressed). Is a bit of fun centering around the narrow fords in the river. Good for a quick blast.
beta release, so feel free to send feedback to DoW-Ghost, the author of the map.
don´t works! So I have make a new version which works! This time I have test it on my PC with no problems! I have put a few more things into this map ;) NEW: - Map works at the game and in the ME!!! - No longer a pink ground! - It´s unable to go trough buildings and other things! - a slag deposit - a lot of trifles like lamps, trash and more! Please write a comment! If this map not work, I have no Idea what the problem is...
player map designed for take-the-bridge-and-don't-get-flanked gameplay, where the bridge is across a small river, and the enemy encampment is across, in a small outpost. To the North lies a destroyed apartment, a second bridge, and a grave. To the West lies a destroyed rocket, an oasis-like mini forest and a cratered hill. I have revamped ALL of the maps I have finished so far. Alpha Tester: Me Beta Tester: Ewan Macinnes[/quote]
It\'s really small 1v1 map, to be honest it\'s nothing more for me but a test map, made to learn the editor and how to make DoW custom map. Whole thing including learning the editor took me about 2h to complete ;). Next time I will try to make something bigger and more interesting. ShadoW
small bug´s are deleted that´s all but I think it´s important... Install: First delete the old version if you have it! Than put the TGA and SGB Files into THQ/Dawn of War/W40k/Data/Scenarios/mp
into Loading folder Details - A central Altar than cannot be reached except for aerial troops or those that teleport. Snow covered hills and some craters, the odd bit of ruined temple. A fast and easy map with a few bottlenecks to keep it interesting. Eldar are at an advantage in that they can construct on the altar and the other races builders cant reach it. Makes for an interesting game.....
battlefield bombarded constantly by meteors and chaos strikes alike