heavily defensible position, with cover along the edges of it for defensive purposes. That being as it is, the map is best played in Take and Hold. Geographically, the map has the 2 large team forts either side, an impassable river through the middle, and three bridges with which to cross the river. Mountains and burned down trees dot the landscape, and there are 5 critical objectives, meaning you and your teammate have to take at least 3 and hold them for 7 minutes in order to win. Story behind the map is that it\'s an old Space Marine training camp which has become a warzone blah blah blah noone wants to hear this.
the path, one wide enough for vehicles and a narrow path that has negative cover and vehicles cannot pass through (except for the land speeder). Bases 2 and 3 also have a point that jump troops can enter through to access a narrow path across the river. 4 critical points, 2 relics, 2 slag deposits, 28 requisistion points. The map size is 512. The narrow paths can be difficult to navigate and will require planning for troop distribution. In a few points troops can shoot through mountains, but it is not detrimental to the map.
bridges, Big thanks to everyone who downloads the map and hope you love it, although I put alot of effort and time into this, its my first map,
regarding AI behaviour. This\'s a little too complex map for AI with the four levels and lots of ruins and all. So should be played as Annihilation when AI involved (recommended).
If you liked it before, it's even better now! This works with all versions of Dawn of War 1, including Dark Crusade and Soulstorm.
you have only 2 players, DoW will use spots 1 and 2 no matter what you might want it to do, so this way the map can be played as a 1 v 1 as well. Just remember to set up the teams properly. I have a feeling this messes with the auto teams feature too, but I\'ve never tested it, so I don\'t actually know. I\'ve taken a bit of flak about the balencing, the Imperial side seems to have a small advantage due to the extra cover it has by the bridges. The options seem to be to put more cover in on the other side, which spoils the feel of the thing as a last ditch defence, or to take the cover out, which does the same. Personally, I can live with it, so you should too. Just put your better players on the offensive.
computer-controlled opponents totalling four divided into two teams :). Four critical objectives are all placed in the middle of the map, each denoting the securing of a vital portion of the Telegraph Road. Bases start in the very corner of the map. Auto-Teams will team both short sides against each other. Each side has two ways to gain access to the upper highway. The first is closest to each teams\' bases. Teams one and two make use of ramps that were created by Chaos Armies and buttressed by heavy walls to slow down traffic by making it weave across the lanes. Teams three and four make do with the more crude but possibly more effective Ork engineering of bombing the upper road from space until it was at the same level as the ground. Crude walls were made in immitation of the Chaos buttresses, but prove just as effective with their razor wire and tank traps. The second way to access the upper road is by navigating the \"cloverleaf\" that curves from the outside lane of the lower road around and up to the outer lane of the upper road, near the middle. This gives quick access to the Critical Locations located atop the bridge that spans the lower highway (the blast doors have been sealed to protect the integrity of the bridge itself). It is possible to travel from one side of the highway to the other by looping up one side of the cloverleaf and down the other side. The only vehicle that might have difficulty navigating the cloverleaf is the Defiler. The Squiggoth will not at all fit. This is by design. (By design of the Defiler and the Squiggoth or design of the road is a question left as an exercise to the reader.)
into the reserves, making for a smooth start off; we don\'t really recommend Quick Start, nor do we endorse High Resources; Low Resources might do fine if you have the patience, the passion, and the skill to micromanage your resources and units effectivelly. There is a total of 3 critical locations. HIGHLY recommended to play with Take and Hold. Annihilation just doesn\'t get too interesting. Take and Hold plus Assasination adds a bit of a spicy touch to the game, and invites players to engage in a more strategic gameplay, with a more tense ambient.
this later in the game - still lots of fun though!
surveillance indicates that they have failed. Can your take AND hold the Semper Fidelis. - Alea iacta est -
of fun playing it against the AI, so I decided to release it to the public, so enjoy. The Ai playes pretty well, and offered quite a fight! CAn also be used for multiplayer as long as everyone that want to play has the map installed.
AI. I don\'t know if that will work with online multiplayer matches. I\'m sure someone will find out soon.
are 3 critical objectives, one can be found close to each of the team starting points, so they\'re very easy to capture, but the third can be found on the centre bridge in the middle of the map, supposed to be the main target of your attackmovements. Because of these facts,I would rather play \"Take and Hold\" on this map than \"Annihilation\"
and wanted to give that feel in my scenario. It is a two player map but I have not played it with another person. I have played it many times through as the Space Marines and it can be pretty challenging. The idea of this map is not to make any building at all or build new units, try not to even reinforce your old ones. I did include buildings so that you could upgrade the units you already have. I believe that this would be a much harder scenario if there were a human in charge of the ork force. All of the victory locations are on the space marine side so that the computer tries to take them real quick and you get a great sense of what an ork onslaught would be like. So if you are playing two player its on your honor not to use them yourself.
directly circling around on a great Battle in a iced mountain landscape. And thats it ... my imprssion of a part on WINTERHEIM. This map has: -Strategic Point = 12 / even 1 near the startpos. -Slag Deposit = 0 -Relic = 4 / balanced to each player -Critical Location = 3 / balanced to each player also its very foggy (see the pics) to get some frosty fellings
Hopfully the formor will prompt you to download and enjoy the hell out of it ^^
distributed to create a more real feel to the map.
additional path has been added to one side of the map, now both teams have 2 paths that lead down into the canyon ravine. 2. The textures have been scaled down in size and rotated to their proper orientation. The results in these changes are quite dramatic once you see the map. 3. Three critical location points have been added for take and hold victories. 4. The trees surrounding each player starting locations now have leaves. 5. The angle of the the sun has been changed.
destroyed long ago by the orcs, and abadoned to rot. although once heavily fortified, the former outpost commander, colonel innozenz XII, made the terrible mistake of underestimating the evil cunning of the orcs mekboys. the imperial army tried to retake the settlement a few times, without success...
ground finished (detailed)
hundreds of skulls. This map is great for 2v2 games and may be good for 1v1. If you look along the edges of the map, you may see artillery striking or gunfire from building to building. This will most definently add to the slowness on some computers. The atmosphere of this world is heavily polluted and may turn any blue colored armies green because of the yellow, toxic atmosphere.
into the river or on ramps, wich blocked it\'s own units from getting into action. So i slightly changed the position of most of the Strategic Point Flags on the Jungle-Plateaus. While i was at it, i retextured the Jungle-Plateaus and edited some other littlenesses.
before the final assault on the enemy bases. There are two ways to cross the river shallows and a rickety bridge only the shallows can support vehicles so plan your assault carfully.
justice for this world...
with essential Goods and Supplys.Controlling this Sector means controlling the city...
for eldar. They can setup turret in high place that other can\'t. Please Do not copy anything from this map. Map description, from the game. This area once served as a training ground for the imperial guard. When the Pain lord chaos army invaded, everyone was wiped out or converted. All the weapon and vehicle were stolen to some unknown extent. The last transmition Requested the planet to be Exterminated, but the work was already done.
me feel all warm and fuzzy inside :)
Their bodies decomposed by ages past. Now it is your turn to fight and fall on this ancient riverbed.
are littered with craters but, hey, why stop fighting for it now? This is a 256x256 4 player map set within a abandoned city. Each player starts in a corner of the map. This map is a bit cramped around the bases for all players and the set up of your base need to be thought about so there is plenty of room and your troops can still move. There is four critcal locations between the players and a relic in the middle of the map. This map would probably be more suitable for a free-for-all game but can also be used for a 2v2 game. Also because of the relic and critcal locations it can be used with many victory conditions.
try this one, You will have a lot of fun on it with and against your mates.
players in two teams. If you have problems or questions post a comment at dowfiles at the page where you downloaded this map. thx! It costs nothing to post there, remember. Have fun! Issues: -Will NOT work with 1.2 and below -The idea for asteroid maps isn\'t new, i\'m not the first to do such a map. All credits to the guys who had the original idea. (c) 2005
bit of extra cover a few more blown up buildings and a large amount of bodies around the outlining crater area, not much had really changed. Obvioulsy slower machines will not handle this well in that case Download the version 1 map of this instead as it it less straining on your system.
colonization equipment while fleeing an imperial battleship. he hid, only to found an outpost and hideout for all his fellow outlaws that soon attracted more and more pursuited individuals throughout the empire. soon the place was buzzing with life - until the empire found out what happened to their colonization outpost. they dispatched an imperial battleforce to kill the \'heretics\' and bring krieger back alive to get judged by his righteousness himself. everybody would have considered this an easy mission, but with their back to the wall the inhabitants of tortuga valley killed nearly 2 regiments of the attacking force before they were exterminated with biological weapons that killed nearly the whole vegetation as well. today tortuga valley is deserted, inhabited only by the few that still treat it as a symbol for the resistance against the law and the government. only the still worknig waterpump is still witness to the origins of tortuga valley...
relic of a fallen city in the bend of a river. the main map area has 3 players and the city has 1 (lucky player),. >> added to this rev, more buildings/detail/cover in the city, and the odd small change out on the main map.. put the files "Siege of the Fallen City.TGA" "Siege of the Fallen City icon.TGA" "Siege of the Fallen City mm.TGA" "Siege of the Fallen City.SGB" and "loading" folder into your> Dawn of war/My Mod/Data/Scenarios/MP
strat points near the bases and 2 inbetween, it makes for a total of 10 strat points outside. there is also a slag out side the city.
the name Crimson Beach.
marines to defend it. Fixes ------- This is an updated map. The passibility is complete.
for tanks. Not much to say about this one.
priests ages ago - but few know about that these days. Today, these ruins witness fights to the bone - though the ancient spell still protects the sacred places from most of the vehicles used during war. Thank you very much for downloading my first DoW MP map, THE STAND I. That's an uppercase "i" at the end and it stands for the roman letter one. So I layed out a path for more maps in a series of THE STAND maps, e.g. THE STAND II or when I'm getting old maybe one day THE LAST STAND. :-) It somehow depends on how this first attempt will get accepted by the DoW fans around the globe. I hope you like it. Your feedback and criticism is highly appreciated! Please drop me a line at k a o t - a d d - c y t e - d o t - d e or in the offical Dawn of War mapping contest forum.
for troops, especially in the center. Take notice of the large number of Critical Objectives. I used these to again highlight infantry combat. I for one would like to see Relic impliment a Strategic Point Marker with the option to build a Listening Post, but remove the standard build radius. If they ever do, then I will revisit this map and change several of the Critical Points accordingly. Each team HQ will start next to each other to facilitate better defence.
points 4 slags 4 relics 6 critical locations Plenty of cover[/quote] 2nd one down \"4 slags\"... Well, I guess it gives the Guardsmen something to do ;)
because that is this map.
making your way around this map, but don't forget that your here to gain bragging rights, not sight see! The structures, and other objects will make for great cover, so be sure to take advantage of what is around you. Who will reign victorious? Ths version should solve all of the [i]white screen[/i] issues that some people were receiving, also, some new objects and a custom sky have been added; Be on the look out for some additional strategic points to give each structure value that are new to this version. This map is loosely based on [b]Brother_Bethor's[/b] map [url="http://dawnofwar.filefront.com/file/And_If_They_Lay_Us_Down_To_Rest;33279"]And If They Lay Us Down To Rest[/url], although it has been heavily modified and changed.
Kthelmir Map is called After nights of pain (4) 4 Players Installation: Copy the files into this folder: THQ/Dawn of War/W40K/Data/Scenarios/MP Have fun with this map ;) Yours Kthelmir
Each quarter of the map is separated by a line of trees that are passable and provide heavy cover. There is a relic in the middle of the map placed in a break in the trees. I have tried to make this map more for aggressive play not defensive. Because the trees are passable, you could attack from many places. That being said, I have also provided fairly defensive positions around the start points. I have designed this map not only four an all-on-all four player game but also to be played in 2v2 mode.
within the fortified confines of the port, the other guards a communications bunker, crucial to the maintenance of the planets defence grid. Crush all resistance!
growing empire. This map is best played with quickstart on but you do not have to. This map is excellent for all game types anihalate/destroy hq etc.
only relic in the center making take and hold scenarios tightly fought in the middle. The two alleys along the sides allow for some interesting flanking moves with some protection though. The level may run a little slow on some machines as it’s a bit thick on little details and fun scenery as I was playing with the editor while making it.
Bottlenecks and sparce building space should make a player to choose carefully before building anything! Much negative and heavy cover to fight over (or die over).
often, especially since the battle arena is in a totally 3 dimensional environment. The walls of the canyon are textures, taken from pictures of actual cliffside walls of the Grand Canyon hence the name of the map. I really hope you like this map, please leave your comments about the map in the Relic Forum.
cover and the Hills in the middle are interessting as well. Just try it out, comments are wellcome...
detail with this map...it not only blew my mind but my soul as well. There are enough different tactical and Strategies that can be taken to defeat to destroy your opponent is quite staggering. The Creativity, the detail this must have taken weeks...to design.
be the side of the map in deep water.
played as a take and hold map
this holy world.
over. The middle wall is thin enough to jump over so as to allow access to the critical point. Assaults can be done through the middle but this requires using jump units to jump twice. This also means that once in the enemy base they cannot escape. I have not tested the use of artillary on this map but I have a feeling that any race with artillary will have fun firing over walls! This of course would then make it difficult for enemies to destroy your artillary weapons. All in all this should be fun!
match. Team play is possible, but it was not really intended.
Dreadnoughts and Tanks are not the best Option...
There are two main entrances into the city. 1) The main entrance, heavy cover above the wall and negative cover in the path heading up allow this to be an exceedingly easy passage to protect for the defenders. 2) To the north of a tiny village the enemy has breached the wall and ruptured a factories integrity allowing their forces to swarm through; it is this point that the attacking side has the advantage on as it is not easily defended by the defenders; the attacker can use this point to flank and secure the main entrance if played right. The attackers also only have one relic however if the city is breached relics are readily available. The other layer of defense available to the defenders is the trench. It gives the defenders heavy cover whilst leaving anyone foolish enough to be charging towards it negative cover.
has mineral deposits valuable to the enemy. Enemy recon has been spotted - troops will be here any minute. Let\'s go camping...
with all players being orcs, as they have a slight advantage (each team starts with 4 Whaag banners, any race can upgrade but orcs get the Whaaag bonus) on this map. -Fighting Monk Installation: Unzip all files to the following directory: C:\\Program Files\\THQ\\Dawn of War\\ Author: Fighting Monk Custom decals and textures by: angelsapphire (I think)
vehicles against each other and the two outside player can use vehicles against each other. Of course this depends on where tehy build there mech shop Eldar will have an advantage on this map since they can jump their vehicles anywhere. Artillery will be a little more useful I think on this map, and also speeders will help to.
map, Despite the enormous ammount of feedback and comments a mapmaker usually gets from DoW users (ZERO to be precise) i decided to overhaul the map and correct some smaller glitches (like jaggy cliffs etc.) which i personally found annoying. Added some more stuff to make it look more "alive". Installation: Put all the files in the zip where you have all your other maps. done. If this is your first map ---> Make a folder with the following path: e.g. C:\Dawn of War\W40k\data\scenarios\MP\ and put the files from the zip in it. Done. The map is for 4 players, all game modes are supported. If you have problems or questions post a comment at dowfiles at the page where you downloaded this map. thx! It costs nothing to post there, remember. I tried to make this map as perfect as possible, have fun! Issues: -Will MAYBE not work with 1.2 and below (c) 2005
fun playing people. Dawn of War rules....
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.
entrances. In the middle of the map are lots of trenches with cover. if your units go out of the trenches they stand in negative cover. So prepare for a good slaughtering as you can see in one of the screenshots. ;) Micro Tactics are very important in this map. Only if you position your units good you will be able to encounter an enemy attack without looing your whole army. I had most fun with the AI mod. I hope you like the map more are on the run soon. Cerberus ~Gaffer
details to ensure the Warhammer-feeling :-) I hope all who liked my first map would be pleased with my 2nd too. I hope also that all who were disappointed with \"AND IF THEY LAY US DOWN TO REST\" will give this map a chance.
long siege and has since been evacuated by it\'s civilian populace. The Basilica still remains a focal point for the city\'s defenders and attackers alike. This is the 4 player version of the map and is practically identical except for 2 extra slag heaps. It is suited for 2vs2 or 4 way free for alls
has 1 (lucky player),.
mayhem, it never stops. So don\'t forget to tech cause you will be microing most of the time. The defensive positions are great for turning the tide of battle and making a comeback. Enjoy! The arrid planet of Khadan was once lush. Millions of years ago a terrible warp storm pulled the planet\'s orbit closer to the sun, creating a desert planet. The life once covering the surface is now the black blood of the Imperium\'s war machines. Defend the refinery at all costs! Map by MC Warhammer (Matt Radunz www.nubreedstudios.com/mattradunz) Desert textures created by monoRAIL (Conor O\'Kane www.cokane.com) By accepting this licence agreement you hereby acknowledge that this map is the intellectual property of Matt Radunz. Any false claim that this map was created by an individual other than Matt Radunz will result in appropriate legal action. You may NOT modify, resell, redistribute on CD or DVD, or plug into a mod with out first notifying Matt Radunz. (mattradunzATyahooDOTcom)
I myself like how this map looks inpaticular, espeicially fomr a ariel view :) 7/10 from me Go download this map!... unless you dont want to... im not going to force you ;) but, id give it a download anyway or you might be missing some good fun :p :borg:BIO_Ultra_:borg: p.s. this is the users second map, so take it easy.
entrance that vehicles can access, also there is a small breach in the wall which allows infantry through.The 2 players who start off inside the city may have a slight advantage in that they have more protection, however the attackers have far more room to manouver.
The first one to reach the relic and the strategic point on his side of the map will be in the best position to get his opponents from the centre. If you are to slow, it may be smart to send flying units over the maps borderlines, to get the enemy from behind. Always watch your back, even if they seem to be done!
kept coming never breaking there attack with ork bombers and men. hundreds of imperial guard died and hundreds of lemun russ tanks were blown up or captured to this day looted lemun russ tanks from the massacre attack millions of places accross the galaxy........
any possible enemy reinforcement before the main push to capture the spaceport and advance on the city.
relics and three startegic objectives are to be found.
last version but I guess I did not That\'s all that is new.
the Moon of Heliospawn, first seen from the surface in 2p_Moon_of_Heliospawn. Now, the Marines have driven Chaos down to the center, where the Imperium is in for a shock.
up your base and there are only three access points to it (two of them are very close each other). I tested this map 2vs2 and Free for all, and I found it funny in both cases.
heated walls to keep the snow from building up.
strategic points and critical points for a fun take and hold game.
City lies on the side of the river connected to the mainland whereas the other half is a small island consisting of wide open plains. Chaos has consumed the island during the early stages of an invasion of many of the planets regions and the traitor legions need to attack through the city to attack the surrounding region. Now they are attacking the entire eastern side of the city and the Imperium must defend this small but critical point at the center of the line. The Choas Forces must secure the this area at the center of the line to bring heavy support into the city. The Imperium must not only hold the line here but also take the corrupted fields outside the city if they are to stop the chaos attacks on the city\'s eastern wall and set the staging ground to retake the island.
and... i couldn\'t think of something else, bwahaha ! :D
added to map. Best for 2 vs 2 or free for all gaming, with the Annihilate and Take & Hold objectives.
once again but on DoW.Anyways Both Player one and two from both teams have defences to stop Infiltrating and rushing.Im forceing you to play in the middle of the map just like what Zero-Clutter is all about.Thank you for downloading zero-clutter.If there is any problems email me at firstname.lastname@example.org.
unrest. Even the elite were not trusted. These houses hold secrets, secrets no one now remembers, but it is time for the chapters to reclaim what is rightfully theirs. It is time to come home.
all light/heavy cover) so they must head through the middle canyon (all negative cover.) I suggest playing with Take and Hold enabled, as otherwise the fight can go back and forth for hours on end.
located in that position, it is also surrounded by 4 strategic points. Holding the central position will give the player a certain economical advantage, and if used right, can also give the player a secondary base to start the player's assault with. The author recommends that the first and second players start off as team 1, with the third and fourth players being team 2. The map is solidly designed, and has open fields varying in hill sizes and all. Now with the update, the author has payed more attention to detail, so you will be seeing a few objects, like trees and such here and there. The changes to the map are quite impressive. Like what you've read? Then go download it! Remember to give more feedback!
any possible enemy reinforcement before the main push to capture the spaceport and advance on the city.
within the fortified confines of the port, the other guards a communications bunker, crucial to the maintenance of the planets defence grid. Crush all resistance!
the map well wooded for a true Jungle ambience. this map is designed for 2vs2, but FFA is still possible. Have fun.
and impass are carefully placed, creating good visual effects but not blocking the way. Prepare for a long game of turtling if you are using races that don't teleport. Sneak attacks by Eldar or deepstriking by SM could give a significant advantage if used wisely. This map appears to work fine for all Dawn of War 1 releases. In his own words, "It is a canyon with 4 relics, 2 thermoplasma generator points and 12 strategic points well distributed by the use of the grid. There is a significant elevation and an unique ramp to go at the ennemy base." Thanks, Orage.
(you have to fight for it,I tried to balace this Map). I have fixed some playing problem in this map, all in all I have changed it nearly anywere. Just have a try, and have fun.
around the idea of hell this map has it could very well be perdition/eternal damnation. This map is best for 2v2 game play only, with resource sharing on and is ideal for Annihilate/take and hold. I simply love the whole look to this map. The scorched earth look to the terrain and the blood red skies are a perfect setting for war. Even the red mist screams of bloody battle. The map design is pretty much straight forward, follow the road to the centre and fan out from there..though the gates are a nice touch. The map lighting and the texturing makes this map rather difficult to move large units due to the low light. Overall this map is really enjoyable and worth downloading.
raging. Give a try, and download it your self. ;)
it from any other forces that may be there... >> First rev test of the amount of fire, (my rig is a FX55 @ 3ghz and 6800u at 480/1200mhz), and it works fine but isn\'t a real gauge so let me know how it goes.. put the files \"Napalm.TGA\" \"Napalm_icon.TGA\" \"Napalm_mm.TGA\" \"Napalm.SGB\" and \"loading\" folder into your> Dawn of war/My Mod/Data/Scenarios/MP
corpses.We have fought them for every inch of land but we are fighting a loosing battle.According to the ops center the most holy astartes where to be here sent here in a thunderhawk but that was over four days ago.We have had to fall back to sector 4 at Fort Grace. I dont think we can hold them off any longer but by the Emperor I can not let the men here this it would break what ever is left of there morale. *Thump thump* Ohh no what was that noise here they come *sound of lasgun fire in distance* men stand your groud in the name of the emporer *Scream of whatever fould chaos came through the front*. *static static static* end of voice log transmission 15.
1 slag, and 1 relic and there is a critical location in the middle.
points nearby and another one a little furthur away from your base (This one will most likely be contested a lot.) There is a large river running through the middle of the map that is accessed from 6 ramps (Three on each side) the relics are located on 2 sets of 2 (2 at each end) in this river. The water is of varying deepness with the middle being very deep (Deep enough to submerge defiler up to its head. Many a battle will be fought in the river over the relics. (trust me i know i tested it with 4p LAN games) The river is surounded by moutainous ridges on either side tha only allow access to the river at the ramps. Also.. Your units will take light cover when on high ground and be in negative cover at the base of ramps/ hills or in the river- use to your advantage!! the map has been tested with AI players and it works quite well with them (although humans are much more fun :P ) I hope that you enjoy playing this map as much as i did.
archive to the following directory (where X is the location of your Dawn of War installation) X\\Dawn of War\\W40k\\Data\\Scenarios\\MP (for most users this is c:\\Program Files\\Dawn of War\\W40k\\Data\\Scenarios\\MP) If the folders do not exist then just create then prior to unziping the map contents. Your mission: Contact with the holy city of Archon IV has been lost. The Imperial Guard garrisons last order was to secure and hold the cathedral \'Semper Fidelis\' until reinforcements arrive. Long-range surveillance indicates that they have failed. Can your take AND hold the Semper Fidelis. - Alea iacta est - Why a remixed version? Well a thought it would be groovey to be able to play the map with everyone potentially being able to tech to level 3. I have replaced the relic in the centre with 1 critical point (the only one on the map - very nice for take and hold) and I have also re-adjusted the impass areas to be a little more forgiving (tanks etc had a hard time on some areas in the previous version). Enjoy!:) Map layout: The map has a number of features that I hope makes things a little interesting. 1 - Each player starts off in a reasonably defensible position, with either higher ground and/or 2/3 choke points leading to their base. Government offices Wilderness Factory Refinery 2 - Cover. To keep things simple all craters have a heavy cover stat, with trees offering light cover (broken trees and roots offer broken light cover).
the single Altar in the center of the map. To make it more interesting i was going to add a 5th AI players turrets around the critical locations and protecting the center area - just to slow off those who rush for the goodies - but couldnt be arsed - so, feel free to add it in yourselves if you wish.
interested in using my map in any mod, package, or otherwise or if you would like to contact me about making maps in any capacity, please contact me for a quick response at phillip.hart at gmail dot com. Cheers!
Personally, this map would best be played with Eldar, I can\'t see a huge impact when using other teams.
changes. Anyway, enjoy. - SSA
land in order to build more. This map ensures a massive head to head collision with the enemies in the centre of the map and requires good defensive and tactical skills. As i say, it is ideal for a massive war with tons of troops!!
have to fight for it,I tried to balace this Map).
marines to defend it.
War/W40K/Data/Scenarios/MP/ (If there aint no Scenarios and MP folder\'s then create them then extract) If you have any problems or suggestions like balances issues Contact email: (I would like to hear them and have people play on a enjoyable map) Marneus90@gmail.com ______________________________________________ Thank you for downloading my map and playing on it-Enjoy!
marines. (its meant to look like there was an explosion )
it. Installation: Put all the files in the zip where you have all your other maps. done. If this is your first map ---> Make a folder with the following path: e.g. C:\\Dawn of War\\W40k\\data\\scenarios\\MP\\ and put the files from the zip in it. Done. The map is for 4 players, all game modes are supported. If you have problems or questions post a comment at dowfiles at the page where you downloaded this map. thx! I tried to make this map as perfect as possible, have fun! (c) 2005 High Quality Maps System
middle with some openings for troops to pass. Most of ruins are impassable, but some buildings are intact or open to troops and provide cover. Be carefull though, some areas are negative cover and should be carefully navigated.
map is a 4 player map that is best played freeforall, but can be played as a 2 vs 2 I AM tos]BloodLord ON ONLINE GAMES SO IF U SEE ME TELL ME HOW THE MAP IS!
the little town it remains nothing but rubble. However the area is known to be of great strategic importance to all on the world.
strategic points. Holding the central position will give the player a certain economical advantage, and if used right, can also give the player a secondary base to start the player's assault with. The map is solidly designed, and has open fields varying in hill sizes and all. The map however, lacks a bit in detail, but seeing how this is the author's first map, it is quite impressive. Like what you've read? Then go download it!
your base and there are only three access points to it (two of them are very close each other).
a way. There's basically snowy platforms above a black abyss with some corridors between. Sounds rather dreary but it actually makes for interesting gameplay as far as I'm concerned.
Players 1 and 2 each have access to 5 strategic points, whereas 3 and 4 only have 4 each, making this a good map for a beginner team vs computer AI. Tested to be fully functional, but it does lack some additional detail and decals, has some very steep areas that are fully passable, and defensive sandbag piles that units can still pass through. In all it isn't bad for the download and you are not likely to have lag on this map!