\"take and hold\" games. players should avoid pillbox fire, since it will give a negative cover status, players inside a pillbox will recive heavy cover bonus, bomb craters give a light bonus. hope you have as much fun playing the map as i had making it!
temple at the middle of the map, to appeal to all the \"take and hold\" gamers. 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, so please so go easy.
keep the upper hand. There are 2 mainentrances into the city. One is reachable over 3 bridges every bridge a good chokepoint for defenses. The otherone can be reached through the canyon of the frozen river. Difficult to get through as it is negative cover. There is too a third entrance, i leave it to you to find it. The map is difficult to play, forces teamplay and offers numerous strategic possibilites if you are willing to try them out.
hill. In middle is a broad way craters and more space for vehicles. 4 players start in the edges of the map, 2 on mountains. The players which start on the mountains are relatively good protected in begin of game, but they have to support their allys and to go down for more ressources. Teamplay is essential.
the map. Heavy forestry around the main parts of the map and a big river down the middle (no jumper units can get across it)
work in(lemme know). Cover areas are not as obvious as the games normal maps are(Hense if it looks like you gain the benifits of cover in an area , you should,- but not all things provide this benifit.) .With that, hopefully Ive provided enough cover to please. Ill state it now,\"the locals say the trees have eyes!!\" HINT HINT . . B) Moderate resources available. Designed to encourage map exploration and control(I think).
free for all, but given the other testing I\'ve done, I would be willing to bet it will be brutal.
Emperor ordered watch towers to be built in all the planets most stratigical locations. The frozen river of Tesethine is home to the largest watch towers, The river is directly in the middle of the planet, if the 4 watch towers fall at Tesethene so will all the others.
and Hold. Try and defend the city from the attacking forces. There are two large bridges leading into the city centre that the attackers must cross. Lots of differant city parts including train station, cathedral, work yards, river and bridges. This map is good for lots of small individual battles taking place all over the map. [b]Developer's note (03Apr2006): Any decal problems (pink question marks) can be resolved by downloading the three community map packs[/b]
spice melange, a mysterious red powder used in many interesting things, most importantly in foldspace engines on spacecraft, is harvested from the desert surface. This world is a ruthless wasteland inhabited by nomadic \"savages\" called Fremen and the Great Worms which attack any rythmic vibrations. Of course this map does not feature Worms and no Fremen are present. The map is bissected by two large sietches (Fremen cave fortresses) containing power reserves and relics. These sietches are only accessible to infantry. Only a small gap between these sietches in the center allows vehicles to pass to the other side. As on Arrakis, many small infantry passages allow the sneaky individual to assault enemy bases from unexpected directions, allowing for interesting surprises not seen before. That\'s all I have for an explanation and most definently it is quite enough!
hold\" games.This is my third map now, and i\'ve put alot of effort into this one, so enjoy!
fast!), completely changed world textures.
map is extremely satisfying to play. It\'s colorful, detailed, and the terrain looks realistic and keeps the battles interesting. In addition, I\'ve tried to take certain steps to reduce online-lag without sacrificing detail. You will have to be fast enough to use the full 3D camera to appreciate the map to its fullest. If you are able to do this, you will be richly rewarded with some of the best visuals you can expect from a map. There are 3 crits, 4 relics, 6 slags, and 20 strategic points. Different types of cover have been placed strategically all over the map to make battles and strategies evolve in a completely unpredictable and complex manner. The map was ideally designed for a standard 3v3 game with any kind of win condition but it could also work(if the players are spaced properly) just as well with 1v1 and 2v2. Get to know and enjoy this map, it is well worth the effort. This map is dedicated to the unsung heroes of THQ QA(that\'s not to say that I know anything about them).
player slot. This will work with either Dark Crusade or Soulstorm. To install, extract the files from the zip folder and place the four that say "6p_sacred_forts" in your DXP2/data/scenarios/mp folder, then start up the game. -------------------------------------- *There are two large forts separated by a drain with three bridges. *Each Fort has 3 levels. Level 1 and 3 are mirrored while level 2 is unique. *There are some turrets and mines placed on both forts. *The Theme of the map is a Space Marine Fort agains a Chaos Fort. [(players in position 1, 2 & 3 are in the space marine`s fort) while (players in position 4, 5 & 6 are in the chaos fort)] but the players are free to choose their race . *To prevent players from turtleing inside thier forts too much i would recomend adding the `take and hold` rule. =) Have fun
evil has been brewing. This map is best played as 3v3 with resource sharing on or off, Best game type Annihilate/Take and Hold, Great for Quick-start and standard game play.
Whoever holds the middle, will most probably win the game. Notice that the enemies flag points can be shot by artillery from the middle. Also, two relics are placed in the middle path, for the team that manages to take hold of that area. If the base is defended by all three players, its almost impossible to get through. You should maybe bring some Eldar for teleporting business.
controls his supply lines. He who controls his supply lines, wins the war.\" This map contains a well defended and defensible starport containing two relics and a critical location, sandwiched between two rivers. Two teams of three must vie for the centre, which affords whoever holds it in its entirity excellent defensive cover and firing arcs. The bridges force both teams to fight in and through the center. Holding only half of the walled enclosure makes it more vulnerable. thannot holding it at all. Designed for 3v3 teamplay.
computer-controlled opponents totalling six divided into two teams :). Four critical objectives are all placed in the middle of the map, each denoting the securing of a vital dias in the mysterious castle-esque artifact that rises out of the whirling desert sands. Critical Objectives at each end of the map hint to players that one might want to watch their back when playing against extra sneaky oppositional forces. Sometimes you can win the battle but lose the war. Bases start somewhere between the middle of the end of the map and the castle-esque artifact with strategic points both fore and aft of the base. Auto-Teams will team both short sides against each other. See the Map Icon in the game setup screen for base locations (it\'s really small because the map is so long, but you can get the general layout from a glance at the map). There are a total of five relics on the map, two placed at the very back of each side of the map that protect the critical location and provide the rear guard for the bases. During team play, the three allies will have to choose which two get relics and which one takes the critical objective for fairness sake. If you play with AI teammates, make sure you get your fair share, because the AI is generally greedy when it comes to resource points (on the other hand, enemy AI will share and share alike, it\'s so unfair!). The lone relic that sits in the middle of the castle-esque artifact rising out of the shifting sands is up for grabs. It can be the third relic for the teammate who chooses to not take one of the two at the rear. It will be a point of contention throughout the game. Control Points placed at strategic locations atop the ramps and below them help to secure the fortress. Personally, I think of control points figuratively, perhaps no more than simple communications stations that rest upon the sand having been orbital dropped just before the engagement from starships orbiting the planet where leaders see the battle only as blips on a vidscreen. They drop these points as references for their forces: Take these points and be rewarded. Lose them and we will abandon you to grisly deaths alone on an alien world facing your enemies without support, without hope. Do not fail us. There is a rather odd thread in the Relic News Dawn of War Maproom forum where this map was discussed. If you want to read me having a nervous breakdown and more about why I like this map and hate it at the same time, point your browser there. ( http://forums.relicnews.com/showthread.php?t=52597 ) Suggest playing with Take & Hold (highly encouraged), Control Area (if you start losing here, start ordering bodybags) and Annihilate if you have to (I just don\'t like it, my personal opinion). Other game modes may or may not work very well in this setting such as Destroy HQ and Assassinate because each player\'s main base is not well-defended and attacks can come from any direction. Your only support is that which comes from your team mates and they\'ll be looking for the same from you.
versus 3 map. The map tends to favor the defenders, which is why the defense version of the map is the primary version. However if you would like to try out attacking the fortress use the assault version of the map instead. The two maps are identical with the exception of the player starting locations. In the defense version the first three players start in the fortress and in the assault version the first three players start on the beachhead. This is my first map. Please feel free to email me comments! Please look for my other map: Fortress Of St.Ambrosius (3vs5)
f***ing minimap working (by combining 3 versions)
woods Graphics: 1) More grass ;)
barbwire high ground. Will you marshal your army toward the buried relic, or risk exposure along the treacherous roads?
in(lemme know). Cover areas are not as obvious as the games normal maps did(Hense if it looks like you gain the benifits of cover in an area , you should,- but not all things provide this benifit.) . As of the moment Ive left cover in wooded areas . . for the most part . . out.BUT!- also included things that make certain units ,IMHO, \"more fun\". Ill state it now,\"the locals say the trees have eyes!!\" HINT HINT . . B) Moderate resources available. Designed to encourage map exploration and control(I think).
Long-range surveillance indicates that they have failed. Can your take AND hold the Semper Fidelis. - Alea iacta est - Whats HOLY Fire all about? Simple 6 player Archon IV:D! After requests for a 6 player version of Archon IV, i decided to actually make one. However I did\'t want to call it Archon IV 6, Holy Fire just sounds better! The map now supports 6 players and you can have some tremendous fun with 3vs3 battles. 2 New areas of the map have been \'raised\' to make into defensive bases. The Park on the center right of the map and the Edge of Town of the centre left of the town Enjoy!
updated version of the origonal. ___________ Description ___________ Map, 3 players each side of the map, along with three critical locations through the middle of the map, the stratiegic points have been specially placed and tested to ensure, a little more defence for the computers and there are relics in each players base, to MAXIMISE the amount of damage, when you get key heros, like squiggy and avitar and all them giant dudes. ________ CHANGES ________ -The Wall has been fixed, this hadnt origonally, been checked troops no longer wlk through the walls. -The stratigic points have been ajusted before, some areas, the ai was building, machine pits preventing there damon troops as such getting out. - Telegraph poles fixed, troops no longer can walk through them. - 2 extra critical locations added.
devastating. Hopefully this will promote teamplay more as it will need a concentrated effort from all three players on one team to break the defences. It is almost possible to have a continuous line of turrets from one side of the map to the other!
mighty armies hold off the alien threat?
(8) so the spice looks like spice, the sand looks like sand. I took out a lot of decals, because I originally was making this for experimenting so there were layers of decals that were not even visible. I also added some stuff and moved some stuff around to make it a little more realistic or just because I didn\'t like something. It really isn\'t much different than the first one, but I think it is worth the download.
Near the end of the battle a giant warp storm had cut off the planet from the rest of the universe, it wasn\'t until the present that the planet has emerged from warp storm and both the imperium and the chaos have returned to reclaim the planet. A great battle is about to begin once again over Altiax and only time will tell who the victor will be.
things: -Made the map 6-player (best played 3v3) -Arranged the starting positions, strategic points, critical locations, relics, and slag deposits in a way that is fair to all players -changed a few terrain features to make the map playable in skirmishes
made this map because it was a ace idea at the time. Each player has a relic, to unlease ultimate damage against the oponents in a Intense battle!
from the screenshots, this is a very nice Eldar-related map (and one of which features in a recent PoTD of ours) Located: http://dawnofwar.filefront.com/potd/61553 Nevertheless, this is a nice big 6-player map that all should enjoy, so do so ;) - SSA
defended. There are multiple routes to the volcanic summit and varied terrain. From woodland to high plain, dried up riverbed to mountain passes and ancient ruins. Designed like my previous maps assault on precinct and fuel depot.
with blood. This is a large, 4 player map, intended for long, teched-out games. It\'s VERY detailed, almsot as pretty as a relic map in my opinion. Please respond with feedback. Installation: Extract to your map folder (/W40K/data/scenarios/mp) Have fun!
forceful Phalanx along the deadly trench. This was the battle when Captain Howe spoke the words \"DULCE BELLUM NEXPERTIS\", wich became a famous quotation. This map is meant for Teamplay 3 versus 3. Enjoy and have fun!
have fun with it.
;) The map takes place in Chaos territory, is pretty dark and has a crimsen sky. The map is separated by a deep red river, and there are two big bridges to cross it. Team 2 (Players 4-6) start on a Chaos-Fortress plateau.
build up defensive walls in preparation for the second wave of attacks that was bound to come.
best suited for 3v3 play due to the starting positions. Free for alls and 2v2v2 are virtually right out. Remember, this is only 1.5. It\'s probably about 99% complete, but nonetheless there may be a few lingering balance issues, and some more clutter to add. Please feel free to give feedback in the comments section of the map at www.dowfiles.com. Your suggestions would be much appreciated.
its people will perish.
the map 6-player (best played 3v3) -Arranged the starting positions, strategic points, critical locations, relics, and slag deposits in a way that is fair to all players -changed a few terrain features to make the map playable in skirmishes. ~Gaffer
everywhere, (harmless to the players) making for a pretty intense run up the beach. Securing the beach head is critical for the first teams while teams 4-6 must fortify their entrances into the jungle trench system. Plays well on both annihilate type games and take and hold.
in the center for the \"take and hold\" trigger.The map is mostly designed for 3v3, but will be enjoyable in 2v2v2 or just FFA. This was my first map using the editor and the reason I designed this map is because I thought the idea of 6 pieces connecting in the center would be a neat idea. Its kind of like Mortalis, but with more room and less of a center fighting spot.Therefore, there is alot more action. Hope whoever uses this map will enjoy it.
lies in the Sheol Mountains just north of the reservoir. You must take control of the O.R.L. in order to disable the planetary defense systems. Only by controling the facitlity, can you allow your larger invasion force to make it\'s way planetside. Intelligence overflights of the O.R.L. indicate a large force of Legion Astartes responding to distress calls from the reservoir, and are taking up blocking posistions around the O.R.L. facility. Do not fail! This is a 6 player map and most of the action takes place atop a leveled mountain around the Orbital Relay Link itself. Please direct your CONSTRUCTIVE CRITICISM to patriotgames65 at msn dot com and reference the message with the subject line: PORTIS TARTARUS To utilize the map, please unzip all files into your Dawn of War MP folder. The file structure looks thusly... THQ/Dawn of War/W40k/Data/Scenarios/MP If these folders do not exist, then simply create them in the proper directories. Please, respect my artistic lisence, and do not redistribute, alter, or use this file in any way other than herin proscribed without my consent. Last but not least, HAVE FUN! SATANS_DOOM patriotgames65 at msn dot com
the map 6-player (best played 3v3 or free-for-all) -Arranged the starting positions, strategic points, critical locations, relics, and slag deposits in a way that is fair to all players -changed a few terrain features to make the map playable in skirmishes. ~Gaffer1991
things: -Made the map 6-player (best played 3v3 or free-for-all) -Arranged the starting positions, strategic points, critical locations, relics, and slag deposits in a way that is fair to all players -changed a few terrain features to make the map playable in skirmishes.
Beacause of this, Seldon remade it and released this version; He has also added some more resources, and he included a custom icon and loading screen. You will also see a bonus Death Guard Badge that was made by this developer, which is optional; If you wish to use this in-game, please refer to the readme that is found in the [i]Bonus Death Guard Badge[/i] folder.
the download; He requested that the file be removed, and re-uploaded without the screenshot folder, so that the size is greatly reduced; Because of this, I have also set the download counter to reflect the number of times the file was previously downloaded. [b]This is not a newer version, and there have been no changes made to the actual map.[/b] So, if you've downloaded this map earlier, theres no need to download it now.[/i] This map was designed as a jungle fight with a large hill that controls the outcome of the battle. This map was made with the intent of having the most natural battle field. It is not symmetrical so to convey a lack of human interference on the area. This map also contains lots of cover so where you place your troops matters. There is lots of strategically placed cover so it will be to your advantage to place your troops in it.
styles, sweet as.
five relics and five slag deposits.
critical locations on them. The start points are surronded by hills and mountains. The hills in this map have the added bonus of providing cover for your troops. I have done this to try and reflect the fact the troops on higher ground have an advantage when fighting troops on lower ground. This map is also usable as a 4 player 2v2 map by closing the 3rd and 6th player spots and just playing with the other spots. This will mean each player will start in a corner of the map.
map, I was first going to make it a 4 player map, but after i had finished it, it was way to big for 4 players, I turned it into a six player map, its still pretty big for 6. It will definantly help to have two bases at some point.
starting position has three strat points around it and a relic.
defend the bridge, on each side of the river there are 2 relic points and 2 slag deposits.
death. Best played as a 3v3 Take and Hold game but supports all win conditions and player variations. -Fighting Monk Installation: Unzip all files to the following directory: C:\Program Files\THQ\Dawn of War\ Author: Fighting Monk
the next three players are in the jungle. The players in the jungle must assault the town the idea being the jungle players have more resources but the city players have better tactical opportunities and defenses.
at firstname.lastname@example.org Thank u!!!! By Skuzzy (c)
base and actually fight their forces to beat them.When your forces walk through the channel it\'s total chaos and death that is zero.This leades good teamwork,definsive,and keep pushing attack\'s foword.One weakness in one of your teamates army\'s it might be kingdom to you all.I got rid of the ramps to the hills,and turrnets on the side facing your base,forcing your only way is the middle.Now retested the map over 3 times or more,I killed over 300 men in just 15 minutes but it was on quickstart.But other than that it\'s really fun to kill computers now just death everywhere in that channel,now I hope you enjoy what this map actually does.Also one more thing when fighting against like insane computers if doing Quickstart build a HQ building right in front of the relic,so you can defence there.
best suited for 3v3 play due to the starting positions. Free for alls and 2v2v2 are virtually right out. Remember, this is only 1.0. It\'s probably about 99% complete, but nonetheless there may be a few lingering balance issues, and some more clutter to add. Please feel free to give feedback in the comments section of the map at www.dowfiles.com. Your suggestions would be much appreciated.
multiplayer maps. This may cause it to run very poorly on older (and even newer) systems. That said, this map can be fun for big long rainy day skirmishes. This map has 30 strategic flags, four slag deposits, five relics and six strategic objectives.
files/THQ/Dawn of War/w40k/data/scenarios/mp ___________________________________________________________________________ THE CHANGES well the only changes are this version is a tribute to winter assult also it is a six player p.s this is the last version i bring out off this map so enjoy!!!!! ___________________________________________________________________________ sandstorm is the product from monoRAIL i do not take respncibility for the map i only take responcabillity for the modifications to see what i have done i am including a copy of the 2 player version of SAND STORM if you want to get in touch with the real map maker his email is : email@example.com my email if anyone has anything to say about the modifications on the map: Dawnfirstname.lastname@example.org
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.
Allies turn on allies to claim skulls in the name of the Blood God .
middle). I hope you like the map and enjoy playing on it. cheers, Freak
enemy`s hands and they are approaching through the one and only bridge ... Get ready for a blood storm ------------------------------------------------------------------------------------ 6 players are connected by 1 large bridge at the centre. No units can pass to the opponents` side without going through the bridge. I also added some space at the centre of the bridge to add the traffic-jam. Attack from the back, lure with bait, go head-on, everything is possible because of the map stucture so use your brains X) Some part of the map, especially tight spots are hard to see due to objects or roof tops blocking your view, so rotate the camera for clear view.
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.
assault, I think). I give full permission to load the map under the ME and update it to patch 1.2-1.3 if necessary. Three vs. three is probably the recommended approach given the starting positions. Oh yeah, and each player gets a selection of civilians to use as bullet shields/cannon fodder. See what you can do with that. I\'ve been trying to release an \"Iron Storm\" version of this map but have run into some problems with the engine, so I figured I\'d just put this out already. I\'m going to recommend a Radeon 9600 or better graphics card be the average for decent play on this map as I used a lot of animations. Story: \"And let there be a great pathway dedicated upon the highway of the ancients, trodden by the Prophet; for it is pleasing in the sight of the Emperor, the most divine\" - A reading from the Letter of the Prophet Umbult to the Isolans, Canto IV verse 8. The processional highway must be secured to prevent a direct assault on the fortified gates of Isola Primus. The chokepoints should be obvious. I\'ve play tested with both orcs and chaos and I think the results are satisfactory. Just don\'t get complacent. There is only one artifact on the map and it isn\'t easy to hold given the location near the small promethium refinery. Good luck. I had a lot of fun making this, especially the barricades and pipelines and the burning fuel slick. I\'m planning an updated version for the Imperial Guard once the expansion is released. [-)
Whoever can keep the center usually wins the game. However, it can be very difficult to hold and is designed with a high bodycount in mind. Don\'t just pile on the center, as a quick determined enemy can sneak around the flanks, take a critical point and stop the countdown.
critical locations, this is my most detailed map and shall keep people haing fun for ages! best played on aniahilation: extract the zip folder to: dawn of war/w40k/data/scenarios/MP i am yet to make a mini map but the map should still work, u can change it all u like so i dont need any copyright rubbish! any problems about anything plz contact me on: email@example.com
never know what lies behind each corner and as you\'ll find, it easy to become surrounded. Tactically challenge and a fun map!
attack. Yet, six armies are about to do just that.\" This is a six player map that can be played as free-for-all or 3 players vs 3 players. The players start in a highly defendable position with little access. There is also limited mobility in the middle of the map due to the swamp waters and dense vegatation and rocky outcrops. There are 3 relics along the middle of the map, between the set up areas for the teams, and each player has 6 easily obtained strategic flags they can capture, allowing for many types of play.
defend the bridge, on each side of the river there are 2 relic points and 2 slag deposits. I have included advantages for units that can “jump” or “teleport” so they can be used in flanking moves.
in the middle of the map so that you can fight with the two. It\'s a 6 player Map.
Space marine and man shall fight together for control of this snowy world.
had forgotten it. No change to to the decals yet but im hopin to do that soon but I though I would do it this way so you lot could actually play it and see what you think. Have fun!
best suited for 3v3 play due to the starting positions. Free for alls and 2v2v2 are virtually right out. Remember, this is a beta. It\'s probably about 97% complete, but nonetheless there may be a few lingering balance issues, and some more clutter to add. Please feel free to give feedback in the comments section of the map at www.dowfiles.com. Your suggestions would be much appreciated.
centuries as it has rich mineral deposits. However it has never been held long enough for it\'s recourses to be utilised.
depleted the local water table due to the excessive use of high yield incendiary weapons over the once numerous oceans and lakes leaving this once lush planet a barren waste of dirt and rock, interspersed with small oases of water. This massive loss of water does, however, have significant military benefits as the drastic lowering of the planetary water table has exposed several ancient reliquaries of a bygone era. A few of these relics are positioned near to ancient power points suggesting that they were once powered for some purpose. The largest of these reliquaries has been code named Sandbar Gulch due to the sandbars and gulches that are the only paths between your drop zone and the relics. The narrowness of most access points will make any largescale offensive difficult. Be prepared to leave much of your large machinery behind when you enter any of the canyon systems. INSTALLATION INSTRUCTIONS: unzip this folder, put all the files except for this readme in your W40K/Data/Scenarios/MP/ Folder Put this readme anywhere you want. end of directions TEAMS: The teams should be set up so that it is odd verse even. LEGAL: Sandbar Gulch (hereafter \"The Map\") was created by Kurohyou using the Dawn of War Mission Editor. The Map may be distributed so long as there are no fees charged for said distribution including site registration fees and monthly subscription fees. The map may be altered or included in map packs, mods or other gameplay additions/changes so long as credit is given to the original author and notice is sent to said author by email. Have fun, and give me some feedback. Sincerely, Kurohyou Email:firstname.lastname@example.org
folders to your dawn of war dirrectory. For example: G:\\GAMES\\Dawn of War
population and the once immense Emperor statue now just remains a ruin. Can you take the city back in the name of the Emperor?