Storm of Iron

This is Apophis's first file, so go easy. The map is based on the poplar Storm of Iron novel by Graham Mcneill. Looks like a very nice map...

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This is Apophis's first file, so go easy. The map is based on the poplar Storm of Iron novel by Graham Mcneill. Looks like a very nice map for his first try though. It's a 4 player map for DC measuring 256x256 in size. I'm sure the author would be grateful if you supported his work by downloading this file :).

- Guzzy

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STORM OF IRON - v1.1

COMPATIBILITY:
Dawn of War - Dark Crusade

INSTALLATION:
Place the following files into the THQ\Dawn of War - Dark Crusade\DXP2\Data\scenarios\mp folder:
4p_Storm_Of_Iron.sgb
4p_Storm_Of_Iron.tga
4p_Storm_Of_Iron_icon.tga
4p_Storm_Of_Iron_mm.tga
Place the following files into the THQ\Dawn of War - Dark Crusade\DXP2\Data\scenarios\mp\loading folder:
4p_Storm_Of_Iron.tga

GAME-PLAY:
4 Players, 2 vs. 2
The teams are players 1 and 2 versus players 3 and 4, and to best re-create the battle of Hydra Cordatus, the teams should be:
Team One - Imperial Guard
Team Two - Space Marines (Imperial Fists)
Team Three - Chaos (Iron Warriors)
Team Four - Imperial Guard (Traitor Guard, custom banners, badges, and color-scheme)

DESCRIPTION
The map itself is my very first map, so take everything with the proverbial grain of salt... It is based on the Warhammer 40,000 novel "Storm of Iron" by Graham McNeill, which features a massive seige of the Tor Christo citadel on the planet Hydra Cordatus. The forces of Chaos, consisting of Iron Warrior Chaos Marines and Chaos Traitor Guard, are laying seige to Imperial forces in the citadel, consisting of loyalist Imperial Guard who are later reinforced by Imperial Fist Space Marines.

Players 1 and 2 begin in the citadel, which is very hard for the other players to invade since the ramp leading up to the gate is Negative Cover, and the gate itself can be easily defended by the use of the four Strategic Points near it that can be upgraded to turrets. The gate itself is also narrow, so that only a few invaders at a time can enter it - a classic, intentional bottleneck situation... As a special feature, I even created the lone, isolated mountain-peak where Guardsman Hawke served as a forward-observer, just as in the novel.

Players 3 and 4 begin in the trenches outside the citadel, also in cover, complete with trenches, etc. They are surrounded by the ruins of a mighty Titan, a huge walking "mech-like" tank that has been destroyed in a previous attack on the citadel. They must make their through the "No-Man's Land" past the trenches to get up to the citadel, falling within range of the citadel-defender's guns, just as in the novel.

To make things "interesting" for all players, there is only ONE Relic! It is placed in the No-Man's Land equidistant between the two teams. This forces the teams to leave the safety of their starting positions and foray into No-Man's Land, which will quickly turn into a massive meatgrinder for all players.

MANY THANKS TO:
All the great people on the Relic forums!
All the helpful staff at dawnofwar.filefront.com!
All the brilliant people at Relic and THQ for making my all-time favorite game!
Graham McNeill for writing such a great novel!

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