Community Map Pack 1-4 for soulstorm

I take no Credit for this, all i did was change the installer to direct it towards the correct location in soulstorm, all credit goe...

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File Description

I take no Credit for this, all i did was change the installer to direct it towards the correct location in soulstorm, all credit goes to the original makers of the maps.

chaoslordx13, (once again :P) is proud to present a collection of must-have maps created by the community, for the community. In this map pack, you will find top quality maps created by some of the best mappers in the Dawn of War community!


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Re-Upload Request Restoration

I take no Credit for this, all i did was change the installer to direct it towards the correct location in soulstorm,
all credit goes to the original makers of the maps.

just follow the directions and let it install.

In my opinion the community map packs had some of the best maps ever made and it has ben a shame that they have not been continued.

In hopes that more people will play these maps online, i have amde an installer for soulstorm,

Here is the original readme for the maps:

First community map pack:

Two-Player Maps
Bridge Too Far by Rendy.[CZech]
(Updated, Final and not available anywhere else!)

River Canyon by Hanna
(A burbling creek, majestic peaks, and this looks like a nice spot to sit with a sniper rifle…)

Four-Player Maps
Archon IV by Acturas
(City fighting like you’ve never seen it before)

Icefields by AngelSaphire
(Updated and not available anywhere else!)

Six-Player Maps
Jungle Assault SE by Rayden
(Updated Jungle Assault is available elsewhere, but this one’s so much easier to install)

Testing Grounds Level 2 by Sps
(If you survived the Testing Grounds, this is the Final Exam)

Eight-Player Maps
Fort Atlantis by kap
(Takes the standard “Square Map Where Everyone Starts In A Corner” to a whole new level)

Kasyr Lutien by Maraschino
(The wildly-popular eight-player version of Kasyr Lutien)

Community Map Pack II - readme file.

Abandoned Faith 1v1 scrimmage map.
By Vance Stevenson
[email protected]

Hello again,
This is my second map that I have let lose on the public, hope that you like it. I have thoroughly enjoyed play testing it, so

why not let everyone have the same fun? This map is from scratch and took about 18-24 hours to make. Please post your comments

and enjoy!

map description:
Abandoned Faith 1v1 scrimmage map. Two destroyed cathedrals sit in the middle of the map, each housing a strategic objective.

A pair of jumping/teleporting squads can get in quick, but defending them 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)

till next time

Sand Storm - by monoRAIL (Conor O'Kane

This map uses a new set of desert detail and decal textures. You can use these textures in your own maps, but if you do,

please include a credit for me in your readme.txt with a link to my website:

Sand Storm took me two days to make (about 14 hours total).

Thanks to Relic and also to everyone on the Relicnews forums who helped me out.

Conor - 5/12/04


St. Mathias Bridge (4)
by Star Wars Kid


During the Imperial exodus, most of the bridges in the sector were destroyed in an attempt to halt the enemy advance. Despite

this effort, the St. Mathias Bridge has remained mostly unharmed.


2 critical points on either end of the bridge, 2 relics in the intersection at each end of the bridge and 3 strategic points

and 1 slag deposit per person.


This is a four player map designed for long, drawn out fighting. It has no central objective structures so it requires a major

offensive in order to gain the economic advantage. Large sections of heavy cover create strong defensive postions and allow a

losing player time to get back on their feet. Winning requires a decisive push. The bridge is the prefered method of attack

but there are routes through the river that will allow for a little maneuvering.


Desiderata Highlands by Kap

The lush highlands of Desiderata, once refuge for many humans, now stands in fear of chaos rein, as meteors fall from the sky

and scorch the surrounding forrests.


Imperial Starport by Boots

The Imperium constructed many small starports in the dense Gomorrahn jungles. When the Horde of Ghazghkull Thraka swept

through the sector, many became contested. He who controls this starport 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 than not holding it at all. Designed for 3v3 teamplay.


Gates of Ultramar by Rayden

Map Name: Gates of Ultramar
Creator: Rayden
Players: 6 // 3v3 only
Size: 512*512
Theme: City/Snow
Modes Supported: All // Recommended: Take & Hold

Strategic points: 24
Criticals: 5 (2 for both sides) - 1 far away
Relics: 2
Power slugs: 2


First Team starts inside the city. It is well protected by the large city wall. There are several forifications around and

inside the city. While it's possible to build up some decent defense and hold the entrances easily it won't help you much if

the enemy controls the whole outside terrain.

Second Team starts outside in the mountains and can build up some good defense at the frozen river and at the brigdes that

lead over the river to the mountains. Try to get control over the road to Macragge (at position of fifth critical).

In general artillery and jump troops will be very useful to make quick approaches into enemy defense positions. Moreover try

to jump over the wall at unexpected places this may be devastating for your enemy.

And always remember the map is large, while fighting far away from your base an enemy can easily sneak in at a place you don't


I strongly recommend to play Take & Hold, it forces both side for constant attacks.


I am hearing some strange sound and so while mapping i was thinking about the story on this map. So here it is, have fun with


Enemies are coming. A first wave of aerial strikes has destroyed the fortifications to protect the main road to Macragge.

Enemy forces are already preparing in the mountains for the final attack. While Commander Drexler walked together with his

leading officers to the final meeting before the attack, he thought about the coming fight, it looks like we are secure behind

our mighty city walls, but only a fool would think such pathetic thoughts. Without further support from Macragge we can't hold

this position very long. We have to keep the road secure till the support from Macragge arrives. He already talked to the

Governor to take all supplies inside the fortress. We can hold long enough to send this creatures back to hell. When entering

the door to the commando bunker he throw a last view outside, snow was falling, it was silent, too silent. Maybe we should do

the first step to break this silence and bring doom to our enemies. With a smile on his face he looked forward to the coming


Just another one of many he has fought ... and won.


Arx Haustrum (Pump Stronghold) by Larry Lott, Joey Pruitt

Title : Arx Haustrum (Pump Stronghold)
Release Date : 1/30/05
Authors : Larry Lott, Joey Pruitt
Email Addresses : [email protected], [email protected]
Think Tank : the Old Geezers' DoW Team

--- Play Information ---
Game : 2vs2vs2vs2 & 4v4

--- Construction ---
Editor(s) used : Relic DOW mod tools
Base : From scratch
Construction Time : 3 weeks

--- Testing ---
The Old Geezers (
Sentry Killer

Special thanks to Star Wars Kid

Background :

The trade route on the planet Aldborough was always safe with the
protection from Arx Mercatus. That was until Khorne and his armies
of marines and deamons took contol. However, once Chaos had pillaged
and deserted the mighty stronghold, the route stood vulnerable.
Never the same safe place again.

There was something mysterious about Arx Mercatus' vacancy. It was
never to be held again by any army. This shifted the power of the
land over to the next most important place on Aldborough. From that
time forward, anyone who wished to control this treasured route would
take over Arx Haustrum. The Pump Stronghold was the key to unlocking
the water channels along the trade route. By holding Arx Haustrum,
you held the key to the gateway leading to Aldborough and every
destination beyond that.

With a place as important as Arx Haustrum, it is not too uncommon to
see more than just the armies of the Emperor fighting off the powers
of Chaos. You could witness the elegance of the surefooted Eldar or
even the masses and strength of the Ork. Yes, this was a special place.
Uneasy alliances were waged in the struggle to control this place, for
only those that could hold Arx Haustrum would have the key to
ruling Aldborough and all points beyond.

Description :


This map is designed for 8 players on 4 teams. Set it up as follows:
Players 1 and 2 are Team 1, 3&4 Team 2, etc. The team number doesn't
really matter, just make sure that all the players are teamed
correctly. Another interesting variation is teaming players 1-4 vs.
players 5-8.

The teams start in small keeps with two levels and four initial LPs.
(Upper levels are even players and all the lowers are odd). There are
additional LPs outside the lower level, and 4 inside each swamp.

Each player also gets control of a turret located directly outside the
walls to give a castle effect. The upper level players have two
turrets guarding the rear entrance from the swamp. One player also
gets a small minefield. Due to a possible exploit, it was decided to
add the mines in lieu of altering the terrain.

The one relic point is located at the center of the map. This will
make tier 3 techs only available to one player at a time and therefore
a highly contested point.

There are also 2 slag deposits, located between the center ramps. Not
very easy places to defend, but the reward could be worth it.

Finally, there are 4 CPs. One between Teams 1&2, another between 3&4.
The other two are located in the swamps.

Copyright / Permissions / Disclaimer

All new in-map textures and models © Joey Pruitt.

All other items are © Games Workshop Ltd.

Authors may use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level for profit in any way,
including but not limited to, putting it on a CD ROM or any other medium that
is sold in or out of retail channels, for any amount of money.

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file, leave the archive
intact, and do not charge a fee for access to this file.


Legal Stuff:

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos,
the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex,
Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar,
Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo,
Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor
logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne,
the Khorne device, Kroot, Lord of Change, Necron, Nurgle, the Nurgle device, Ork,
Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh device, Space Hulk,
Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste
designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines,
Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all
associated marks, names, races, race insignia, characters, vehicles, locations,
units, illustrations and images from the Warhammer 40,000 universe are either ®, TM
and/or © Games Workshop Ltd 2000-2004, variably registered in the UK and other
countries around the world. Used without permission. No challenge to their status
intended. All Rights Reserved to their respective owners.


The third installment of the community map pack is the biggest so far, containing 10 new maps. We hope you enjoy playing them. Please visit for details about all the map packs. Also check out Dawn of War Files for lots more great maps -

This installer will overwrite older versions of these maps.

Two-Player Maps
Necrontyr Rising by Deviant Ghost

Three-Player Maps
Coral Reef and Inquisitor's Fortress by monoRAIL

Four-Player Maps
Abbot's Hill SE by Hanger-8
Apocalypse Later by Ryilo
Refinery by MC Warhammer

Six-Player Maps
Three Kings by Hanna
Temple of Change by Fire81

Eight-Player Maps
Marinus by FreakNasty
Black Fortress by Rayden

Also included in this map pack are patches for the previous map packs to fix the 'pink icon' bug, where a map's icon would be missing in the multiplayer lobby.

Dawn of War, the Dawn of War logo, GWI, the GWI logo, Games Workshop, GW, 40k, Chaos, Eldar, Ork, Warhammer, Warhammer 40,000 Device, Space Marine, Space Marine chapter logos, and all associated races, race insignia, marks, places, characters, illustrations and images from the Dawn of War game and the Warhammer 40,000 universe are either ®, (tm) and/or © Games Workshop Ltd 2000-2004, variably registered in the UK and other countries around the world, and used under license. All materials © Copyright Games Workshop Limited 2004 except the Source Code for the Dawn of War game © 2004 THQ Inc. All Rights Reserved.)

Community Mappack IV

This is the 4th incarnation of the Community Mappack, a selection of top maps from the community, for the community. Please visit for the previous Community Mappacks.

Community Mappack IV includes:

Castle Ruosteinen by Aralez

Minos Bridge by Deviant Ghost

Deus Ex Mechanicus by Deviant Ghost
Temple of Blood special edition by Fire81
White Silence by Wargrim

Artefact by Rayden
Delphinus XII Coelacanth Fortress by Acturas
Imperial Manufactorum by TheBear
st Huldrych Causeway by Vol_907
Warwind by poo

Monastery by Fire81
Pummelled Estate by EtherDragn

Installer done by Argonaut
Installer graphics done by Fire81

We like to thank all mappers, all the people that did nominate maps or took part in the discussion.

Special thanks to Wargrim for being the driving force behind getting this thing put together!

Hope you enjoy it!

Regards, Argo

Run the installer, it will check if you got Winter Assault or only basic DoW and install the appropriate maps only.


Castle Ruosteinen



You'll have enough resources and if you play as Orks you will even have four Titan cannons. (IG will have two, other races none) Use them. You can assign a hotkey to each cannon, simply select it and press e.g. Ctrl + 1, from now on you will be able to select the cannon by pressing the 1 key, if you press the 1 key a second time your view will center on the cannon.
Do this for all 4 cannons, so you can quickly fire one during the reload phase of the others.

To attack with the cannons you need to press the A key. Or you can use the attack icon which is visible when you select them. After pressing the button select a target in range (shown by the red circles) and left-click on it. And smile


-This map will produce HARD and LONG fights if you don't use the tunnels. And i mean that. You'll see carnage and destruction. A lot of it. Really a lot of it. If you are using the "persistant bodies" option you will see no ground on the bridge after a while
-The cannons can destroy your own gates! Do not shoot at enemies that are too close to them. But you can "sniper" the enemies (that are a bit away from them) easily. Usually you will wait until the enemies are at the innermost gates before you use the cannons. But feel free to develop your own style


All gamemodes are supported, and i strongly suggest you to use Take+Hold and the Control Area win condition. This will shorten the battle a tiny bit. But even than the game will take most likely more than 30-40 game-minutes. If you are like me and use the Annihilation win condition only and that on the difficulty HARD, well, prepare to sit more than 1 hour in front of your screen


Player 1 Human Team1
Player 2 AI Team1
Player 3 AI Team1

Player 4to8 AI Team2

Make sure you use FIXED POSITIONS and do set the teams accordingly. Of course you can use human players for all positions, too. I never tried that, though.

Other things:
Try the Skirmish AI mod for a better and unbugged AI experience. The standard AI is a bit dumb.

You'll need WA installed to play that map. It will not work in DoW.

Again: For player 1: Orks will get 4 Titan cannons and IG will get 2, all other races will get NOTHING, this was made to balance the map out for the "not-so-good-defender" races that the Orks and the IG are.

Thanks to Thetaorion, Moe, NFIH and all others. I especially want to thank Ruosteinen who made this awesome map possible. Without him this whole project would have been nothing. And some special thanks to ThetaOrion and his incredible patience

Aralez and Ruosteinen (2006)

Have fun.


Minos Bridge by Deviant Ghost

2 player Multiplayer/Skirmish map
Plays best with Take and Hold, Annihilate, and Control Area.
Any others will also play well.



Unzip all files to the following directory:

C:Program FilesTHQDawn of War



Map development brought to you by Deviant Ghost

For questions/comments, please feel free to email me at
[email protected]
or visit my thread on the map here:


Thanks to all the guys at the RelicForums mapper room for their
help, and to the Monorail for his sand dune textures. Support
his awsomeness by visiting his website,
Other decals such as the non default grass decals are credited to
the Space Hulk team, as that is where i obtained them

DEUS EX MACHINUS by Deviant Ghost

This is the fixed version of the previously released map Deus Ex Mechanicus
Please be sure that you unzip and overwrite all the files to:
C:Program FilesTHQDawn of War

This will prevent any missing decal issues.

Also you will find the actual short story, originally written by Andy Chambers, in your MP map folder.


White Silence

Map made by Wargrim
aka. |FPS|MovingTarget

Special thanks go to Ruosteinen, for doing the SCAR script that makes the ramps unbuildable terrain, and to asuasu_uk_mur aka. Drah`Cir for allowing me to use his computer for a long time.

---- Installation ----

- Extract the .scar, .sgb and .tga files into your DawnOfWarWXPDatascenariosmp folder except the XXX.(..).tga.
- Extract it into the DawnOfWarWXPDatascenariosmploading folder and remove the XXX from the name.
- Play.

---- Description ----
White Silence is a 2 vs 2 DoW:WA multiplayer map designed for anihilate and/or take and hold. It is not fit for free for all matches, because the bases of each team are positioned quite close to each other. The map setting is a ruined city in the winter, which i may add is higly detailed!
( quote taken from Fire81: "I'm giving it my 'Best Snow Map Ever' award." )

For further information and additional screenshots have a look at this thread:

---- Terms of Use ----

White Silence is (c) 2006 by Wargrim

The SCAR script included is made by Ruosteinen, if you want to use it ask him. ( get in contact over )

You may NOT use this level as a base to build additional levels without my explicit permission.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission!
Additionally, you are NOT allowed to upload this level on a side where registration is required for being able to download it.

You MAY distribute this level through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive
Map Name: Delphinus XII - Coelacanth Fortress (2vs2, 3vs3)
Map Type: Large mulitplayer map for siege/longer tactical battles (created by Acturas)

About the Map:
Its a 4-6 player team map (512x512 - Winter Assault required), designed around 2 fortresses (each team starts in one) and a huge swamp/jungle in between (with dozens of choke points throughout). The initial stages of play on the map can be a bit cat'n'mouse as players skirmish, but then turn into an out an out siege as you assault you enemies base. I have intentionally not given a huge amount of space to each player in the fortresses so that it will force them to spread out buildings across the map (and all of the choke points can fit both the Baneblade and Squiggie too). Once you get used to it, it can lead to some pretty intense games as you hold off a potentially larger force at a choke point whilst counter attacking them from the other side of the map (planning an co-ordinating an attack with your allies plays dividends here!! as does artillery). If you want to experience the map properly and have time, try playing with low'll see what i mean.

To keep things simple all swamp areas have a negative cover rating (which will reward players that can micro around them during a fight). Each of fortresses has a high number of heavy cover areas to aid in their defence, as do the outlying defences.

Any comments should be posted here on DOWFiles or on the Relic Mapping forums.


If you wish do distribute this map you are free to do so as long as this readme is included!!

Creator: TheBear
Name: Imperial Manufactorum
Players: 6
Size: 512*512
Gamemodes: All
Teams: 3v3

The basic concept for this map was open urban combat in an Ork overrun Imperial tank factory. I wanted to make the map fairly detailed including 6 bases with established perimeters. Two main streets run down the center of the map with other roads breaking off into each of the bases. During the course of laying out the buildings I tried to provide maximum view for the player so that they were never hindered by a building blocking combat.

Each base has 2-4 paths into the city along with 3 strategic points, a relic, and a slag deposit. The first block into the city provides another 2 strategic points for each base with a critical point in each of the three center blocks.


"It is an self-installer, so path should be found correctly in most cases. If you encounter any problems there is a workaround. Install the map to a easy directory like D:xxx, then copy the w40k folder from there over your w40k over your Dawn of War w40k folder." - Rayden


Built by the Imperial Guard, this tank factory outpost produces far less tanks than it is capable of. Its purpose was to secretly act as a technology center for uprading the Baneblade, which has since been finished. The planet has been overrun by Orks yet the Imperium continues in their attempts to retake the city. The sheer resources that the Imperium is devoting to this small outpost has attracted the attentinon of many armies. While units fight street by street battles, the Imperial Guard search for a lost technology amongst the ruins of the city.


I messed around with the editor back when the game was orignally released but never actually released a map of my own. The Beta phase of this map provided very helpful suggestions and gave me a better idea of how to improve the map. Thanks to those of you that provided feedback. Special thanks to Rayden whose minimap and install tutorials came in handy. Most of all thanks to you for downloading the map.

A Multiplayer/Skirmish Map for WH40K: Winter Assault

by vol_907 (1. July 2006)

This updated version of my map corrects a few glitches from the old version, namely, adding a few custom decals that everyone might not have, and polishing the minimap.


The dry wastes of Meribah caused some in the 907th to look longingly back at their last tour, on a world where water was in no short supply, and didn't need to be sucked out of rock.

Many of the vets well remember the battle fought on the St. Huldrych Causeway on Marinus, a long bridge joining two of the water world's smaller "land masses." A full Ork Waaaugh, stiffened by Traitor allies, managed to establish a beachhead on the northern Isle. The bridge gates held fast, thanks to the quick thinking of the local Civil Defense Authority. But it would only be a matter of time before they broke through.

The gates on the southern island were opened briefly to release two contingents of Guardsmen--the 907th Alyeskan, and their sister regiment, the 615th Knox, with a newly formed Space Marine chapter bringing up the rear. Then the gates were closed, turning the entire causeway into a gladiatorial arena, the winner determining the fate of the region...

Strange how the soggy uniforms from the ever-present rains would have been quite welcome now.


This map is for six players. Originally envisioned for 2 teams of 3, it is suitable for all game types, including Free For All.

Simply unzip the contents into your THQ folder (That's right, your THQ folder, not DoW). .sgbs, .dds's and .tgas should fall into their respective places.

Took about 35 hours, using the Mission Editor and lots of use of GIMP 2.2 for the height map, load screen, and custom decals.

Speaking of which, the University of Tennessee logo and that of the Deutscher Fussballbund are the property of their respective owners. The author has no official connections with UT (other than being an alumnus) nor the DFB (other than being a big fan of the German Team during World Cup season).

Feel free to build upon this map, or use elements from it for your own. I only ask you give credit where it is due.

Thanks to the regulars at DOWFiles and Relicforums for feedback on this map, especially Hands_of_Fate (who corrected the minimap). Thanks to Rayden for his work on Gates of Ultramar, whose decals this map uses for its roadwork.

Further questions and comments can be directed to [email protected]

{{{ Monastery }}}

Works with WA 1.41

Install: Use the installer. That's the little icon thing, click it!

Here is the thread accompanying this map, should you wish to comment on it, or if you find a bug:

As this map contains mostly custom textures you should not have problems with pink question marks. If you do, a safe bet in solving the issue is to download the excellent Community Map Packs (why wouldn't you have them anyway?). These can be found here:
If the problem persists then you did something wrong and i don't care. Why would i after i've gone to the trouble of making and testing a fancy installer so you don't get yourself into these situations?

---{{{ Monastery (8) }}}---
A Black Templar monastery sits high on the cliffs standing guard over two huge underground production facilities. In it's day this world served to outfit the Imperium's armies with blessed weaponry and armour. However, avarice took hold of the ruling warlords. They rose up to claim this factory and it's profits as their own. Using operatives within the facilities they took control and, surrounded under a withering hail of fire, the Black Templars were forced to withdraw. It wasn't long before the warlords turned their weapons upon each other and this world fell from grace into ruin. Now is the time to recover what was lost.

Eight player map designed for 4 vs 4. Works best on take and hold without a doubt.

---{{{ [Night] Monastery (8) }}}---
Night shift compatible version of the map for use with Palii's superlative Nightshift mod.

Nightshift can be downloaded here:;62075

Argonaut, Aralaz, skills, DarkElfLord, Hands_of_Fate, Grabnutz, the_splurge, Hanger8 and anyone else who provided valuable advice, feedback and play testing. Everything you guys said was considered.

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!

iamtheone dot 8k 'at' ntlworld 'dot' com

If you would like to contact me make sure the title reads. DAWN OF WAR: <insert topic> (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)

Map Name: Pummeled Estate
Version 1
Size: 512x512
Players: 8
Terrain: Urban Wasteland
Author: Etherdragn

Strategic Point Flags: 28
Slag Deposits: 12
Strategic Objectives: 5
Relics: 8

Map Discription:
This is no place for life. This region has been under heavy bombardment for several days.

Pummeled Estate is a sprawling destroyed urban landscape. The central hill is a good vista to the destruction below.


Installation Notes

unzip the files and paste them in your Dawn of War directory C:Program FilesTHQDawn of WarWXPDataScenariosMP.
If the directory structure doesn't exist, create it.
This map should also work with WH40K.


Version Notes:
Fixed messed up entities.


for any feedback or questions:

post a comment
or pm or e-mail me at:

Dawn of War, the Dawn of War logo, GWI, the GWI logo, Games Workshop, GW, 40k, Chaos, Eldar, Ork, Warhammer, Warhammer 40,000 Device, Space Marine, Space Marine chapter logos, and all associated races, race insignia, marks, places, characters, illustrations and images from the Dawn of War game and the Warhammer 40,000 unIVerse are either ®, (tm) and/or © Games Workshop Ltd 2000-2004, variably registered in the UK and other countries around the world, and used under license. All materials © Copyright Games Workshop Limited 2004 except the Source Code for the Dawn of War game © 2004 THQ Inc. All Rights Reserved.



and thanks slash for putting all these maps together!

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