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The scenario is Based on the book "Warriors of Ultramar" from Graham Mcneil. as you could see before, i like to face the nids against all the races ingame, this time is the turn of the Imperial Guard. The fleet Leviathan, after spliting in 3 parts, is on his way to Terra. Devouring planets in his way, the biofleet arrives to Tarsis Ultra. Briefly. the map is formed for a multiplayer defense. the teams would go like this:
Equip 1: 1 Imperial guard. 2 Space Marines. (Ultramarines)
Equip 2: 3 4 Tyranids. Atacking right door.
The fortress is divided in 3 main defense walls. if thefirst one goes down, you can retreat to the second wall using the Thunderhawk that your Army will have. if the second wall falls, you are screwed for good, but you can try to survive in the last 2 Bastions, but mainly you are screwed.
About the doors, they are destructible, blocking the way for the atackers, there are 4 layers of titanium doors for each gate, they will be falling one by one till all of them are down and the way is free.
About the thunderhawks, it was a hard work to create them, and without the help of the Scar lords (Dimand, Dark40k, Finaldeath... and all the rest)from the comunity it wouldnt be possible at all. this map goes for them. they serve as transports, taking your troops from your defensive wall to the next one.
This is a very complex map. designed for a massive multiplayer battle that can take hours to complete. but if you want to play on your own, i recomend using player 1 and cpu2 against cpu3 and 4.
Also is possible laggy for 4vs4 at full strenght for the armys, as all the biggest maps.
WORKS IN DC TOO.
Briefly. the map is formed for a multiplayer defense. the teams would go like this: Equip 1: 1 Imperial guard. 2 Space Marines. Equip 2: 3 4 Tyranids. Atacking right and left door. The fortress is divided in 3 main defense walls. if thefirst one goes down, you can retreat to the second wall (having problems opening the doors for the troops, i allways have scar errors trying to set it working, i would apreciate some help with the Scar specialists). if the second wall falls, you are screwed for good, but you can try to survive in the last 2 Bastions, but mainly you are screwed. If you want to play this map as Tyranids, you are going to have fun. remember to concentrate your atacks in the layers of doors as much as you can, speed in taking them down is the key to the succes. he thunderhawks will transport the teams from one defensive wall to other if necesary, tho they are destructible, so one of the main objectives of the nids will be to destroy them, to aboid counteratacks. The coding of this transport is in progress, researching myself as i can, and asking for help wherever i can :P each player has his own thunderhawk to defend. and that will grant him freedom of movement. in the image you can see the distribution of the defense walls and the way to defend it. the center area of the map after the 1st wall is now a proper battlefield, the suburbs of Herebus, with covers, so it will be easier to defend it. working on the next days in the next area, the barracks of the ward, that will be a good battlefield too. the last bastion will be the 2 main spaceports, with the last 2 thunderhawks. this scenario is desgned for the Tyranids Mod, but can be used in any modality of Dark Crusade. to install extract the files into: c:program filesTHQdawn of war - dark crusadedxp2datascenariosmp Special Thanks to Dark40k, Dimand, Finaldeath, and the rest off the SCAR monsters for their help. have fun :)
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