Verdant Valley is a battlefield consisting of several major chokepoints, ambush areas and heavy cover.
Launch into this 3vs5 scenario with a forward base and honor guard! Another unique feature is that you can assume command of up to two AI ally races ingame. There are many chokepoints and plenty of cover that the thoughtful strategist can make good use of. All the same, taking the priceless relics of Verdant Valley from your foes will be no easy task, as the enemy races greatly outnumber your own and are grouped together forming a strong defence. The many decals and high squad caps make this map best for higher end computers (but if you can play DOW II this should be fine!)
Player1 may assume command of the AI players on the team. Move the captain unit you receive in your honor guard to the glowing beacon near the player1 base. You can do this at any time in the game, and suddenly all the buildings and squads belonging to the AI player(s) will become yours. You can continue building squads and preforming upgrades, but will not be able to make any more buildings of a different race. If your captain unit dies before taking command, the beacon will disappear and you will no longer have the option. Taking command can be done in multiplayer, and another another human player should be unaffected. When you take command, you are awarded +20 squad and vehicle caps for each player you now control to simulate multiple races.
Fixes and Modifications:
- This release fixes the issue in multiplayer where Player1 now does not take control of other Human players, only those controlled by AI.
- The area of cover on the left side of the map is now accessible via land
- The mountain trails are better touched up with impass where not so many units are walking on the side of the wall or in mid air over the cliff. Note: certain units, especially Necron Scarabs, will still do this to a degree.
- There is an additional map included that does not utilize Scar programming, neither has the pre-owned posts, so as to be compatible with all mods. It is named “Verdant_Valley_(3vs5)_LT”. Both versions are bundled in the same zip file, but it is easy enough to remove one or the other if you don't want them.
This map is basically a map of two major bases featuring a major chokepoint leading into the walled off area of the 5 bases. Its bascially an easily defendable series of bases verses the 3 hard to defend bases to the right. The 3 Bases are probably best defended by pressing on the chokepoint leading into the 5 bases on the left. If you begin to get driven back you can setup ambushes along the heavy cover of the valley. Attacking the 5 bases to the left will be tough given the proximity of the bases to the chokepoint though defending them would be much easier. All in all its a very good map!
Verdant Valley 1.1 Made by Philip Young (Redeemed74) Using EZScar-2-019B.scar Special thanks to Wikipedia and Ira Aduro who supplied valuable feedback to help better this scenario! INSTALLATION: When you download the Zip file, it doesn't matter where it goes initially as long as you can open it. When it opens you will need to manually copy and paste the files into your “MP” folder, since I don't have an installer. If you have not downloaded custom maps before, you will need to make the folder first. First, go into the main folder for your particular game: C:/Program Files/THQ/Dark Crusade or C:/Program Files/THQ/Dawn of War/Soulstorm Here you will see a folder called DXP2. Go in there and if it is not there, make a new folder and rename it Data. Now go into that and make another new folder calling it Scenarios. Now go into it and make one last folder called MP. Copy and paste all the unzipped files into this and you should be ready to play! The final part of the files should look just like this: DXP2/Data/Scenarios/MP Along with this map is the documentation for EZScar and the latest version of the EZScar script. You are welcome to use and-or modify in part or in whole the Twin_Towers_1vs7.scar script for your own map or mod and do not need to ask for any specific permission. Please do mention, though, that you are using EZScar and keep its header intact. Game Setup for Standard Mode: It is very important to use fixed starting positions and Players set teams accordingly. You must have players in slots 1-3 – leaving one or more of them closed will give the honor guard and premade base to the enemy! You can leave any of the enemy slots closed that you like. The actual difficulty level will only vary slightly from Standard to Insane because of the forward bases. To make the game easier, have fewer enemies. 1 = Easy, 2 = Standard, 3, Hard, 4 = Harder = 5 = Insane. Giving a mix of enemies will make it harder since you will have to contend with more of a variety of abilities. A number of objectives will work although this scenario was mostly designed for Annihilate or Destroy Headquarters. All the standard races work although Tau often will have both Kuyon and Mon'tka command, giving them a slight advantage. The squad and vehicle caps are increased for massive battles although it doesn't affect the Ork population, making them slightly weaker opponents. New Race Mods will not receive a forward base or honor guard, but should still be able to play as long as they do not significantly change existing races. Many modifications are possible within the Verdant_Valley_(3vs5).scar script. Just open it in Notepad and search for “Tweak”. You can turn the Fog of War off for the whole map, adjust the squad and vehicle caps for the players, prevent the enemies from having forward bases and even set the enemy to be perpetually on the attack. Those who enjoy scripting can modify their honor guard, although this does take more skill than the simpler “tweaks”. Caution: to play with a modified script in multiplayer mode you must all have identical copies of the script. I suggest keeping a copy of the original one somewhere so you can always go back to it. Tips and Tricks: (Caution, may contain spoilers! Adventurous players scan just get started, but if you become disgruntled with the map or are of the more cautions type this may be of help to you.) Defeating one or two enemy players should not be that difficult – it will play like a fairly ordinary map. But you are likely to find that with 3 or more you will need to do some strategic planning, or have a very long game. It is unlikely that the enemy will defeat you but you could find yourself in a perpetual battle with heavy losses on both sides. The standard tactics of deepstriking in a few dreadnoughts or teleporting in a Nob squad with Big Mek are not so likely to be effective with the enemy bases so close together. There are several winning strategies depending on what race you choose, but you may find that the right mix of races are needed to successfully bulldoze your way into the heart of the enemy's stronghold. Have fun!
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