Ayrom 4 Mines

My first map, i've always been a keen W40K tabletop player and do a fair amount terrain modelling - being able to get so much relief into t...

Download

Uploading...
Do not refresh or leave this page!

File Description

My first map, i've always been a keen W40K tabletop player and do a fair amount terrain modelling - being able to get so much relief into the topography in the ME has been exciting to say the least, so this map is mostly an experiment in playing with it. Also, i've tryed to get away from the mirrored/ying-yang style of mapping (not that there is anything wrong with that) and spend a bit of time on the non-play area. This map was originally designed to disallow larger vehicles entry into the pit and into the base starting areas, while Walkers can decend the ramps and enter the bases. This caused all sorts of pathing problems so the ramps were widened and the relative topo maximum was lowered which cured *some* camera issues with such large changes in surface profile. You'll notice that there aren't many models within the play area, there's a reason for this; small opencut mines generally don't have alot of infastructure - go visit one. This map is *not* meant for online competitive play, but more for you and a mate to beat the crap out of each other via LAN play.

Read More

Readme
"In the bleak Granilium Ranges on Ayrom IV, workers on an imperial mine have uncovered an ancient device of unspeakable power. Capture the relic at all costs!"

Nitty Gritty:
Everyone probably knows this by now but...Unzip the data into-
C:\Program Files\THQ\Dawn of War\W40k\Data\scenarios\mp
If this folder doesn't exist, make it.
Map size 156 x 156
This senario is centered on an open pit with a Relic located at the bottom. Two Critical Locations are placed at the ramp exits of the pit, with eight Strategic Points scattered in an equitable pattern around the rest of the map. No Slag deposits have been used.
The two starting points are elevated positions (ROM pad and Waste dump).
Take and Hold or Control Area are the preferable victory conditions.

Authors Notes:
My first map, i've always been a keen W40K tabletop player and do a fair amount terrain modelling - being able to get so much relief into the topography in the ME has been exciting to say the least, so this map is mostly an experiment in playing with it. 
Also, i've tryed to get away from the mirrored/ying-yang style of mapping (not that there is anything wrong with that) and spend a bit of time on the non-play area. 
This map was originally designed to disallow larger vehicles entry into the pit and into the base starting areas, while Walkers can decend the ramps and enter the bases. This caused all sorts of pathing problems so the ramps were widened and the relative topo maximum was lowered which cured *some* camera issues with such large changes in surface profile.
You'll notice that there aren't many models within the play area, there's a reason for this; small opencut mines generally don't have alot of infastructure - go visit one. 
This map is *not* meant for online competitive play, but more for you and a mate to beat the crap out of each other via LAN play.

Shout Outs etc...
Rymafyr, monoRAIL, HANNA, SWK, Palii et.al. from the Relic Forums for ME documentation.
Relic for releasing the mod tools and DoW.

Enjoy!

Regards,
sheds

Read More

Comments on this File

There are no comments yet. Be the first!

sheds


50 XP


Registered 29th January 2005

17 Files Uploaded

Share This File
Embed File