BrainBoz Hill

The map works best as a 4 vs 4 team game, but will work as a 2v2v2v2 and possibly a free for all. It plays much quicker, and more tactically...

Download

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

File Description

The map works best as a 4 vs 4 team game, but will work as a 2v2v2v2 and possibly a free for all. It plays much quicker, and more tactically, as a Take And Hold game, but works fine for Annihilation.

However, please be aware "Brainboyz Hill (8)" is designed for play with the full 8 players (Human or Computer) only. The reason for this is that the editor does not allow Computer (AI) players to target doors set to Neutral, and if you set doors to Team Owned (as in this map), only the doors for the teams playing are placed at start up; The map may be played with less teams, but you will lose doors, and thus symmetry of play.

To get around this, a second version of the map exists, as mentioned above. This allows you to play with as few players as you wish, up to the full 8, as all 8 entrances will always be covered: but the doors are set to Neutral, which means the AI can never get mechanised units to the central area. Thus it's not recommended to play if you wish to include AI players, at least with regards to a Take And Hold game. It MAY work as Annihilation however, as the AI can always use the flanking bridges... This map will appear as "Brainboyz Hill (Human Only) in DoW, and can be safely deleted if you never intend to play with less than the full 8 teams; Remove all files with "V2" in their name if you wish to save the hard drive space.

Read More

Download 'brainboyz_hill.zip' (9.43MB)

Readme
BRAINBOY'Z HILL

A Map For Warhammer 40k: Dawn Of War

By Ian "Titler" Hodgkinson
(i_hodgkinson@hotmail.com)

Icon and Mini Map by "Hanna"
(http://www.bitcheswithglitches.com/nwn/)


BETA RELEASE v0.8,  19th January 2005

"Oi! Listen up ladz!" Roared Ugluk "Dey call diz Brainboyz Hill, coz ya gotta' be smart ta take it... So no running ya trakks at da bridges, and don't forget to blow the zoggin' doorz off to get at da hill! But don't ya worry, ya boss 'ere is full of da Orky Kno-wotz, so you all stick by old Ugluk and yer'll be fine. Now follow me... er, um... datta way!

Installation: 

Unzip to the folder located at C:\where ever DoW is\WH40k\Data\Scenarios\MP\
If folder "MP" doesn't exist, create it yourself (make sure to capitalise the name), and unzip into it.
Start Dawn Of War, and "Brainboyz Hill (8)" should now be available to play.

There will also be a folder called "Loading" created, containing 2 images. These are loading screen shots, and are not necessary for the level to run. You may delete them to save disc space if you wish.

Also note that you have a second version of the level under MP, labelled as "8p_brainboyz_hill_V2_titler". 
Details of this are listed below.


Basic Gameplay:

The map works best as a 4 vs 4 team game, but will work as a 2v2v2v2 and possibly a free for all. It plays much quicker, and more tactically, as a Take And Hold game, but works fine for Annihilation. 

However, please be aware "Brainboyz Hill (8)" is designed for play with the full 8 players (Human or Computer) only. 
The reason for this is that the editor does not allow Computer (AI) players to target doors set to Neutral, and if you set doors to Team Owned (as in this map), only the doors for the teams playing are placed at start up; The map may be played with less teams, but you will lose doors, and thus symmetry of play. 

To get around this, a second version of the map exists, as mentioned above. This allows you to play with as few players as you wish, up to the full 8, as all 8 entrances will always be covered: but the doors are set to Neutral, which means the AI can never get mechanised units to the central area. Thus it's not recommended to play if you wish to include AI players, at least with regards to a Take And Hold game. It MAY work as Annihilation however, as the AI can always use the flanking bridges... This map will appear as "Brainboyz Hill (Human Only) in DoW, and can be safely deleted if you never intend to play with less than the full 8 teams; Remove all files with "V2" in their name if you wish to save the hard drive space.

Known Bugs: The Ork Fighta Bomba casts ugly shadows. This is a problem with the way the editor adds the model to the map, and cannot be worked around (as yet) I am afraid. However, it only exists if shadows are turned on, and I am unsure how many people this will be an issue for... if enough people who play online do so with shadows, I will consider removing it from the map.

Thank You's: 

To the following people for beta-testing the map design:

Aidan "Darkblood" Musson
Rosey "Freyy" Farish
Sean "" Wright
"Hanna"

(Your name here too, if you test this map, and provide useful feedback.)

BETA TESTERS OF THE MAP PLEASE PAY ATTENTION TO THE FOLLOWING, AND SUBMIT FEEDBACK EITHER TO THE EMAIL ADDRESS FOR MYSELF ABOVE, OR ON THE RELIC BOARDS, WHERE I SHALL POST A THREAD LINKING TO THIS MAP LATER;

* I am building this map on a relatively low end system (1.3 Ghz cpu but 512 RDRAM and Geforce FX5200), and it seems playable with the full 8 AI; however I would appreciate those of you with equally low systems telling me how it works on your systems

* I am not sure if the game plays well enough with default resource settings. Please let me know if you believe more resource locations should be included.

* Battles over the bridge get pretty intense at AI Standard and upwards; I'm not sure if humans will find the same, so I'd be interested in opinions of the overall gameplay flow of this map with people. In particular, does the location of the doors on your own side of the map force humans to develop artillery, and does it delay vehicles long enough to allow for fun drop-troop only battles around the hill?

* Are there any areas where fire through objects isn't blocked in a gameplay affecting way?

* General appearence and atmosphere; does the map look ok? Does fog work in a pleasing manner? Decal suggestions? And so forth...

To the following, who helped suggest solutions to problems upon the way;
"Hanna" + "Star Wars Kid" for confirming problems with some art programs reversing .tga files. 
"Tigerwolf" and the good people at DowHQ.com for offering of beta hosting space.
"Nevin" for pointing me towards Dowfiles.com as another host for the level.
The folks at www.dowfiles.com for hosting this beta.

A Special Thank You; To Jan Watson, for simply being the most enchanting Christmas present of all... 

Legal yadda-dadda: Feel free to distribute this level via free electronic media;  after all, no map is as good if played alone, is it? 
However, please keep this Readme with the map, and do not claim authorship of the map in it's entirety. Also, you may not commerically exploit this map in any way, without the authors express written permission.
This map will be entered into the official Relic mapping contest, and I hereby signal my willingness to adapt my work at a later date in order to conform closer to Relic release standards, should the envelope stuffed full of used bank notes get to them in time... Also note this is a beta quality map, and may not resemble exactly the map submitted for the contest itself, or for final public release. 

Tactical Spoilers (To be left in for public map release?):





Something sorely missing in most RTS is genuine locational strategy on the battlefield; This map is an attempt to force players to consider this... You may only get infantry units across the two flanking bridges, and one mechanised unit at a time across the central one, but the placement of cover and the proximity of relics allows for a sturdy defense on the other side. Get both sides early and you hold a distinct advantage however, being able to build units either side of the river. It's possible to win the game on the bridges alone, even with just one side held, through sheer brute force (Orks! Orks! Orks!) if you co-ordinate more effectively than the other team; but an alternative is go for the Take and Hold by flying assault units over the wall as soon as you can get them.  Also, removing your own doors from your side of the hill will allow full vehicle access; You will need to use Artillery and Target Ground to break them down.. If you can achieve this whilst the opposite doors are still standing, it becomes much, much easier to hold the point. The enemies doors can be attacked by any unit (but in the Human Only map, all doors are available to be attacked by all units) if you wish to charge onwards for the Annihilation victory.

Read More

Comments on this File

There are no comments yet. Be the first!

Ian Titler Hodgkinson


50 XP


Registered 20th January 2005

6 Files Uploaded

Share This File
Embed File