Shores of Ashandtarr

This is my first map for DoW. I tried to see what could be accomplished in just using the toolset as it was given, so don't expect anything...

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This is my first map for DoW. I tried to see what could be accomplished in just using the toolset as it was given, so don't expect anything too fancy.

I set it up as a one vs one map for those players who like a longer battle (playtest ran just over an hour). There are several routes players can use to get around, but still plenty of open space for larger battles. One thing I was trying to accomplish was to create an objective to drive the players, thus the placements of the critical objectives. Also I wanted to use the editor itself to create "natural" defensive positions (not just craters). Not much else to say as I am pressed for time. I have already started working on the next map in the "campaign", so keep an eye out for it in the next week or so.

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Dawn of War Multiplayer Map

Map Title: Shores of Ashandtarr  (final version, both 1v1 and 2v2)
Author: SpookyRuben (e-mail:   hdhynes@eastlink.ca)
Players: 2 or 4
Size: 256 x 512
Gametype: Take and Hold or Control Area are probably best.

Synopsis: Invading armies attempt to establish a beachead on an industrial world, in the wasteland country side.

Technical Info: No special scripting, no mods. Just the basic toolset was used to make this map. I would like to point out that the center strategic point on the map has a no build radius, I did this so the middle of the map wouldn't turn into a huge fortress via turrets etc...

Install instructions: Place files in \THQ\Dawn of War\W40k\Data\scenarios\mp directory

This is my first map for DoW. I tried to see what could be accomplished in just using the toolset as it was given, so don't expect anything too fancy.

I set it up as a one vs one map for those players who like a longer battle (playtest ran just over an hour). There are several routes players can use to get around, but still plenty of open space for larger battles. One thing I was trying to accomplish was to create an objective to drive the players, thus the placements of the critical objectives. Also I wanted to use the editor itself to create "natural" defensive positions (not just craters). Not much else to say as I am pressed for time. I have already started working on the next map in the "campaign", so keep an eye out for it in the next week or so.

Thanks to Hombek for helping my give it a dry run.

Cheers,

Spook

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SpookyRuben


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Registered 29th November 2004

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