Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: My Maps in progress
PostPosted: Sun Oct 25, 2009 8:44 pm 
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So I've been making a map with trenches which are so thin only infantry can pass through, now vehicles can still pass through on most areas, but the trenches are designed so infantry are more free to move. However, certain area's, like the center with the Relic, are only accessible by infantry, along with one critical location. I've been working on it and I've gotten at a good place, here's the current state of the map
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Those are some pic's, the arrow's show entry points.
Keep in mind its still WIP so I haven't made a minimap for it yet so it will be black in preview and green minimap.

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Last edited by Warforger on Sat Dec 26, 2009 11:25 pm, edited 3 times in total.

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 Post subject: Re: Trench Theory
PostPosted: Sun Oct 25, 2009 8:52 pm 
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make sure you dress it up more. There are heaps of things you can pimp your trench up with! here is a good example! Image from eye deep in hell.
its got potential man, keep up the good works!

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 Post subject: Re: Trench Theory
PostPosted: Sun Oct 25, 2009 11:14 pm 
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Just adding to what Blas said, trenches have a horrible habit of caving in and burying the people in them unless they are propped up like in the pic above.
Plus, detail is what makes a map for me.

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 Post subject: Re: Trench Theory
PostPosted: Sun Oct 25, 2009 11:50 pm 
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Well, I am focusing more on the maps functionality then its looks for now.

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 Post subject: Re: Trench Theory
PostPosted: Mon Oct 26, 2009 12:57 am 
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OP updated with updated map, now P1 can move vehicles to his enemies again and P4 is no longer in water so deep that it can't produce units.

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 Post subject: Re: Trench Theory
PostPosted: Mon Oct 26, 2009 11:26 am 
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Looks good ;) Do you know if the Infantry can fire out of the trenches?

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 Post subject: Re: Trench Theory
PostPosted: Tue Oct 27, 2009 7:26 am 
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Most of the time they should, but they usually have to stay still.

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 Post subject: Re: Trench Theory
PostPosted: Fri Oct 30, 2009 8:55 pm 
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Blasphear wrote:
make sure you dress it up more. There are heaps of things you can pimp your trench up with! here is a good example! Image from eye deep in hell.
its got potential man, keep up the good works!


I just opened that map up, It uses a lot of custom textures (like the boards holding the trench up) that I can't use because I don't have them.

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 Post subject: Re: Trench Theory
PostPosted: Mon Nov 23, 2009 9:13 am 
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Blasphear wrote:
make sure you dress it up more. There are heaps of things you can pimp your trench up with! here is a good example! Image from eye deep in hell.
its got potential man, keep up the good works!


Aren't those trenches there a little wide? Looks like you could drive a Russ right down the centre with ample clearance on the sides.

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 Post subject: Re: Trench Theory
PostPosted: Mon Nov 23, 2009 7:42 pm 
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Warforger wrote:
Well, I am focusing more on the maps functionality then its looks for now.


I just thought I should mention that trench visability is part of functionality. It is nothing more frustrating than telling a unit to make a move only for it to run in the other direction because what looked like flat ground isn't.

It doesn't have to be fancy. Just make the trenches a darker colored dirt.

I'll grab the map and see how it is. Looks pretty good though.

Edit: Played a game against 5 insane AI's.

Position 2 has some real problems with pathing. The only way in is one trench and I couldn't get a 10 man tac squad and 10 man scout squad in at all. Half would go through and the other wouldn't. Dig the trenches out a bit. I ended up just droping dreads and assault marines in on the AI there.

The Relic has some significant problems with pathing. The trenches are too small and the two ways in are on other sides of each other. Troops that can't get through try to run around the whole map to get in.

Trenches in general needs some widening and cover bonuses. Without the bonuses there is no reason to go in the trenches.

All in all I think this map played really well when I avoided the trenches all together. It has lots of choke points and ambush spots and lots of use of LoS blocking terrain that is obvious and not irritating.

Edit2: Watching the replay I noticed that there was heavy cover in some of the trenches. Didn't notice them before. The trenches around position 1 didn't have cover so I didn't look after that.

Also, after watching the replay I noticed the second way into positon 2. Kinda silly of me as I walked my dreads out it. Don't know if it is big enough for vehicals though. Position 2 needs some way of getting tanks out or it puts them at a disadvantage to everyone else.

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 Post subject: Re: Trench Theory
PostPosted: Tue Nov 24, 2009 6:51 am 
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Vrugar Gutslicer wrote:
Aren't those trenches there a little wide? Looks like you could drive a Russ right down the centre with ample clearance on the sides.

Pathing would be a nightmare otherwise...

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 Post subject: Re: Trench Theory
PostPosted: Thu Nov 26, 2009 7:42 pm 
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errr yah that version had a lot of problems, because when the trenches are going diagonal from the impass squares sometimes two impass squares corners meet and the trench is blocked, that's usually hard to spot, but I've pretty much found all those in the latest version.
http://www.2shared.com/file/9467656/a7e ... __6P_.html

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 Post subject: Re: Trench Theory
PostPosted: Fri Nov 27, 2009 3:37 am 
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Position 5 needs a major nerf terrain wise. The thin road tht you can take vehicles up is the only attack point. Other than deep striking and jumping there isn't another working way in. The other side has an infantry only way in (due to a trench at the bottom) but the top has a ledge and a very narrow entrance again.

The trench layout could use some sort of optimizations still. I think if you make the trenches big enough for squads to go through two at a time it would help out a lot. it only takes one guy getting stuck at the moment to clog a whole trench and cause huge pathing issues.

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 Post subject: Re: Trench Theory
PostPosted: Fri Nov 27, 2009 7:11 am 
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Yes, but you can still go around to go up the ramp.

The trench clogging is something you can fix actually, that usually happens when two squads are going in, so move one out then the other moves in.

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 Post subject: Re: Trench Theory
PostPosted: Fri Nov 27, 2009 8:00 pm 
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The ramp is worse than the thin road. It has a ledge at the top that makes LoS weapons like lascannons hard to use and has a very small space to actually put troops in. A few buildings in the way and it is a nightmare to get troops up there. Add on top of this that you are being shot at the whole time and it isn't feasable.

The cloging also happens when the squads break up. Sometimes a few members decide to run around the whole trench while the rest go through. This takes quite a while to fix sometimes.

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 Post subject: Re: Trench Theory
PostPosted: Sat Dec 12, 2009 5:23 am 
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Nice job getting file of the week Warf. Great map.

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 Post subject: Re: My Maps in progress
PostPosted: Sat Dec 26, 2009 11:48 pm 
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So since that maps done and only has a few issues that I can't really find (like invisible objects?) I've started two new maps, one is just another Trench map except with more blinged out trenches and the other is a Space Hulk map I've been thinking about.

Here are some screenies for the hulk map (its not playable right now).
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Currently that's all that's done, Player 1 is supposed to be in the hangar so that's why he has a lot of space.

Here's the other map
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Right here you see a ladder, infantry will be able to move up it (well they'll walk up the wall, but you can't get any better) into the pipe.
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Because the nearest gate does not let tanks or bigger things through, there is a crater which lets big things trhough (ignoring the steepness of course :P)
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 Post subject: Re: My Maps in progress
PostPosted: Sat Jan 02, 2010 9:06 am 
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MASSIVE update.

I've been working on the boarding map, basiclly the layout is most of the map being the hallways and the respective rooms they connect too, this is where all the strategic points, critical locations, Relic and Slag Deposits are, you only get one strategic point near your base. Going around this is a intership highway which is the only way to get tanks to the enemy base. Currently the AI is pretty retarded, so I want some online play to determine what I need to fix.

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This is the Relic, the metal wall structure is a elevator
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EDIT: Wow I forgot to post download link
http://www.2shared.com/file/10395472/87 ... _Hell.html
In case you can't find the download link, its at the bottom and it says "save to computer"

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 Post subject: Re: My Maps in progress
PostPosted: Wed May 26, 2010 4:02 pm 
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sorry, I am coming in a little late.... The link is not working for me...


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