Dawn of War Maps
 |
|
 |
|
|
|
 |
|
 |
|
A mob of
Chaos Space Marines blast away at a Space Marine Listening Post.
Units remain exactly perpendicular to the surface they stand
on, regardless of how sloped it is. In the case of Heavy Bolters,
they'll look like they're firing into the air or the ground,
but rest assured they are blasting that LP to bits. The
map is flat; it only looks 3D because of an invisible painted
height map that determines its shape. Units can shoot through
obstacles, the ground and each other with absolutely no ill
effects. |
|
 |
|
 |
|
Dawn of War is not a "serious" war game.
Its a semi-fluffy simulation of a tabletop diorama made up of groovy figurines.
Its really quite fun, looks and feels just "right". It blows vast
amounts of CPU time creating a fabulous impression of a big battle so you
can fly the camera through the carnage and almost peer up the nostrils of
your favourite Space Marines. But the game is just that: a fabulous impression.
It might look 3D, but it cuts a lot of corners to put on a big show.
It doesn't have much resembling "realistic" game physics, apart
from guys being thrown around after the effect. The shape, height and details
of the terrain has little or no effect on proceedings, except for
invisible zones painted onto craters and in shallow water that designates
"cover" or "negative cover", Snakes & Ladders style.
The 3D terrain in Dawn of War is created by a painted height
map. Characters stand exactly perpendicular to the ground,
regardless of what angle it lies at. Some weapons, (e.g. like Heavy
Bolters) will also shoot parallel to the ground, regardless of
angle; so if you ever see any Heavy Bolter squads standing on a slope
firing into the air or the ground, you may rest assured they are in fact
blasting the enemy. Its just the way they've been animated: the actual
graphics in the game doesn't necessarily show you what's going on inside
the game engine itself. Units can shoot through the ground or any solid
looking obstacle without restrictions. Squad formations stand in big messy
clumps blasting away at each other, through each other. Rubble,
destroyed buildings and other set dressing might occasionally block a
units path but they're basically just there for looks. Even obstacles
are a painted layer: in fact the game engine treats them as a type of
cover: Blocking Cover.
This is not a game like Total
Annihilation where emergent behaviour decides battles.
In an RTS with "realistic" (ho ho) physics simulations, every
shell and bullet is worked out on the fly and there's no telling where
exactly they might end up. Its actually possible to duck artillery
fire in Total Annihilation if you've got the right unit and your wits
about you. In DoW, the visual effects and everything you see is largely
preordained, like any old two dimensional RTS like StarCraft
or Age of Empires.
It's one of the "flattest" RTS games around. I think its safe
to say that elevation in Dawn of War plays no part in tactics and strategy.
(Even StarCraft had rules concerning ground levels!) Being on top of a
hill doesn't appear to give a squad any advantage over any squad stuck
in a valley. Whether one stands on a mountain top or another is stuck
down a mineshaft, if they're both within horizontal range they'll cheerfully
blaze away as though on a bowling green. DoW uses the same logic and physics
of an old tabletop board game - or more appropriately, its more like a
football pitch. Your (team's) tactics, timing and movement pretty much
can trump everything in the right time and place.
Cover and Negative Cover
 |
|
 |
|
 |
|
 |
|
 |
|
Our Chaos
Marines crossing Blood River. The river has negative
cover, which means they all suffer a movement penalty
and are more susceptible to any ranged enemy fire from its banks.
Note the negative cover icons floating above their heads. Cover
is determined at a individual level, not at squad level. |
|
 |
|
 |
|
Cover is an invisible painted layer on the map.
Any unit or vehicle that enters a Covered area slows down and gains an armour
bonus. There are two types: Light and Heavy,
but you won't be able to tell the difference in game. Light
Cover grants a 25% armour bonus but a
10% movement penalty as a general rule, while Heavy
Cover awards a 50% armour bonus and
25% movement penalty. You'll see a small blue and
white shield icon float above the head of any unit in Cover. Your mouse
pointer changes to a dotted outline when it moves over any terrain with
Cover.
Flamers and Burnas
negate the effects of Cover. Huddling in a crater
won't save your troops from getting singed.
Negative Cover works the other way: units are
more exposed than normal to enemy fire. Usually you find Negative Cover
in any shallow water, or around the odd Critical
Location to make them harder to hold. Its DoW's way of making a choke
point. Any unit in Negative cover suffers a 20%
movement penalty and is subjected to an extra 10%
ranged damage. Close combat damage is unaffected.
Cover bonuses are applied on a unit by unit
basis. For the most part they're the same across the board, but some units
are special. Space Marine Scouts don't suffer
a movement penalty in cover, and neither do any Jump
Troops, although they still benefit from the Armour benefits. Hovering
vehicles like Landspeeders or most of Eldar's
hover tanks don't suffer any movement penalties either, but have
slightly lessened armour bonuses. Buildings and
structures of all types, including Minefields
and Turrets, are immune to the effects of cover.
Necrons are completely unaffected by any
kind of Cover.
I suppose if there's a weak spot in DoW, its the shrinking number of
Skirmish maps (especially those in the Automatch
rotation) that are considered to be "fair". Skirmish maps, especially
those used in competitve 1v1 duels, tend to all be perfectly symmetrical,
sometimes even down to mirrored crater placement. Starting positions appear
in each corner, while and carefully placed obstacles and Strategic
Points are arranged in the middle to make life interesting. Smaller,
simpler maps are better for rushing, while larger
ones with lots of Strategic Points give players the opportunity to tech
up and grow quickly. Certainly, the cycle of Automatch
maps is limited, since balance has been a contentious issue since the
original game was released. Over time, many maps have been dropped for
giving one army unfair advantages over another in competitive duels. Dawn
of War maps as a general rule have limited slope and offer limited
strategic variety compared to other RTS games.
But don't think for a second this is a whinge. No no no! No one thinks
football is boring because its plays on a big grassy rectangle with some
lines drawn on it, or that all the grounds look the same. The real spark
in this game boils down to unit interaction and the seamless blend of real
time tactics and strategy. Think of it as the footy fan's version of a sci-fi
RTS. |
 |
|
 |
|
Dawn of War Map Sites
RTSC says: these are maps every Dawn of War player should have!
indicates
the maps are for Dark Crusade only. |
|
 |
|
 |
|
 |
|

Community
Map Packs
 |
|
For old Dawn of War and Winter
Assault fans, this should be your first port of call for any
Dawn of War maps! There are four Community Map
Packs, developed by players and mappers keen to see a lot more
variety and gameplay on Gamespy than the relatively limited official
offerings for the game. These custom maps are designed so that the
Online presence of Dawn of War would grow
and develop. The result were three excellent Community
Map Packs, each tried and tested, and each one made up of the
pick of the mapping crop at the time. The fourth arrived after a long
lull in "official" fan mapping. Each Pack comes with its
own trouble-free installer, and the first three maps work with all
versions of Dawn of War. The fourth only works with
Winter Assault. You can find the four original packs at
the Warhammer-Maps.com
page, DoWFiles,
and BitTorrented at the Homeworld
Community Server.
For
the Dark Crusade expansion, the Community
Map Packs have been revived: the four old packs have been
repacked into a convenient, single package that you can chase up
at its
RelicNews forum thread. Note: when you install, install to the
folder that your Dark Crusade game folder sits inside (and not the
game folder itself) otherwise you'll create a new DC folder inside
the old one.
It looks life a fifth Map Pack might be underway.
|
|
 |
|
 |
|
 |
|
 |
|
Cokane.com
is the personal web page for game designer Connor O'Kane, currently
working at Tantalus
Interactive and a major contributor to the Community
Map Packs. |
|
 |
|
 |
|
 |
|
 |
|
This is DoWFiles.com's
Maps Downloads section. You can find just about every Dawn of
War map here.  |
|
 |
|
 |
|
 |
|
David
Hayward's
Level Design
for Dawn of War |
|
David
Hayward is a designer for Black
Cat games, and his Dawn
of War mapping tutorial pages go into considerable detail on
how to produce a map for Dawn of War from a designer's perspective.
They're very good: straightforward, nicely presented and illustrated,
and an excellent complement to the other guides out there. |
|
 |
|
 |
|
 |
|
Mega
Map Pack
Mod |
|
A map "pack" that comes as a custom mod: this is a mappers'
resource for building maps with incredibly detailed and lush environments.
Its not really designed for playing unless you want to install an
entire mod just to play one or two example maps in it. The "mod"
is necessary to enable the new custom features and there's only one
or two actual maps in it. Regular players won't see anything different
unless they play the only map in it called Happy
Valley, and it only works on the regular Dawn of War. Make
sure you get the hotfix for it (which includes the
Slaneeshi Temple map), otherwise you'll see nothing but purple
boxes everywhere. Current version: 1.11. |
|
 |
|
 |
|
 |
|
Rayden's
Dawn of War
Map Centre |
|
On of the
contributors to the excellent Community
Map Packs has his own web
site dedicated to producing custom Dawn of War maps. His site
contains one mission based map (which can be played singly, or cooperatively
against AI's or other players) and several general multiplayer maps,
and a big mapping FAQ and tutorial page.
 |
|
 |
|
 |
|
 |
|
RelicNews:
Dawn of War
Map Room |
|
This is the Relic
Developer's Network (RDN) official modding
and mapping forum. If you want to keep tabs on any new maps, or
have any questions on maps or technical issues answered, this is a
great place to go. You can browse the forums as a guest without any
problems, but if you wish to use RDN properly, or access its Wikipedia
for some serious map making or modding, then you will have to register
to do so.
There are also some other notable mapping threads here:
Dawn
of War Mission Editor Guide takes a community perspective on
how to use Relic's DoW Mission Editor for building maps.
FAQ:
A Constant Work in Progress an ongoing, home grown FAQ built
from fan contributions. |
|
 |
|
 |
|
 |
|
Survival
Map Packs
 |
|
Survival
maps are a specialised type of Skirmish
map where a player or a small team of players is pitted against
a horde of AI players. Unlike a comp stomp,
which takes a normal multiplayer map and (often) stacks things horribly
in favour of the human players, Survival Maps are supposed to be
a big challenge, as you pit your forces against superior numbers
in an environment that's a little bit like a one map single player
campaign. These two packs of maps come with their own instructions
of how to play (you need to set your game settings correctly in
order for the maps' custom scripting to work) and only work with
the Dark Crusade expansion.
Links: Survival
Map Pack I and Survival
Map Pack II. Both these packages come with their own hotfixes.
Make sure you read those instructions! |
|
 |
|
 |
|
 |
|
 |
|
Strategy
Informer DoW:WA Mods List:The Strategy
Informer game site has a nice big list of Dawn
of War: Winter Assault custom mods and maps
- all with downloads. Nooiice! |
|
 |
|
 |
|
 |
|