The IMPERIAL FISTS race mod for Dawn of War: Soulstorm is upon us! Brought to you by Team Thudmeizer (you know us), the Fists is our next uber-quality race mod. New mechanics, tons of new models, all completely voiced from scratch, nasty AI and some options never before seen. If you love to play "turtle" games (that is, defensive gaming), you will be thrilled, to say the least.
Seventh map set in Svarog Sector. 4vs4 or 2vs2vs2vs2.
Hello. This is my seventh map set in Svarog Sector.
Its map for Dawn of War Soulstorm. Resources are adequately spread throughout the map. Its 4vs4 map, but can be played in four teams of 2. Check out the screenshots to get some valuable info on the map itself. This map was actually completed back in 2016 but it took this long to find someone with SCAR knowledge and time to make necessary code so the map could work as I envisioned it. I will take this opportunity to show my gratitude and thank brother Gambit, who worked on the SCAR code and who was instrumental in helping me complete this map. He was also helpful with suggestions on how to improve my initial idea and I hope you will all enjoy the map.
Now on the mechanics of the map itself. SCAR controls two different functions. One is a function present in all of my maps, the no build zone, present so AI could not block itself in its own base with aggressive building construction.
Second function, and far more important, is the control over turret clusters on the map. As you will see in the screenshots, map is divided into seven different height levels. Five of these levels have Control shrines in the center of the level, represented with a critical location. Besides these critical locations (one for each level) every level has four turret clusters with 4 turrets each. There are turrets around the control shrine so in effect there are five turret clusters. After player or AI takes critical location, all turrets on that level are under control of the player who took the critical location. This is how turrets function. They have radius of 30 and will appear as soon as enemies are detected. Turrets will engage enemies until foes are defeated or turrets are destroyed. If enemy flees or is defeated turrets will remain active for around 15 seconds before "retreating" back into their cluster alcoves. If turret is damaged, it will be repaired while off the map, if turret is destroyed it will be replaced with a new turret in about 90 seconds (this is the self-repairing attribute which is mentioned in the lore for this map).
At the 15th minute of the game, 50% of turrets will be upgraded to turrets with rocket launchers so as to stay relevant in mid and late game when attackers have both heavy infantry and vehicles. Take note, if turrets are engaged in combat against enemies in the moment 15 minute mark is reached, they will not upgrade until combat stops. Note as well that turrets will continue spawning for you as long as you are in control of critical location aka the control shrine. There is option to upgrade each turret you control to rocket launchers manually but it will cost you 50 requestion per turret and for me who has been playing the map for some time now, I never saw a need to manually upgrade turrets. If left to their own devices turrets will upgrade to rocket launchers for free.
There is several decals which are new and you will need to download my decal pack with 900 new decals and I suggest you do this asap as many of new decals will be in my future maps. You can find the decal pack here: Moddb.com
Given time and effort invested in this map I would appreciate your feedback on the map, and I dont mean this as a polite request, move your lazy ass and give feedback :D
Comments and questions leave either on my page on Mod DB or in the section you find the map on.
This map is made by fan and for fans of Warhammer40k universe and is to be under no circumstances used or shared for commercial gain.
I would like to know what is happening to my creation so if you, by some chance, want to use this map, ask me through PM and give credit where credit is due. You can also contact me via Revora forum or MODDB page. Once again I would like to thank Gambit for his excellent SCAR and overall help.
INSTALLATION:
Gardens of the Saint (8)_icon - THQ/Dawn of War-Soulstorm/W40K/Data/Scenarios/MP
Gardens of the Saint (8).scar
Gardens of the Saint (8)_mm
Gardens of the Saint (8) (TGA) - THQ/Dawn of War-Soulstorm/DXP2/Data/Scenarios/MP
Gardens of the Saint (8) (SGB)
Gardens of the Saint (TGA)(Loading Screen) - THQ/Dawn of War-Soulstorm/W40K/Data/Scenarios/MP/Loading
Just copy designated files into correct folder structures and your set to go. If you dont have these folder structures already, you can make them manually.
If you like this map, check out my previous maps here:
Moddb.com
I hope you will like it.
Regards
Patriarch
Average
102 votes submitted.
Well done brother!Excellent work as always!
I shall have a look at once!
Thank you Kek. Gambit's help was crucial. How did you like it?
Brother.
It is amazing.
I really love your custom scripted much.And tbh,I really wish DOW had more of them.Not just generic maps.
Thanks Kek :) I'm glad you like it man. It would be cool if Relic actually made working different mechanics into the maps more easy. This way you have to relay on people who know how to code and they are few and far in between, even with all the good intent of Scar coders.
Does anyone know what mod has those primaris in the 2nd picture down from the left?
bigopzooka Salamanders.
Thanks!
God it makes me angry how god damned beautiful your maps are, got me seething with jealousy.
:D Thank you man, I hope you enjoyed playing the map.
where do I put these files to make this map work?
Gardens of the Saint (8).scar
Gardens of the Saint (8)_mm
Gardens of the Saint (8) (SGB)
Hey man, all of these files
Gardens of the Saint (8).scar
Gardens of the Saint (8)_mm
Gardens of the Saint (8) (TGA)
Gardens of the Saint (8) (SGB)
go to this folder
THQ/Dawn of War-Soulstorm/DXP2/Data/Scenarios/MP.
I would appreciate feedback on the map after you play it.
thanks for the help man... but there's still a prob, all the quests have the 505(idk the rest of the numbers)no range message
Sorry for my late reply. Tell me, how does this affect the map. Can you still take possession of the turret clusters and do they work as they are supposed to, that is, do they attack your enemies?
I know that when I play, at the start of the match, five red notifications appear but I ignore them, in my case they do not have any influence on the functioning of the map.
played the map and IT WAS AWESOME!!! but the prob was I can'y play it in Uni. Mod for some reason. I only played it in The Titanium Wars Mod SS.
Glad you liked it mate. Regarding Unification, I actually believe brother Gambit added the map to the latest version of the Uni mod. I would have to check but I think he asked me about it when I first released the map. What happened when you tried to play it with Unification? Did it appear in the map list at all?
i have curious question when i tried the map with unification as it appeared in the map list when i gone to capture one of the control shrines the turrets did not appear and i thought maybe i had to capture the points between the turret clusters but no still so i was wondering that only certain factions can the turret clusters and control shrine work for them?
cause im playing the harlequins
okay i noticed the turrets just appeared once the nemeie got close to the turret cluster point