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Dawn of War Downloads > Maps > 8 Player:
Cape Tod
Filename: cape_tod.zip


Size:
Developer:
Downloads:
Date Added:
Type / Category:
1.73 MB
T_O_D
1725
12-28-2005
Maps > 8 Player


Average User Rating: 7.2
Number of Votes: 11
Related Files:
Latest 5 Maps > 8 Player:
- Arrakis: Tears of Shai Hulud (1.0)
- Hell Fire (1.0)
- Assault On Grovengar (1.1)
- Morta Sanctum Imperialus (1.0)
- Tropic Thunder

3 Other Files by T_O_D:
- Cape TOD v2
- TOD's War
- TOD's War (6Player Version)


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Cape Tod - File Description  


Description:
8 player, 4v4, 4 Critical Points, 8 Relics and 25 Strategic Points, DoW:WA not required. A huge fortress overlooks Cape TOD, once the location of a thriving fishing village abandoned due to volcanic activity. You and your enemy have occupied the East and West strongholds. Look out for choke points and alternate routes of attack. Space is at premium in the strongholds, so positions 4 and 8 are outside by the shore. Have fun stormin' the castle wink



Cape Tod - Screenshots  
Screenshots:
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Cape Tod - File Download Options  

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Download from Worldwide Mirror by FileFront Download Cape Tod!



Cape Tod - Readme  
Readme File:
Cape TOD

Installation;

Extract the *.SGB AND *.TGA files to your map directory. Typically this would be C:\Program Files\THQ\Dawn of War\W40k\Data\Scenarios\MP. For your convenience, I've included a batch file which will extract the files to the appropriate location if you installed DoW using the default settings.


Disclaimer;

I think this is pretty simple. Feel free to share and distribute this map, provided you don't make any money in the process.


Notes from the author;

Not everyone will like this map, while I feel some will love it. I made this map with a couple of goals in mind. First, DoW:WA is not required, and no custom textures were used. Second, I wanted to make a map with a lot of elevation change but still easy to navigate around with a minimum of changing camera angles. For this reason I went with the diamond map configuration. The map is actually 512x512 meters, but due to the map configuration the opposing bases are around 1000 meters apart for non-jumping units, and around 700 meters for jumping units. The hope is this will give the feel of a larger map while lessening the lag a larger map might result in. I love big ole' blood baths, so the stonghold entrances are choke points designed to make the most of them.

The strongholds can be restrictive spacewise, so those preferring alot of room to build infrastructure, especially Imperial Guard, should preferrably be players 4 or 8, as they are down by the shore with more room available. From testing, I concluded that letting an AI controlled Imperial Guard ally inside the stronghold is a VERY BAD idea, as it tends to sprawl out and take over everything. I also found that with the DaWN OF SKIRMISH MOD, the AI is seems much more efficient about building space. The steps up to the catwalks surrounding each stronghold are restrictive by design. Ground vehicles cannot go up them. Also, a new Assault Marine squad can jump onto a catwalk, while a fully grown one cannot. Consequently, this can cause a bottle neck when ordering units onto a catwalk.

For those having trouble navigating around, there are paths just outside the opposing strongholds leading down to the shoreline that can accomodate any unit, even the baneblade. These two paths should be the only placing requiring a change of camera angle. The center stronghold may be the only ground route to the enemy, but it isn't the only one, so watch your back.

Though I have no plans to update or change this map, words of advice or encouragement are always welcome. Have fun playing. ;-)

Contact Information;

Filefront ID = T_O_D

aka The Other Dave

digital_smith AT yahoo DOT com


Cape Tod - User Comments  
The following comments are owned by the user that posted them. Dawn of War Files is not responsible for their content.

Total comments: 9 | Last comment: 09-20-2007 at 14:43

 #1 - 12-29-2005 at 04:00
ilovesoda
From: (aargau)
Joined: October 2nd, 2005
Posts: 140
im gonna install dow again soon

 #2 - 12-29-2005 at 09:36
woody2
Joined: May 2nd, 2005
Posts: 559
bit of lav a below the cliff is a nice deatil , just thought id mention it

 #3 - 12-29-2005 at 10:09
Fire81
Joined: June 15th, 2005
Posts: 29
Looks quite neat but the water is far too blue. Makes the map look very cartooney.

 #4 - 01-01-2006 at 11:28
Destroyer187
From: (Warwickshire)
Joined: April 17th, 2005
Posts: 159
That world look like a fantasy world, i'd like to live there!

 #5 - 01-01-2006 at 13:40
Helbrecht_The_Crusader
Joined: November 29th, 2005
Posts: 206
looks quite good

 #6 - good detail - 01-02-2006 at 07:25
Poo
From: (Macragge home planet of the Ultramarines.)
Joined: July 5th, 2002
Posts: 246
This map has brill detail and the water looks the same like from the game GTA3
ive tryed it on skirmish but not on online, but will it lag online when plaing it with my mates?

 #7 - lag - 01-02-2006 at 10:19
T_O_D
From:
Joined: December 26th, 2005
Posts: 1
My group has played it on a local LAN, but not online. Best I can tell, it doesn't lag anymore than other maps we play of comparable size. Give it shot, and let me know how it runs.

 #8 - 01-03-2006 at 14:41
kwok88
From:
Joined: December 23rd, 2004
Posts: 447
This map rocks! I can't stop playing on it! the long straight roads means that masses of troops and vehicles get stuck in good! although whilst playing on it with 7 AI players, they kept on building on the road and hills which then proceded to block our paths! can you please make the roads, paths and entrances to team's bases wider please! apart from that its all good! stick out tongue Rock stick out tongue

 #9 - it rocks - 09-20-2007 at 14:43
Dead_Red_Ted
From:
Joined: September 20th, 2007
Posts: 13
is ***** against comps even insane comps,but i just played it with some friends online and we played for during 1 hour and 23 minutes,this map is really cool,recommended to tau and eldar,this thing rocksRock



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