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Dawn of War Downloads > Maps > 8 Player:
Morta Sanctum Imperialus (1.0)
Filename: morta_sanctum.zip


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1.24 MB
1.0
gregre
1387
12-08-2008
DoW-Soulstorm
Maps > 8 Player


Average User Rating: 7
Number of Votes: 1
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4 Other Files by gregre:
- The Northern Road (1.0)
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Morta Sanctum Imperialus (1.0) - File Description  


Description:
Morta Sanctum Imperialus is an 8 player map. Players 1-4 start in the stronghold and 5-8 start outside.

There are plenty of choke points. There is plenty of cover. There are many neat angles of fire to set up artillery emplacements or enfilades on approaches. Plenty of room to build and several layers of defense if the first wall falls!

I had such an epic battle while testing this map...I almost forgot to come back and upload it!



Morta Sanctum Imperialus (1.0) - Screenshots  
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Morta Sanctum Imperialus (1.0) - File Download Options  

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Morta Sanctum Imperialus (1.0) - Readme  
Readme File:
The Imperial stronghold Morta Sanctum Imperialus is under siege! We must hold the outer wall!

4v4 player madness!


Map by gregre.

Extract these files in your DOW/DC/SS directory (only test in DC & SS)

Program Files/THQ/(gamename)/DXP2/data/scenarios/mp

Permission to modify this map is granted, please give credit where credit is due.


Morta Sanctum Imperialus (1.0) - 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: 02-12-2009 at 00:45

 #1 - 12-08-2008 at 02:17
maxxta
From:
Joined: March 16th, 2008
Posts: 350
tip for da future, dont focus ure screenies so much on the units u used on the map...

 #2 - 12-08-2008 at 03:39
qazer90
Joined: July 10th, 2008
Posts: 5
yeah we need to see more of the landscape, becasue we allready have seen units in combat before but sweet map dude, love camping maps.

 #3 - 12-08-2008 at 04:18
gregre
From: (NSW)
Joined: December 8th, 2008
Posts: 8
thanks for the feedback guys... new to the site but if I can change the pics I'll be sure to give some more landscape shots. The first one I got from the map builder as opposed to in game so I'll take af ew more from there.

Thanks again!

 #4 - 12-08-2008 at 07:59
XIXTheReaperXIX
Joined: August 16th, 2008
Posts: 115
from what i can see it needs more detail but layout is good just need to touch it up mate

 #5 - 12-08-2008 at 18:09
wraithlord900
From: (Utah)
Joined: March 22nd, 2008
Posts: 441
You put the pics at a good sizeRock

 #6 - 12-08-2008 at 19:55
gregre
From: (NSW)
Joined: December 8th, 2008
Posts: 8
Just out of interest - when you're building the map, does an excessive amount of decals beef up the size or does the map get rendered and the overall image plastered over the height map?

If it's the latter I'll be sure to go ballistic on detail. I'm thinking maybe some room for turrets around the inner relics, too.

 #7 - 12-09-2008 at 13:33
Argonaut
From: (Southampton)
Joined: June 30th, 2005
Posts: 71
The detail on the map creates lag in this order -

MOST LAGGY
Fire, smoke, steam, chaos mist, any other particle or dust FX such as meteors or explosions.

THE WIDTH OF THE SKYBOX
Having a big skybox means the game engine attempts to render everything on the horizon wether you see it or not. The fog is there as a cunning way of blending the skybox with the ground so if the fog hides buildings from view, have the skybox lmited to what you can see. Have the skybox as small as possible without affecting your map.

DECALS
Decals do not create much lag, unless you continually overlay them over and over on top of each other. Ira Aduro - a guy who makes awesome maps - frequently uses hundreds and hundreds of decals without affecting lag. Each decal is rendered individually and as such having lots on top of each other could be a bad idea on a big map. If you really are concerned about decals causing lag have them snap to 45 degrees.

The biggest cause of lag and slowdown is having too much smoke/steam/ other ambient crap on the map. Don't forget if you make a snow map then the footfalls of the soldiers will cause some particle effects.

In closing, this game is OLD and many peoples PCs aren't anywhere close to the minimum requirements anymore. My advice is make the map look astounding, then worry about lag and how to fix it IF it becomes a problem.

 #8 - 01-24-2009 at 11:33
RennocSlayer
From:
Joined: August 26th, 2008
Posts: 4
does this map work with soulstorm? judging by the screenshots confused

 #9 - 02-12-2009 at 00:45
gregre
From: (NSW)
Joined: December 8th, 2008
Posts: 8
yes, it works in soulstorm.



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