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Dawn of War: Winter Assault Downloads > Maps > 4 Players:
The Emperor's Maze
Filename: theemperorsmaze.zip

Date Added:
Type / Category:
4.16 MB
Maps > 4 Players

Average User Rating: 8.4
Number of Votes: 20
Related Files:
Latest 5 Maps > 4 Players:
- Taranik (1.0)
- The Great Defense (1.0)
- The Perils of the Warp (4p)
- Jungle Damn
- Desert of Khorne

3 Other Files by RancidDog:
- The Emperor's Maze (v2.0)
- Two Hills (2.0)
- Two Hills

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The Emperor's Maze - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

This 4-player maze map contains 4 relics, 4 slags, 14 strategic points, and 1 critical location.

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

The Emperor's Maze - Screenshots  
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The Emperor's Maze - File Download Options  

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The Emperor's Maze - Readme  
Readme File:
Map Name: The Emporers Maze
Auther: Rancid Dog aka Purtid Dog
Date: 09/17/2006
DOW Version: Created and tested under Winter Assault patch level 1.51.
Map Version: 1.0
Size: 1024x1024
Players: 4
Teams: 2 or 4
Relics: 4
Slags: 4
Strategic Points: 14
Critical Locations: 1
Contact Info: PurtridDog at yahoo dot com. (purtriddog@yahoo.com)

Extract the files (NOT THE FOLDER!) into ur MP-folder (...\Dawn of War\WXP\Data\scenarios\MP). if this folder doesnt exist yet - create one

This map is a maze.

The Emperor's Maze - 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: 10 | Last comment: 09-19-2006 at 15:49

 #1 - 09-18-2006 at 20:04
From: (NSW)
Joined: May 5th, 2006
Posts: 23
looks good d/ling now

 #2 - 09-18-2006 at 23:28
Joined: August 31st, 2005
Posts: 55
This looks crazy, downloading now

 #3 - Nice Work - 09-19-2006 at 00:36
From: (glasgow)
Joined: March 11th, 2005
Posts: 176
Great looking map, looks really origonal

Love big maps that can handle the troops from the total war mod

Can't wait to get home from work and give it a try!!!

but for now.......work Cry

 #4 - nice map - 09-19-2006 at 01:48
Joined: May 18th, 2006
Posts: 33
Hi... Nice map looks good... However I get a fatal scar error when I run it although the turrets appear on the map... I did make a maze map last year but binned it before completion as the problem I found with the concept of maze maps in DOW is that the units never get lost ( must have some sort of funky futuristic GPS systemy thingy-me-bob) so the fact its a maze is imaterial, its a pity the pathfinding AI wasn't disabled but that sounds a bit complicated to me... Anyway the map looks good and I think it has potential... If anyone knows how to disable the pathfinder AI and can write the script in scar then this would open up a whole new genre of game play within the DOW ie you start off with a critical point and then its like a capture the flag senario if set to sudden death.... Anyway thanks for the map Death_htaed

 #5 - 09-19-2006 at 06:04
Joined: November 15th, 2005
Posts: 30
Very Original, and very conducive to turtling and long games, but it would've been better with company-of-heroesesque destructible environments so you don't have to spend time dawdling in the tunnels and getting to the fights. I think an Iron Warriors, Ironhold map might be cool, especially in SM vs Chaos matches.

 #6 - Nice - 09-19-2006 at 08:21
Joined: September 18th, 2006
Posts: 2
looks like a really good map.

Very original Two Thumbs Up!

keep up the good work cool

 #7 - 09-19-2006 at 08:22
Joined: May 4th, 2006
Posts: 1182
Looks interesting. it makes a change from normal maps.

 #8 - 09-19-2006 at 09:17
Joined: September 4th, 2006
Posts: 21
Yes you canít get lost in this game as it is, but after new bases have been built or people have moved how useful is the Pathfinder AI?

The other thing about a maze that is still preserved is the idea of being next to somebody but still be a pretty far distance from them. (Jumpers/Teleporters excluded.)

The two things I really wanted to do with the maze was to create no jump zones and have walls that move every so many minutes. Thinking about it the moving walls may have been a problem but the jump disable could have been done with proximity detection and scar.

 #9 - 09-19-2006 at 10:29
Joined: May 4th, 2006
Posts: 1182
Moving Walls! COOOL! thatd be mad in a map! like a map with changing scenery! i wonder if it could be done...

 #10 - 09-19-2006 at 15:49
From: (pennsylvania)
Joined: July 3rd, 2006
Posts: 27
well a very good idea the best original one ive seen in ages but a bit plain on the major ways not just like the dead ends what did you forget to do anything there i mean throw me a bone and give me a crater or something

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