Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Not enough ratings
(2v2) Adeptus Graveyard
Tags: map, mp, 4p
File Size
23.853 MB
Jul 29, 2017 @ 6:48am
Aug 3, 2017 @ 3:31am
4 Change Notes ( view )

Subscribe to download
(2v2) Adeptus Graveyard

I would strongly suggest to read all the key features below before trying the map.

Updated on 3rd August 2017 based on Community feedback and playtest.
Click here for full Change Log

you can find me on discord in worldeditor section here
Key features of map
--1)Map has 1 Defence lane , 2 attack lanes, 2 flanking lanes with interconnecting pathways some of
----them blocked by destructible walls which can be opened later only from one side
----Strategic Placement of consoles).
------a)Flanking lanes: 2 flanking lanes run the outer edges of the map, when this lane become narrow
--------it becomes passable only by infantry and drop pods and vehicles and heavy walkers cant pass.
--------except kill team drop.
------b)One of these flanking lanes run all the way to enemy base structure bypassing enemy turrent,
--------you can pressure his base. other flanking lane bypasses twin walls and gets you to the enemy
--------shield generator.
------c)Even though flanking lanes are elevated they dont hide units on high ground as they are not
--------high enough. makes it easier to spot any flankers from low ground.
------d)Defence lane for a given team is the lane which has shield generator. this lane is protected
--------by twin destructible walls with console inside bubble cover... however this can be bypassed
--------as stated above by the flanking lanes.
------e)Attack lanes are in the middle and also the lane on which enemy shield generator sits.
--2)Sarcophagus or coffins in graveyard block shots and movement but not vision.. the middle lane
----which is split into 2 also has a lot of stealth covers for tactical ambushes.
--3)Since the map is huge I decided to give 1v1 variant of map 1 squad of Imperial Guardsmen for
----each team, they have a damage model similar to shootas with nade that doesnt knock back. They
----have a vision range of scouts. they are expendable .. they can reinforce but if you loose the
----whole squad you cant get them again..
--5)Dead zone covers the north and south of graveyard this is big enough to prevent assault marines
----from jumping in and out of graveyard lanes from top and bottom lanes.... however these top and
----bottom lanes can be linked with graveyard if the destructible walls collapse (weird boy can still
----teleport at certain parts :( as his range is bigger than assault marine jump)
--6)Set image quality settings to medium or above to fully experience the atmosphere especially
the volumetric fogs and lights.
< >
Slobonmynoblikeitsurjob Jan 10, 2018 @ 6:44pm 
Relic should higher the map designer. This looks proffessional and it is fun to play on
Vegarot Aug 7, 2017 @ 6:29pm 
Nicely done uses a lot of the design methods I'm putting in my new Hero Arena Map. I'm using a mid-sml map and putting a lot more attention to detail this time to make it aesthetically pleasing with transitional weather. But I also want the game to play right too.
Jelly Jul 30, 2017 @ 5:02pm 
Great map, got a vod here with Cataclaw & Auni vs Vindicarex and myself.
.rec here:
Medic  [author] Jul 30, 2017 @ 2:11am 
i started mapmaking like 45 days ago.. my first map was too amatuerish so i decided to properly plan for this one and and executed it.. :P Relic vaniall maps have a lot of attention to detail.. i got away with it by making the map in twilight so a lot of corners that are dark lack detail but they arent visible anyways :P.. Appreciate your feedback though..
A1ecoholic Jul 29, 2017 @ 9:16pm 
Awesome map Skemoo! Absolutely beautiful design and colour pallet, moreover, clever use of console gates and cover. Plays extremely well for both offensive and defensive.

Are you sure you're not an actual Relic map designer:steamhappy:?