This is my new version of Blood Valley - now called Bloody Hell, which is my only submition to the contest ofcourse. The old version is still here for fun, maybe some guys like it.
I changed the layout accordingly to the testgames we had on it. The first version was already big fun to play, but with the slag and the tight center, it felt a bit imbalanced for some races, so here is the new and probably final version.
• Bloody Hell (2) v.10
• by Listoric
• Buildtime: ~20 hours + 10 hours update
• No custom decals
• Loading screen included
• Bloody Hell v.10 Download:
http://rapidshare.de/files/30157763…2__v10.zip.html
http://www.mytempdir.com/877356
• Unzip file into: ../Dawn of War/WXP/Data/Scenarios/MP
• Screenshots - Overview - Baseview - Loadingscreen

• 2 Player Map
• 256 x 256
• Chaos Theme
• 3 strategic per player
• 3 crits
• 2 relics
• no slag deposits
• Ecountered Problems / Update
This is my submition to the mapcontest, which is an update to "Blood Valley", which i posted earlier.
The previous version felt great in the beginning, but i knew the tight center might create imbalances as well as the slag deposits. So i widened the map and deleted the slag. I created about 6 new versions, switched points here and there, but this is what felt best in the end. But 8 hours of erroring and testing went by till i got this solution.
• Description:
A fast paced 1on1 map which is a bit like an arena. High edges, low center. Both players start in their corners. The relics have a higher value here, after they are the second point to cover the flank of the base. So, if you hinder your enemy taking the relic, you have a good alternate attackroute.
The Criticals are also very usefull for scouting issues. Each critical can see the next one, the center ofcourse bot basecrits. They have a high line of sight and if you're able to take the critical in front of the enemy base, you force him to move out or you will scout both entrances and half of the base for no costs.
But if you take your own critical, you can see to the center critical, and reveal a lot of the center, also great for scouting, without risking to lose parts of your army.
So, every critical taken gives you more than just the advantage of ressources, it allows you to scout enemy movement easily.
With the second strategic on one side of the base, the crit in front of the base and the relic on the other side, you have 3 different options to chose from, which creates a varieus tactical possibilities, and counters.
The fastest path to your enemy through the river, but as the river is negative cover, it can be a risk to take it, or an aid if you flee from the center.
The top and bottom parts near the stairs are great fighting areas, as they are the main entrance paths to the bases. They are wider and allow more unitmicro with ranged units, while the entrance over the relic is a tighter path which aids CC and jumpunits. Smart building positioning might also slow down your enemy on that route.
All black crater as well as the very light crater near the base are only light cover that way the enemy troops still get an advantage taking these craters during the attack, but they don't aid as good as heavy cover to destroy nearby listening posts.
The center is full of craters to aid taking the strategic points. You can win thorugh taking them with your army, but it's hard to keep an eye on both entrances if you stay there for to long, so attacker and defender have various chances here.
The relics now don't support hidden buildings as in the previous version, instead they are the place to create vehicle buildings in an extremly short distance to your enemys base. If you're able to create a vehicle building there, your enemy is in serious trouble.
All unittypes have their zones on that map, tighter, wider, with cover, witout cover or even negative cover, so every race and almost every tactic should be possible.
I decided to have 3 strategic points instead of four, which should end in more serious fighting about the points.
And, if you kill your enemy within the first two minutes - you hear a farting noise, twice.
Just kidding ![]()
I'm very pleased with the final outcome of this map. I hope you like it as much as i do, maybe i can provide you with some cool replays too, just for fun ![]()
PS: Feel free to comment ![]()
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So, da ist das "update" zu Blood Valley, genannt Bloody Hell. Ich habs umgenannt da die alte version vielleicht auch ganz lustig für den einen oder anderen ist, und damit keine Verwirrung aufkommt der Namenswechsel.
Karte spielt sich nichts anderes als GRANDIOS, wer die Karte nicht antestet, verpasst ein Stück DoW Geschichte ![]()
Kommentare erwünscht ![]()
PS: Wenn ich mit der Karte nicht gewinn, verklag ich Relic ![]()