(the files are packed into sga archives. so the map cannot simply be downloaded and played on anymore without packaging it into an sga archive.)
Version 1.5 - 25.05.2015
- Hotfixed pathing issues around the chemistry factory (natural req point south east)
Version 1.4. - 19.05.2015
- Hotfixed lighting and fog in the factory (contested vp)
Version 1.3 - 10.04.2015
https://drive.google.com/file/d/0B6eBIh ... sp=sharing
- added and changed some details (loading screens)
- adjusted fog colours
Version 1.2 - 03.04.2015
https://drive.google.com/file/d/0B6eBIh ... sp=sharing
- added and changed some details
- adjusted athmosphere settings
Version 1.1 - 26.03.2015
https://drive.google.com/file/d/0B6eBIh ... sp=sharing
- added some details
- changed base turrets locations
- added new loading screen pictures
Version 1.0
https://drive.google.com/file/d/0B6eBIh ... sp=sharing
Initial version
Hi folks
When I first came into touch with WH40k, I discouvered a painting thread in a german forum that is about painting a valhallan ice army. The thread opener created an urban city fighting scenario, which inspired me to create a map akin to it. And here it is. Since its my first map - after a few shots that backfired so I gave up on them - I'd like to receive feedback as I will take it into account for sure.
Background:
After the valhallan planet was struck by a massive asteroid and knocked out of its orbit, turning the planet into an ice planet. The inhabitants were now forced to settle underground, and all they had left to eat is nutrient-rich slime which they cultivate underground as well. Just after food supply was restored and the threat of starvation was over, they were attacked by an ork spacehulk fleet. And this is where this map comes into play.
After some desperate fighting in the fall, where the valhallans were able to hold Valinograd Harbor, winter turned in, mostly disabling Orks vehicles and halting their advance. However, they continued battle on foot. Commissar Gorbiniov reinforced an existing building and was able to hold it for almost the entire fighting period. This building is now known as "the commisars house". The most furious battle however took place in the Tractor Factory "Emperors barrikady", where the valhallans were forced to use the heavy melting ovens as garrisons to protect themselfs from orbal bombardement. These buildings withstood all emeny bombardement by now, which forced the orks to retreat. While the refinery was overrun in the first few weeks of fighting, the chemistry factory was not attacked in the first place. But as spring is coming, the Orks have reassembled their troops and are now striving to regain the city to bring their WAAAAAAAGH to a good end. A huge Ork spacehulk landed in the north, launching a new Ork attack. But the valhallan troops are prepared. They took their HQ in the former main station of Valinograd and set up some defences in the premath of the fighting. Will Commissar Gorbiniov be able to insprie his troops by new and hold the Commisars house? Will the "Emperors Barrikady" finally fall?
Some previews:
Athmosphere:

View from Ork attack side. (the red square is the playable area).

View from Valinograd Main Station.

Valinograd Main Station: Super natural Power Point and natural VP.

The Tractor Factory "Emperors Barrikady".Contested VP and on the right hand side, 2 natural power points and 1 contested req point.

The Commisars House and the reffinery. Natural VP and supernatural Power point for Ork side.

Chemistry factory and the Commisars House. In between the contested power point.

Civilian Area with Ork spacehulk (nonplayable are, so you won't see it most of the time). On the right hand side, the silo.

View to the east. (Sightblocking such that sight does not drop off the map).

View to the west (also sightblocking).

And overall map. Again, the red square indicates the playable area, also explaining the less detailed area on top and on left hand side.

And the overhead layout.

Thoughts, impressions, advices? I am still thinking that removing the water and replacing it with an ice tile would be more better, so I'm going to do this in the next few days. A further thing is the camera options, which I have not been able to adjust in a satisfying manner yet, so I will have to go over that as well. And the lightings need to be reworked I think, as you can see in picture 9, one can see the wall behind the tunnel. Clearly, I don't want this. What can I do about it?
Thanks in advance for all your responses.
I'll attach the necessary files for the world builder if you would like them.











=> uncheck the "override global camera settings" box
=> bam, should be okay now













