Prepare, for Armageddon! Castle's Armageddon DMZ!

>>>>PVP notes: This map is unique, at least this first out version, in a few ways:<<<<
- First
There are 'Forward position' turrets, one per player (third turret, las), this is to give another choice in how to strategize early competitive play, and to keep basic forward rushing, or even back-capping, to a minimum early on. You can run up and repair these third turrets, or focus resources first. This is crucial in middle lane. ^each turret has 1/3rd life left from the "previous battle". >>This is also true for each building on the map, so don't camp the buildings long.
Second
The North most lane (directly affecting positions 3 and 6 potentially), is blocked by 'heavy crush' tank barricades. You cannot path through until those barricades are removed. You most use middle-north lane or lower.
Third
Positions 1 and 4, top of each team in map selection screen, is meant to be 'Captains' position, or for the most experienced player otherwise willing to lead the team. This was an original notion for the original map 'Armageddon DMZ'.
Fourth
I made this map to be very much in the spirit of the Retribution title, thus there is a specific starting spot for each faction, with supporting visuals, bringing all the factions together for an ultimate battle. See more in the next list, should you so choose to play the map that way.
Starting positions
*heroes listed are narrative suggestions only, wip*
1 - Eldar (Farseer) *Captain*
2 - Ork (Mekboy)
3 - SM (Captain)
4 - Tyranid (Ravener Alpha) *Captain*
5 - Chaos (Chaos Sorcerer)
6 - IG (Inquisitor)

Quick rundown and brief backstory; 'flavor' narrative':
There are two subordinate themes to the map, over-arched by one core theme: it's a De-Militarized Zone (DMZ), split by a river on either side. The sub themes follow as: Imperium military-industrial colony on one side of the map, dusty and run-down local mining territory on the other. In the middle of the map the two themes combine to form an over-all narrative that is 'Armageddon DMZ'.
Backstory
Further, Imperial Primarch resources have moved into the region to capitalize on new-found rare resources found being mined in the sector. Local government and (Cadian?) forces did not appreciate the power grab, demands for fair trade and compensation were made. Thus, a De-Militarized Zone was setup as a compromise per diplomatic relations--workers would pass through security checkpoints, the Imperial forces would supply better living conditions and new construction for the sector, resource trading would be strictly calculated and monitored.
After years of various scandal, matters eventually lead to a recent skirmish of firepower, leaving the location badly scarred from fierce warfare prior to a brief cease-fire...
the reason: no one seems to understand just how, or why, war has broken out...
...
Eldar have tracked Tyranid psychic signatures across a sector to this location. Perhaps a hive spore grouping went un-noticed for many years, slowly growing within the planets echo system, and now burts forth in full grown terror to wipe out the planet.
The Imperial Guard Inquisitor was dispatched to search out Chaos influences, thwart corruption and deal with heretics, naturally.
Chaos forces followed Eldar and Tyranid signs through the void, after corrupting local forces with various Marks of Chaos; strange occurrences have been noticed around town, including ritual murders. The political destabilization in the mining zone is all part of one Chaos influence or another here. Opportunity for Chaos this time, is to capture a Psychic resource somehow, while harnessing ... well, skulls for the skull throne, of course.
Orks saw it all going down from the vestiges of deep space well enough, and have sent a Mek Boy force of several ships to grab all the lootz boyz!
Space Marines were already deploying to put down potentially corrupt Imperial Guard forces and to quell unrest.
Preliminary Images
- Mid VP area (was Worker Checkpoints area); Mid-Map, Middle VP
*was*
*all that detail work, and I smashed it... it was far too crazy fighting amongst all that stuff. Watching Banshee run back and forth through it all was great for a minute though* - Marketplace, Mid-West Power
*was* - Industrial Processing Area;North Power
*looks the same still, just more killy* - Industrial Processing Area; North Chaos Portal
'Hey where'd that come from?' *mostly the same, but this gateway of doom is cleaned up from previous times* - Space Marine Power Center, Natural Power; Team 1, position 3
*about the same, looks more grungy now; more walls and storage cover stuff* - Natural VP, Team 1
*about the same still* - Eldar Starting Position (Player 1 ' Team Captain Position', middle lane), Team 1
- Ork Starting Position (Player 2, South 'Wing' lane), Team 1
- Space Marine Starting Position (Player 3, North 'Support' lane), Team 1
- Foot Bridge (Rhino or bigger does not path through), Mid-Map, Side 1:
*same-ish: side 2 foot bridge is much changed to a more 'dirty mining area' appearance* - Tyranid Starting Position (Player 4 ' Team Captain Position', middle lane), Team 2
- Chaos Space Mahrines Position (Player 5, South 'Wing' lane), Team 2
- Imperial Guard Position (Player 6, North 'Support' lane), Team 2
Other screen shots, various - Req Point, construction platform, mid lane, Team 2:
- Req Point, mid lane, Team 1:
- Req Point, North lane, Team 2:
- Power {and mid Req}, South lane, Team 1:
- Ork Shipwreck, West, Team 1:
*lots of improvements to how 'wrekked' it looks* - Natural VP, Construction Platform South; Team 2
*about the same, but everything works now so that's nice; longer, platform stretches to power node position 5* - Mining Area; Team 2, non-playable
*plenty of details done and changed here, more to come for non-playable areas. Lots to look forward to*
Other various quick screen shots, current 2.25.2023
*note the tank traps here, Northern most lane is blocked by 'heavy crusher' objects; cannot clear until heavy vehicle or walker. See above notes on PVP play for more** - Fuel platform; between positions 4 and 6, Team 2
Cheers
THE MAP FILE- https://drive.google.com/drive/folders/1_5R-vXXramHeEeTMY68LbB9FXtF68rII?usp=sharing
Please keep all feedback constructive
4/17/2023, latest release:
Massive overhauls, map is nearing 'Master Crafted' status. See notes for more.
Castle's 6p Armageddon DMZ
>>Notes<< for 6p Castle's Armageddon DMZ:
--> it is recommended to have non-toaster hardware to play this map, as it's scale and size demand somewhat current GPU specs; preferably a FX or better CPU architecture, and a GPU made circa 2016 or later
This map has several tight corner areas, some significant height changes, and requires good use of meta, and 'micro', in-game unit control. This map may astound you, you have been warned
-This map is balanced and intended for PVP play; each resource or strategic point is within 1m< difference per lane.
-This map is the largest size you can make for a PVP map, of any kind, for the Essence 2.0 engine.
+'Castle's' is an alternate version from a typical DOW2 PVP map (see notes below, next), and thus may suit Annihilate PVP mode for some players best.
+ The 'Castle's' version includes a third, and a fourth turret, per player lane position.
/ The third turret is placed along the river, per each lane, in a 'forward' area
(some damage has been seen from the previous battle, so go fix your forward turret!).
/ The fourth turret is type Missile, placed close to each spawn location. This is to help with early base charging via vehicles in T2 rush circumstances, or to keep players from chasing back to HQ without significant consequences; this helps both low and high skill play. The missile turret is located right next to each HQ location in order to keep it's gameplay affect limited, but effective.
/ Both the forward turret, and Missile HQ turret, can be 'scuttled' for 4 Red each, either as a meta-game approach when losing the turrets to damage, or tactically as a large sacrifice to push red during a match.
In some areas, cover can be "eroded" with crushing-type units, making new fire positions possible. (edited)
Map install is very easy: drop .sga file from dl link above (Caslte's Armageddon DMZ.sga) into your Mods folder under <Steam root file path/GameAssets>...
example: (drive letter):\Program Files (x86)\Steam\steamapps\common\dawn of war ii - retribution\GameAssets
Den start da game.. find the map, play it and enjoy awesome battles wat is 40k
*if there is no Mods folder, make one (in <Steam...DOW2:Retribution root>/GameAssets); put the map .sga file in there. See Readme in the zip file download link if needed for some additional help.
- https://drive.google.com/drive/folders/1_5R-vXXramHeEeTMY68LbB9FXtF68rII?usp=sharing
Last note: I would like this map to stay generally only Elite mod available, with some permissions for testing at this time. I don't want it released on MODdb or any third-party sites yet. Thank you!
Enjoy!
this map is dedicated to Desertfox2007, lost to the void in 2019; without their help this map would never would have been completed. Miss ya buddy