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===WH1 MAP MODS=== With the release of the map maker dozens of maps are coming out, each one better then the [[Fail|"Siege battles"]] we have now. Maps can also be added to the strategy map and fought on in the campaign but the AI can't correctly control its units on some of them. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=877551324 Grand Campaign Custom Maps]''' is the largest map pack available, and introduces maps from many different modders, as well as mods to replace many settlements, walled and unwalled--though not all of the maps they have planned have been implemented yet. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1135812788&searchtext= Military Encampment]''' This map allows you to deploy inside or outside a walled military encampment. It's a costume battle/multiplayer exclusive, so don't expect it when you go into encampment stance in campaign. **'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1136581314 Underworld Encampment]''' A reskin of the previous mod, gameplay wise it's pretty much the same, but the background is on fire, allowing for a cool aesthetic while your army dies and kills by the hundreds. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=917102542 Nuln, Bastion of the South]''' A bigger, more detailed version of a map of the same name in the Grand Campaign Costume Map which unfortunately was shrunk for the mod. Nuln, called the Bastion of the South and the Jewel of the Empire, is the second largest city on the Empire and makes for a kick-ass siege map. The city itself is divided into three parts by the River Reik and it has four districts, each with a capture point. This means even if the attacker breaches the walls and takes one on the points, they may need to cross the narrow Nuln Bridge to reach the other ones if the defenders manage to repel them there. However, they only need to capture three out of four to take the city, so the defenders can't just sit on their ass and wait for the attackers to come and die. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=898579709 Assault on the Silver Pinnacle]''' Once a Dwarf silver mine of the Everlasting Realm, the Silver Pinnacle is the highest point of the World's Edge Mountains, conquered by Queen Neferata and her Lahmian Vampires thousands of years ago and established as her base of power, from which she and the Lahmians influence the politics of the Old World. But while many have forgotten what the Pinnacle once was, the Dwarfs have long memories when it comes to the many owes their people have endured. At last, the Dawi have come to retake this hold from the blood-sucking wenches. And to do so, they have taken the cool giant airships we saw in the Gotrek and Felix novels. So while their main army is going to march on the Pinnacle's front gate, two airships are going to sneak in and allow you to deploy troops on the flank and rear. The airships are not only part of the map, they also have functional guns that work as siege towers as long as a unit is near them, helping you protect your flanking force and allow them to make extra damage to the enemy army. And they better do so quickly, because the main force is not going to have a fun time on the bridge going to the gate, which has defensive towers of it's own and has a narrow entrance. This map is unique along siege maps, as both the defender and the attacker technically have defensive positions. Now all we need is for CA to put Neferata in the game so we can play the battle against her as Khalida and get some sweet, sweet revenge. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=869598297 Sacred site of the Lady]''' This multiplayer map takes place in a sacred site of the Lady, hidden in a valley near the Grey Mountains. The site is a place of pilgrimage for the Lady's worshippers and is protected both by Grail Knights as well as the local Duke's forces. Even the Wood Elves, isolationist weirdos that they are, have a defensive stance over the site due to springs of life that emanate from it. However, a certain iron-clad enemy has set his sights of this site, with the intent of defiling it on the name of their own gods. It has three deployment zones, one for the attacker, one for the defender, and one for the allied force that comes to reinforce the brave sons of Bretonnia. Thematically, you are meant to play as Bretonnia against two Warriors of Chaos armies, with another player/the AI arriving as Wood Elf reinforcements. Then again, when has history/a script ever stopped TW players from going off script? **'''[https://steamcommunity.com/sharedfiles/filedetails/?id=877599642 Defiled Site of the Lady]''' A continuation of the previous map, this map acts as an escenario in which the Warriors of Chaos took over the Site of the Lady, defiling and corrupting it. All the buildings are on fire, the vegetation is dead and the sky is full of smoke, with a malevolent warp-entity taking residence on the site. The Bretonnians are still determined to retake the site, calling the Sons of Sigmar for help. Once again you get three deployment zones, one for the defenders, one for the attackers, and one for the reinforcements. This time, you are meant to play as the reinforcing army, the Empire, as either an Arch-Lector or Volmark himself has lead a war-host across the Grey Mountains to help the Bretonnians in their desperate quest to retake the site. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=864828313 Valley of Khorne]''' A hellish landscape place full primitive monuments to the Blood God, foul obelisks and the taint of Chaos, the Valley of Khorne is divided in two by a mighty fiery chasm, no doubt the result of the Blood God's infamous humor. Four bridges connect each side of the map, for it will simply not do for two armies not to kill each other under the gaze of the Bloddy Handed.
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