Multiplayer Scenario Tutorial

In this tutorial we’ll go through the process of dressing a Multi-player Map using the World Builder.

  • We’ll go through the most commonly used tools by artists and designers and we’ll go through some basic things to make the Multi-player map work.

(Note: this is NOT a design tutorial)


Creating the Map

  1. Launch the World Builder
    • To launch the World Builder, navigate to your Dawn of War III local files and double click WorldBuilder.exe.
  2. New Scenario
    • Click File then select New Multiplayer Map.
    • Save your scenario to \Documents\My Games\Dawn of War III\modssource\scenarios.
    • You may have to create the necessary subfolders.
    • Your whole path may look something like: C:\Users\USERNAME\Documents\My Games\Dawn of War III\modssource\scenarios\1v1_test\1v1_test.scenario.
    • A new Scenario dialog will appear, select the Terrain Size and Playable Area for your scenario.
    • picture_1.jpg
    • In this map we'll use 640x640 for the terrain size and 320x320 for the playable area.
    • The Playable Area must be within 672x672 or some variant of the same total area.
    • Don’t worry about the Generate Starting Positions box.
    • Don’t worry about the Cell Size.
    • Click OK.
    • You should have a clean canvas to start making your map.
    • picture_2.jpg

Dressing the Map

In this phase don't worry too much if your scene does not look nice right away.
It's mostly to flesh out your map and decide where things will go.
You may go through many iterations before you make it look the way you want.

  1. Placing Players for Power Core Mode
    • Turn off the fog to see things better. tools_16.JPG
    • You may want to go to Overlay - Toggle Show Playable Area to see where your playable area ends
    • Each team needs 1 map_entry_point and 1 starting_territory_team.
    • Each player needs 1 starting_position_shared_territory. This is required for each player’s starting position and should only be used for Power Core Mode.
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Under Objects, expand ebps and expand Gameplay.
    • Scroll down in the list and left-click to select starting_position_shared_territory.
    • Right-click anywhere on your map within the playable area to place the object.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and select Player 1.
    • Repeat these steps to place the map_entry_point and the starting_territory_team objects.
    • Left click and drag to box select all of Player 1’s objects.
    • Hold ‘C’ and move the objects across the map to duplicate them.
    • Look on the right again and assign the duplicated objects to Player 2 using the drop down Player Assignment box.
    • power_core_setup_HQ.jpg
    • Select your Object Tool tools_05.JPG, then left click and drag to box select the starting location objects for Player 1.
    • Move the objects to where you want the starting location to be for Player 1.
    • Repeat these steps for Player 2.
    • Select the Territory Tool tools_17.JPG and make sure you have 1 team in each sector of the map.
    • veronoi_bad_1_HQ.jpg
    • In the above image, the starting position for both teams are in Sector #1. You will not be able to save a map that is set up this way until you Calculate Voroni.
    • Go to the tools options on the right side panel and select Calculate Voroni (It is a good idea to Calculate Voronoi after you finish moving player objects around the map).
    • veronoi_good_1_HQ.jpg
    • In the above image, the starting position for both teams are in different sectors. You do not need to Calculate Voronoi and will be able to save a map that is set up this way.
    • Hit Ctrl+F5 to hide the territory colors.
  2. Power Core Objectives
    • Each team needs 1 Power Core, and at least 1 Shield Generator and 1 Base Turret.
    • The Power Core Objective objects should be placed in the following order: Power Core in the player’s base, Base Turret in front of the Power Core, then Shield Generator in front of the Base Turret.
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Under Objects, expand ebps, expand Gameplay, then expand initiate_power_core_mode.
    • Left-click to select proxy_power_core from the list.
    • Right-click anywhere on your map within the playable area to place the Power Core.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and select Player 1.
    • Repeat this process, placing an external_gate_generator_proxy for the Shield Generator and a base_turret_proxy for the Base Turret, then assign them to Player 1.
    • Left click and drag the mouse to select all of Player 1’s Power Core Objective objects.
    • Hold ‘C’ and move the selected Power Core Objective objects to duplicate them and move them to Player 2’s side of the map.
    • Assign the duplicated Power Core Objecitve objects to Player 2.
    • power_core_objectives.jpg
    • Both teams should now have Power Core Objective objects.
  3. Placing Players for Annihilation Mode
    • Turn off the fog to see things better. tools_16.JPG
    • You may want to go to Overlay - Toggle Show Playable Area to see where your playable area ends.
    • Each team needs 1 map_entry_point and 1 starting_territory_team.
    • Each player needs 1 starting_position_shared_territory_annihilate_mode. This is required for each player’s starting position and should only be used for Annihilation Mode Classic and Annihilation Mode with Defenses.
    • Select your Object Tool tools_05.JPG and navigate to the tools options on the right side panel.
    • Under Objects, expand ebps and expand Gameplay.
    • Scroll down in the list and left-click to select starting_position_shared_territory_annihilate_mode.
    • Right-click anywhere on your map within the playable area to place the object.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and select Player 1.
    • Repeat these steps to place the map_entry_point and the starting_territory_team objects.
    • Left click and drag to box select all of Player 1’s objects.
    • Hold ‘C’ and move the objects across the map to duplicate them.
    • Look on the right again and assign the duplicated objects to Player 2 using the drop down Player Assignment box.
    • annihilation_setup_HQ.jpg
    • Select your Object Tool tools_05.JPG, then left click and drag to box select the starting location objects for Player 1.
    • Move the objects to where you want the starting location to be for Player 1.
    • Repeat these steps for Player 2.
    • Select the Territory Tool tools_17.JPG and make sure you have 1 team in each sector of the map.
    • veronoi_bad_1_HQ.jpg
    • In the above image, the starting position for both teams are in Sector #1. You will not be able to save a map that is set up this way until you Calculate Voroni.
    • Go to the tools options on the right side panel and select Calculate Voroni (It is a good idea to Calculate Voronoi after you finish moving player objects around the map).
    • veronoi_good_1_HQ.jpg
    • In the above image, the starting position for both teams are in different sectors. You do not need to Calculate Voronoi and will be able to save a map that is set up this way.
    • Hit Ctrl+F5 to hide the territory colors.
  4. Annihilation with Defenses
    • You can add Base Defenses to your map by adding Turrets. This will make your map compatible with both Annihilation Classic and Annihilation with Defenses game modes.
    • Turrets placed on the map will only appear in game when you play Annihilation with Defenses. They will not appear in game when you play Annihilation Classic or Power Core game modes.
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Under Objects, expand ebps, expand Gameplay, then expand initiate_annihilate_mode.
    • Left-click to select spa_basic_turret_proxy from the list.
    • Right-click anywhere on your map within the playable area to place the Turret.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and select the player you want assigned to the Turret.
    • The Turret will protect whichever player is assigned to it.
    • annihilation_turret_setup.jpg
  5. Setting Up a Map for Power Core and Annihilation Modes
    • You can set up a single map to support all game modes.
    • Turn off the fog to see things better. tools_16.JPG
    • You may want to go to Overlay - Toggle Show Playable Area to see where your playable area ends.
    • Each player will need 1 starting_position_shared_territory for their starting position in Power Core Mode and 1 starting_position_shared_territory_annihilate_mode for their starting position in Annihilation Mode.
    • Each team will need 1 starting_territory_team object and 2 map_entry_point objects.
    • Select your Object Tool tools_05.JPG, then go to the tools options on the right side panel.
    • Under Objects, expand ebps and expand Gameplay.
    • Scroll down in the list and left-click to select starting_position_shared_territory.
    • Right Click on the map within the playable area to place the object for the player’s staring position in Power Core Mode.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and assign Player 1 to the object.
    • Repeat these steps to place a starting_position_shared_territory_annihilate_mode on the map within the playable area for the player’s starting position in Annihilation Mode.
    • Repeat these steps to place 1 starting_territory_team object and 2 map_entry_point objects, and assign them to Player 1.
    • Repeat these steps for Player 2.
    • Select all of Player 1’s starting locations and move them to where you want Player 1 to start. Repeat this step for Player 2.
    • There should be 1 map_entry_point by the starting location for Power Core Mode and 1 map_entry_point by the starting location for Annihilation Mode.
    • There should be 1 starting_territory_team between the starting locations for Power Core Mode and Annihilation Mode.
    • Your map should now look similar to the image below:
    • mode_setup_all_HQ.jpg
    • Select the Territory Tool tools_17.JPG and make sure you have 1 team in each sector of the map.
    • veronoi_bad_2_HQ.jpg
    • In the above image, the starting position for both teams are in Sector #1. You will not be able to save a map that is set up this way until you Calculate Voroni.
    • Go to the tools options on the right side panel and select Calculate Voroni (It is a good idea to Calculate Voronoi after you finish moving player objects around the map).
    • veronoi_good_2_HQ.jpg
    • In the above image, the starting position for both teams are in different sectors. You do not need to Calculate Voronoi and will be able to save a map that is set up this way.
    • Hit Ctrl+F5 to hide the territory colors.
    • The map is now set up to support Annihilation Classic mode and can be saved.
    • You can add Turrets to the map to set it up for Annihilation with Defenses mode. These Turrets will not appear when the map is loaded for Power Core mode.
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Under Objects, expand ebps, expand Gameplay, then expand initiate_annihilate_mode.
    • Left-click to select spa_basic_turret_proxy from the list.
    • Right-click anywhere on your map within the playable area to place the Turret.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and select the player you want assigned to the Turret.
    • The Turret will protect whichever player is assigned to it.
    • mode_setup_annihilation_turrets.jpg
    • The map is now set up to support Annihilation with Defenses mode.
    • You need to add Power Core Objective objects in order to finish setting the map up for Power Core Mode.
    • Each team needs 1 Power Core, and at least 1 Shield Generator and 1 Base Turret.
    • The Power Core Objective objects should be placed in the following order: Power Core in the player’s base, Base Turret in front of the Power Core, then Shield Generator in front of the Base Turret.
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Under Objects, expand ebps, expand Gameplay, then expand initiate_power_core_mode.
    • Left-click to select proxy_power_core from the list.
    • Right-click anywhere on your map within the playable area to place the Power Core.
    • Look on the right above the Objects list to find the Current area. In that area there is a drop down next to Player Assignment.
    • Select the drop down and select Player 1.
    • Repeat this process, placing an external_gate_generator_proxy for the Shield Generator and a base_turret_proxy for the Base Turret, then assign them to Player 1.
    • Left click and drag the mouse to select all of Player 1’s Power Core Objective objects.
    • Hold ‘C’ and move the selected Power Core Objective objects to duplicate them and move them to Player 2’s side of the map.
    • Assign the duplicated Power Core Objecitve objects to Player 2.
    • mode_setup_power_core_objectives.jpg
    • Your map is now set up for all game modes.
  6. Resources
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Expand ebps, expand Gameplay, then expand capture_points.
    • Select game_resource_point and Right-click to place it around your map.
    • Expand economy.
    • Select and place a variety of resource_elite, resource_power, and resource_requisition around the game_resource_point you placed on your map.
    • rp.jpg
    • Select the Territory Tool tools_17.JPG and Calculate Voroni to update it with the new Resource Points. You should always Calculate Voronoi whenever you add or move Resource Points or Resource Point Add-Ons.
    • rp_voronoi.jpg
  7. Adding Extra Annihilation Mode Resource Points
    • If your map is set up for both Power Core and Annihilation game modes, you can add extra Resource Points to it that will only appear in Annihilation games and not in Power Core games.
    • Game_resource_point will appear in all game modes, but game_resource_point_proxy will only appear in Annihilation game modes.
    • This is useful for adding extra Resource Points to your base area in Annihilation Mode that you may not want placed close to your Power Core.
    • Select your Object Tool tools_05.JPG and go to the tools options on the right side panel.
    • Expand ebps, expand Gameplay, then expand initiate_annihilate_mode.
    • Select game_resource_point_proxy and Right-click to place it on your map.
    • Select and place a variety of resource_elite_proxy, resource_power_proxy, and resource_requisition_proxy around the game_resource_point_proxy you placed on your map.
    • rp_proxy_setup.jpg
    • Select the Territory Tool tools_17.JPG and Calculate Voroni to update it with the new Resource Points. You should always Calculate Voronoi whenever you add or move Resource Points or Resource Point Add-Ons.
    • rp_proxy_voronoi.jpg
  8. Basic Tile Painting
    • Select your Tile Tool tools_09.JPG and go to the tools options on the right side panel.
    • Under the Layers tab you can see the base texture that is all over the map.
    • Select the current layer by clicking on it and choose another texture under the texture tab and hit assign.
    • I like to use grass/grass_mixed_06 as the base layer for a rural environment.
    • Now select dirt/dirt_tan_01 and add a new layer tool_tile_01.JPG (It’s pink by default so you need to select the layer and hit assign)
    • Repeat this last step for any new layer you want to add.
    • Don’t add more than 12 layers. The less the better for performance.
    • The first thing you want to do is determine roughly where your roads will be.
    • Select your dirt layer and paint some roads, like on the image below.
    • picture_4.jpg
  9. Adding Splines
    • Select your Spline Tool tools_11.JPG and go to the tools options on the right side panel.
    • Under the Modes tab select Deform.
    • Select the checkbox underneath Deform as well.
    • Right-click four or more times on the ground drawing a spline and hit enter.
    • Draw the spline where you’d like to add some raised terrain.
    • At the bottom of the tools options on the right hand side set the height to 15 and select the Set to Default Height button.
    • Left-click to select your spline and press Spacebar to access to the control points to move them. You can move them individually or as a group with drag-select.
    • Hold "Shift" and Right-click will make it wider or narrower.
    • Hold "H" and Left-click to raise the height up and down.
    • Under the shape tab you can also add more control point to the front or back of the spline (add to front or add to back buttons).
    • Don’t add too many points to a single spline, it does not like that.
    • With the entire spline selected hold "C" and Left-click drag move to make a copy of your current height spline.
    • Hold Shift to rotate the spline.
    • Mirror its placement on the other side of the map
    • When you’re finished with a deform spline you can select the Bake button (located underneath the Deform button) to permanently add the deform spline to the terrain.
    • The Spline tool can also be used for Textures and Objects.
    • picture_5.jpg
    • picture_6.jpg
  10. Adjusting Height
    • Select your Height Map Tool tools_07.JPG and go to the tools options on the right side panel.
    • After baking your deform splines you may have noticed the ones that were overlapping cause some weird spikes to appear.
    • Select the Sample button (You can also press and hold Ctrl to sample terrain height).
    • Go through your map, sampling heights and clean up any of those weird spikes that appeared.
    • picture_7.jpg
    • Under LMB and RMB you change between Additive, Subtractive, Set Value, and Smoothing.
    • Feel free to play with the Brush Size, Feather, Height, and Strength sliders (You can also press and hold "Shift" and Left-click drag to adjust the Brush Size)
    • picture_8.jpg
  11. Setting Up Win Conditions
    • Before you save and export your new map, you must first set up the Win Conditions for the Game Modes of your map. Your map will not appear on the Map List for a Game Mode if its Win Condition has not been set up.
    • To do this, navigate to where you have saved your map files. Your whole path may look something like: C:\Users\USERNAME\Documents\My Games\Dawn of War III\modssource\scenarios\1v1_test\1v1_test.scenario.
    • Find the .options text file in your map folder and open it.
    • Add the Win Conditions line win_conditions = {“”} to the bottom of the text file based on which Game Mode you have set up on your map.
    • win_condition_all.jpg
    • Power Core: win_conditions = {"PowerCore"}
    • Annihilation Classic: win_conditions = {"annihilation"}
    • Annihilation with Defenses: win _conditions = {"annihilation_with_turrets"}
    • Annihilation Classic and Annihilation with Defenses: win_conditions = {" annihilation","annihilation_with_turrets"}
    • All Game Modes: win_conditions = {"PowerCore","annihilation","annihilation_with_turrets"}
    • Save and close the text file.
  12. Save and Playtest
    • Select File and select Save
    • Select File and select Export Package (Export Package creates the necessary .sga file for you to upload your map to the Steam Workshop - C:\Users\USERNAME\Documents\My Games\Dawn of War III\mods\scenarios\local)
    • picture_11.jpg