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Home of the Total Annihilation Lan Mod and Unit Pack called

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News

November 26, 2011

Big Doin's today... a new map, a new mission, and a bevy of tileset releases!

     

Grong's landing is a new mission by Mufdvr. It uses the Armon tileset, and can be played as a single player mission, single player skirmish, or multiplayer map. In the mission you need to capture Core's gate without destroying it, while defending your own gate and commander... steep requirements given the way Mufdvr writes his missions

The map is sized at 19 x 19, and is a 5.7 meg download. TA-Features_2010 required for the map to load. See the Missions page for download link and more info.


Inferno is a 3rd demo map to demonstrate today's lava tileset release by Chinahook. This map is used to demonstrate the different levels of heights, and also the new "cracked" lava tiles.

The map is sized at 20 x 20, and is a 12.1 meg download. TA-Features_2010 required for the map to load. See the Maps page for download link and more info.
Further News... Chinahook has released his New UTAS lava tileset plus some transistion tiles, and a pair of new Aramon/urban tilesets. All these are technically still beta, but are bugfree as far as I know. The beta status more comes from a desire to add more stuff... Anyway Chinahook doesn't really have time to add "more stuff" right now, so you can download them by going to this link


January 23, 2011

A new map for release today...

  

Hot Pot is a second demo map to demonstrate an upcoming lava tileset release by Chinahook. The latest beta of the tileset includes two new sets of heights, and a new cracked lava surface. This map uses all these new features.

This particular map has maximum height areas in the corners, for players 1 through 4. Each of the 4 corner players starts in a very confined and small fortress area with limited resources. There is more space, metal, and geos on the heights surrounding the corners, and in the center caldera area.
8 players are supported. Players 1 is top left corner, 2 bottom right, 3 top left, 4 bottom left. Players 1-5-3 across the top, 2-6-4 across the bottom, 7 and 8 are on the sides.

The map is sized at 12 x 12, and is a 7.0 meg download. TA-Features_2010 required for the map to load. See the Maps page for download link and more info.



January 15, 2010

A new map for release today...

  

Winter Canyon is third demo map to show off a new tileset release, UTAS_Snow_SET_Winter_v24.hpi (final), by Chinahook.

The map creates a pair of somewhat enclosed areas at the top and bottom of the map, and then inserts a winding canyon, with restricted access to heights, in between.
Ten players supported… odds across the top (1, 3, ), evens across the bottom ( 2,4,), positions 5 thru 10 across the middle. Best games against AI will be to take 9 or 10 and have the ai take all others. The map is really intended for team play for 4 players (player positions 1 vs 2 or 1-3 vs 2-4)

The map is sized at 20 x 35, and is a 16.9 meg download. TA-Features_2010 required for the map to load. See the Maps page for download link and more info.



December 22, 2010

A new map for release today...

  

Winter Maze is another demo map to show off a new tileset release, UTAS_Snow_SET_Winter_v24.hpi (final), by Chinahook.

The map creates a pair of somewhat enclosed areas at the top and bottom of the map, and then inserts a maze of canyons, at different heights, in between.
Ten players supported… odds across the top (1, 3, ), evens across the bottom ( 2,4,), positions 5 thru 10 across the middle. Best games against AI will be to take 9 or 10 and have the ai take all others. The map is really intended for team play for 4 players (player positions 1 thru 4)

The map is sized at 20 x 25, and is a 8.5 meg download. TA-FEatures_2010 required for the map to load. See the Maps page for download link and more info.



November 27, 2010

A new map for release today...

  

Dragon Lake is a demo map to show off a new tileset release, UTAS_Snow_SET_Winter_v24.hpi (final), by Chinahook. This large (120meg) tileset includes a host of different types of tiles, including snowy and frozen water, different height levels, sinkholes etc. Not all these tiles are used on this map. The tileset is available on FU in the modding resources/tileset section under TA Power.

The map is loosely based on an actual lake in Siberia, called Dragon Lake, which vaguely looks like a dragonf rom the air. This map REALLY looks like a dragon, and the "fiery breath" is added using a beta lava-snow transition tileset from Chinahook.
Ten players supported… odds across the top (1, 3, 5), evens across the bottom ( 2,4,6), positions 7 thru 10 across the middle. Best games against AI will be to take one of positions 7-10 and have the ai take all others.

The map is sized at 45 x 45, and is a 28.4 meg download. TA-FEatures_2010 required for the map to load. See the Maps page for download link and more info.



Nov. 08, 2010

A pair of map releases today, and also a Mission crafted for an existing map, available on maps and missions pages.

    

First the map on the left... Upheaval Dome Small is a piece of the previously released Upheaval Dome map. It's sized at 25 x 25 and supports 10 players.

The map at center is called Crooked Creek. It is 30 x 30, supports 10 players and is a 10.6 meg download. It uses Chinahook's Green Completion tileset. No feature files required for this one.

The map at right is a mission called Core Comeback . This is a mission crafted by Mufdvr for a map I did sometime ago called Metal island Hopping. Details for this are on the Missions page.

May 1, 2010

Update: Version 2 of the map is now available, removes damage done by water. A new map for release today...

  

Upheaval Dome attempts to replicate the terrain and topography around a geological structure in Utah known as the “Upheaval Dome”. The actual dome is in the approximate center of the map. The map fairly closely follows the actual terrain, although the heavy forests along the rivers are rather unrealistic.

Ten players supported… odds across the top (1, 3, 5), evens across the bottom ( 2,4,6), positions 7 thru 10 across the middle. Best games against AI will be to take 10 (in the center of the upheaval dome/map) and have the ai take all others.

The map is sized at 45 x 25, and is a 11.9 meg download. TA-FEatures_2010 required for the map to load. See the Maps page for download link and more info.



April 5, 2010

A new map for release today...

  

Ripped Earth is actually a test map for the new UTAS_Lava tileset by Chinahook. As such is is designed to make use of the various low coast, paths, and rivers pieces as much as possible. There's nothing much in the way of any heights, as those don't exist yet in the beta version of the tileset.

10 players are supported. Odds are across the top half of the map, evens across the bottom. Players 1 is top left corner, 2 bottom right, 3 top left, 4 bottom left.

The map is sized at 30 x 30, and is a 9.0 meg download. TA-FEatures_2010 required for the map to load. See the Maps page for download link and more info.



March 7, 2010

A new map for release today...

  

Thin Air is a first try at using the Cavedog Lunar tileset… hopefully it looks somewhat artistic and interesting.

The map supports 9 players in multiplayer and skirmish modes.

The map uses Cavedog's Lunar tileset, and is sized at 35 x 15, and is a 7.5 meg download. No extra features are required for the map to load. See the Maps page for download link and more info.



January 28, 2010

A new map for release today...

  

Metal Island Hopping is a map intended to show off some of the features of Chinahook's U Metal tileset. There is nine major islands, interconnected shallow sea areas, lots of little islets to defend and attack from, and loads of metal and geos.

The map supports 10 players in multiplayer and skirmish modes, and the esources are well laid out and plentiful.

The map uses Chinahook's U_Metal tileset, and is sized at 45 x 45, and is a 3.5 meg download. No extra features are required.See the Maps page for download link and more info.



December 30, 2009

A new map for release today...

  

Bowron Lakes is a new map that attempts to replicate a portion of a provincial park in central British Columbia. The real Bowron lakes are a canoeing destination, where the outdoorsy types will launch their canoes/kayaks in the upper left corner of the map, and canoe/portage their way around the lakes over the course of a week or more. This map actually replicates the terrain fairly well, with exception of a number of the portage areas being removed.

The map supports 10 players in multiplayer and skirmish modes, and the esources are well laid out and plentiful.

The map uses Chinahook's Green Completion tileset, and is sized at 45 x 45, and is a 17.7 meg download. No extra features are required.See the Maps page for download link and more info.



November 13, 2009

A new mission for release today...

  

Confluence is a new combination mission, multiplayer, and skirmish map created by Mufdvr.

The map supports 8 players in multiplayer and skirmish modes, and the carefully scripted mission appears under Arm Missions and is entitled "Confluence".

The map uses the Taros and Veruna tilesets, with deep seas around the outer edge. There's shallow and passable rivers at the confluence where the land masses meet. It's sized at 23 x 23, and is n 30.7 meg download, requiring the new TA_Features_2009.ccx feature file to load correctly.See the Missions page for download link and more info, including link to the new feature file.



November 5, 2009

A new map for release today...

  

Nothing Lives Here is a a map used to demonstrate Chinahook’s U_Lava_Crystal and U_Lava_Transistions tilsets, as well as showing off some of the new features in the TA_Features_2009 features set

The map supports 10 players, and is a harsh landscape where everything is dead. Looks fairly nice, considering it's all dead....

It's an 13.7 meg download and requires the new TA_Features_2009.ccx feature file to load correctly.See the Maps page for download link and more info, including link to the new feature file.



Sept 19, 2009

A new map pack for release today...

  

Zombieland Map Pack is a a set of 9 maps packed into a single ufo file, intended for skirmish play only.

The maps are all metal, and all place the human player in the hot seat at position 1.

It's an 20.2 meg download and requires no additional features.See the Maps page for download link and more info.



July 20, 2009

A new map for release today...

  

Hot Air Melting Roads is a modification of the original Hot Air map. It adds additional platforms and land links so land units can be used.

The unique thing about the map is the custom ai files included, which allows for some truly breathtaking games against the ai... see the Maps page or readme for more details

It's an 4.2 meg download and requires no additional features.See the Maps page for download link.



July 11, 2009

A new mission for release today...

  

The Keys (Mission) adds a difficult Core mission scripted by Mufdvr to this nice looking map. I had talked with Mufdvr some time ago about making a mission for this map, but unfortunately he finished just prior to File Universe disappearing.

Anyways, it's a very difficult mission which has victory confditions requiring that you destroy the Arm commander and all Arm Vulcans on the map in order to win. The fact that there is Vulcans to destroy should tell you Volumes about how hard this is. My thinks Mufdvr has a mildly sadistic bent...

It's an 5.7 meg download and requires tamec2004, and tak2004 for features.See the Missions page for download link.



JUNE 14, 2009

MINOR NEWS... the download links for the Maps have been repointed to files which are now hosted on ModdB... hopefully this will aid in maintain sites bandwidth so that it stays up for the whole month. Thanks for The Brit, who uploaded the majority of them.


Jan 11, 2009

A new map for release today...

  

Rocky Lakes is a demo map intended to show the wonderful coastlines and mountain scenes that are possible with Chinahook's new consolidated and updated Evergreen tileset. The map is 44 x 44, heavily forested, and looks fabulous, if I do say so myself

Ten players supported… odds across the top (1, 3, 5), evens across the bottom (2, 4, 6), postions 7 and 8 on the sides, 9 and 10 dead center. Best games against AI will be to take one of the two center positions and have the ai take all others. 2.

It's an 14.0 meg download and requires tamec2004 for features.



Nov 21, 2008

A new map for release today...

  

The Keys is a large 50 x 30 map that attempts to replicate the actual topography of the Florida Keys. Space is very tight on the actual Keys themselves, but there is lots of wreckage on the reefs and shores. There is more space on the mainland to the north end of the map, but it is densely overgrown, and requires clearing for substantial base growth.

10 Players are supported. The odd players start on the keys, 1 at the furthest south, and then 3, 5, 7, and 9 each being successively more north. Player 2 starts on northernmost island, players 4, 6 and 8 are on the mainland, and player 10 is on the next island south from player 2.

It's an 5.6 meg download and requires tamec2004, and tak2004 for features.



Sept 6, 2008

A pair of map releases today, and also a revision of an existing map, available on maps page.

    

First the map on the left... Aorounga Crater Chain is a huge map which replicates the topography of a real impact crater chain in northern Africa, now partially filled with water. This map is 44 x 63, and supports ten players. It uses the Zhon tileset conversion and Zhon shallows tilesets. It's an 31.7 meg download and requires tamec2004, tak2004, and the included Zhonmetal.ufo file for features.

The map at center is called Hot Air. It is 51 x 51, supports 8 players and is a 3.6 meg download. It uses Chinahook's Volcano_metal tileset. The map is a total resource fest, all metal, loads of geos... and intended for a hot air battle. No feature files required for this one.

The map at right is a revision of Creon Burning Woods now at V2. I discovered that the version I've been playing with is not the one I uploaded to this site. The one on the site was an older version which was missing invisible metal tiles in the three central creon forts. Please download the revised version to correct this error.

January 22, 2008

A pair of map releases today, available on the maps page.

  

First the map on the left... Chinahook has completed a new tileset (hosted at File Universe) called U_crystal (crystal-adamante). To give it a whirl, I've created a map called Hard Water Shore to Shore. This map is 18 x 41, and ten players. It's an 11 meg download, has a bleak hard look to it.

The map at right is called Boxy Seas. It is 51 x 51, supports 10 players and is a 2.1 meg download. It uses Datanut's Atlantis metal tileset. The map is a total resource fest, all metal, loads of geos... but fun. Lots of little boxy seas to hide stuff in.

The first map, Hard Water Shore to Shore, requires tamec2004 for features.

September 22, 2007

Big News Version 1.3.3 Final of THE PACK has been released. This version includes much rebalancing, a couple of new/replacement units, and most importantly a whole slew of bug fixes... mostly courtesy of the hard work of DannyU. Many, if not most of the niggling crashes seem to be gone. In addition, the new version also includes a completely new AI called Beserker, which only knows how to attack. It only builds factories, resources, and mobile or long ranged attacking units. Nasty.

Please see the download and information links in the sidebar, and report any issues or comments in the forums.

April 29, 2006

First the big news. Chinahook has completed an addition to the Zhon Tileset conversion. The Zhon shallows addition adds a host of shallow water pieces which interface with all the zhon coast types: sandy, savannah, jungle, and red coast. Anything without a coastal cliff now has a shallow water interface, and a grand variety of them as well. The tileset addition had its genesis in Tangaroa's Gorges map, which added a small set of north south shallows which had never been seen before. The tileset is now freely available as a 53.1meg download from File Universe here.

In celebration of the tileset release, I've done a pair of demo maps using different parts of the shallow water tileset almost exclusively.

  

The map at left is called Dead Red V2. It is 19x19, supports 8 players and is a 6.3 meg download.It uses the red coast shallow pieces to create a hostile acidic landscape with many shallow paths through which units may trek, if they dare.

The actual level of damage done by the water is quite mild, with cheaper and weaker level one units being unable to survive a corner to corner trek. Commanders and any units with a decent amount of self-healing will survive unscathed. Level 2 units and others with substantive armor will easily move around the map... this has the nasty effect of changing gameplay as the game wears on... if you've bet all on an air assault, land units might well get you in the end.

There is little in the way of metal patches on the map, but much reclaimable and rezzable stuff lying around. The map is a vertiable junkyard, and some of the junk is exploding boxes and crates, so be careful.

The map at right is called Wading Pools. It is also 19x19, supporting 8 players, and is a 10.6 meg download.

This map is a much prettier place, using the sandy and jungle shallow portions of the tileset. There is no wreckage and a lot more metal and geo vents. Both maps require tamec2004 and tak2004 for features. The Wading Pools map also includes a zhonmetal.ufo feature file which must be added to your install in order for the map to load.

March 24, 2006

There is now a version 2 of Wetumpka available for download. To find it, go to the maps page and scroll down to the Wetumpka map... both the original and version 2 are side by side.

Datanut has graciously acceded to some proding on my part and added some useful pieces to his update of the earth desert tileset, currently standing at version 2.1. Among the additions to the tileset are a set of river mouths which allow for the first time the small desert rivers to actually enter the desert seas, and a conversion of archi-shallows to desert-shallows which allow land units to potentially cross those seas. There are also a number of other fixes to the lava and dune transistion tiles and a general restructuring of the tileset organization which makes it much more useable and user-friendly. You can and should snag it from File Universe here

Anyway, onto changes to the map... The small river to the south now enters the large river to the north via one of the new river mouths. This much better matches the actually topography of the area. The biggest change is the fact that the large river (which is really a very narros desert sea) is now passable in three spots via the new desert shallows. What was previously an inaccessible and land-locked area to the left of the large river is now longer so inaccessible.

The change to the large river changes gameplay on the map quite a bit... there is now no "safe" starting position which the ai cannot easily get to with land units. Ultimately, this version 2 is the way I would have made the map had the tiles existed at the time of design. The original remains downloadable for the sake of completeness.

The map supports 2-8 players, with odd teams of 1-3-5 being at the top and 2-4-6 being at the bottom (roughly). 25x58, and a 18.2 meg download. It requires tamec2004 to load the required features.

Thanks to Chinahook for providing a copy of the desert-archipelago transistion tileset (mine was corrupt). Thanks also to Datanut for the previously mentioned additions to the Earth Desert tileset which made version 2 of this map possible.

Upsides: Great terrain, tons of resources, looks closest to a real place of any map I've made, IMHO.

Downsides: Mini-map does not reflect terrain well at all... the desert cliffs almost disappear, although it looks better in-game.

March 16, 2006

An Epic-sized map release:

Another map release that recreates some real topography... this one is an impact crater site known as Clearwater East and West, located in Northern Canada. A pair of craters are separated by a broken rim which have become islands as the craters filled with water.

Map Name: Clearwater East and West

Tileset Type: Evergreen/Adamante/Lava and various transistion tiles

Size: 63 x 44 (66.0 meg download, includes both maps!)

Players: 2-10

AI: profile set to default

Notes: The is loads of metal on the map. Geo vents are sparse and separated, with the heaviest concentration in the lava areas and on the ring of adamantine islands in the west-most crater.

The map supports 10 start positions, with positions 1-4 being in corners, and odd positions 1/3/5 being across the top and even positions 2/4/6 being across the bottom

Tamec2004 is required for features

Enjoy.

Greybeard

January 8, 2006

A Map release that comes in two flavours:

    

Above is a satellite image of the real place... the infamous Bikini Atoll, site of many U.S. Nuclear tests. The map download includes two separate maps, V1 and V2. Both play differently, and have a different story to them. Differences are described below.

Map Name: Bikini Atoll V1 and V2

Tileset Type: Archipelago/Archipelago Completion

Size: 50 x 30 (6.0 meg download, includes both maps!)

Players: 2-7

AI: profile set to hover for V1, acid for V2

Notes: Another map that attempts to redo a real place... inspired by a satellite image of the atoll from space...

This is a large map which does a more than decent job (if I do say so myself) of recreating the actual atoll. This map uses Cavedog Archipelago and Chinahook's archipelago completion (beta) tilesets. Land units can traverse the shallow areas, but many of the smaller ones will be almost completely submerged and their weapons will not work until they hit land. This leads to interesting tactics that change over time, as level one land units can easily be destroyed when mostly submerged, but the larger level2 and level3 units have both more armor and can tend to fire back as they are larger and their firepoints tend to be above the water level.

Version Differences

V1) The map is an attempt to recreate the actual atoll, including the massive damage done by U.S. nuclear testing after the second world war. Version One is closest to reality. Several of the blast sites are well created, including the massive Bravo crater at upper left which vaporized a few kilometers of reef. There is some submerged wreckage around the various blast sites. Land is at a premium, with comparatively little build space. Land units can migrate from the extreme right of the map all the way to the extreme left, as long as they use the top. The bottom of the map is broken up by multiple channels.

V2) Version Two is an alternate history version where nuclear testing was restarted and continued until recent times. There are more obvious blast sites, and much more wreckage from destroyed sea dna land units. There was an attempt to create a man-made island on the left side of the map, on the inner atoll, and much of the radioactive soil and wreckage was interred there under a massive dome. This is the hottest site on the island... even the ground is damaging to be on. The whole area is mildly radioactive and does slight continual damage to all units. Damage is slight enough that units with self-healing to any great degree (commanders for example) will survive unscathed. Light units will be able to traverse along the reef, but will suffer enough damage to only be useful over short hops (e.g. don't think your flash tank rush will make it from extreme right to left along the top of the map... it won't work). This slow damage, combined with the inability of level one units to fire in the shallow water, makes the need to tech up quickly much more important. In addition, there is explosive crates and barrels on the three largest natural islands and the man-made island as well. This makes the larger islands less attractive.

The map is graphically attractive, at least until the lovely archipelago forests start to burn.

Thanks to Chinahook for much help and support in making additions to his on-going archipelago completion tileset project which specifically supported making a map like this. This tileset builds on the work of a few others (some fixed archi shores (Sphere) and shallow water tiles (Tangaroa)), and then added many other sections such as narrow shallow channels and corners which allowed for diagonal coast.

The map supports 7 start positions, with odd positions 1, 3, and 5 starting in in an arc beginning at the right side of the map and even postions 2, 4, and 6 occupying the lower map and extreme upper left nearest test-site Bravo. Position seven also occupies the extreme upper left with the possiblity of using odds and evens as teams for the first 6 positions, and position 7 also being available for as a last team member for the evens.

Tamec2004 and tak2004 are required as feature sets for both maps

Enjoy.

Greybeard

October 4, 2005

A pair of demo map releases for today and a tileset release:

              

First a biggest news is the fact that the Aramon Tileset (TAK-->TA) conversion has been released for public consumption. Started by Wotan and completed by Chinahook, this tileset is graphically pretty darn spectacular. It offers a huge selection of rivers and sinkholes, along with a host of other tiles. Gnome from fileuniverse has comsolidated the various files into two downloads... This is Part I (59 meg) and this is Part II (29 meg).

I've made a pair of demo maps... the first, Soggy Bottom, was made to demo Part One of the tileset release. Just as I finished it, Chinahook completed a beta version of Part Two. So I made a second map and used it to test the tileset with. These maps are released for your enjoyment below.


First:

Map Name: Soggy Bottom

Tileset Type: Aramon

Size: 18 x 18 (20.0 meg download)

Players: 2-8

AI: profile set to hover (custom)

Notes: first demo map made for the Aramon tileset conversion by Wotan/Chinahook.

The demo map was built to show off the best parts of the Aramon tileset, and thus the name... "Soggy Bottom". This landscape is littered with streams and rivers, and a variety of boggy sinkholes. There are a fair number of shallow river crossings and also a few larger lakes to hide in if you're so inclined.

The hover ai is a custom job written by Chinahook specifically for this map. It is included inside the map ufo and renamed to hover.txt for this map to make the ai useeasier for Mac TA users

The map requires tamec2004 and tak2004 beta for features

The map supports 8 start positions, with positions 1 thru 4 starting in rough corners, with the possiblity of using odds and evens as teams for the first 6 positions (odds across the top, evens across the bottom). Positions  7 and 8 start on hilltops near the center and are far more difficult to defend if you want a tougher ai game.


Second:

Map Name: Aramon Forts

Tileset Type: Aramon

Size: 18 x 41 (26.4 meg download)

Players: 2-10

AI: profile set to hover (custom)

Notes: This is the second demo map made for the Aramon tileset conversion project. This one was specifically made to test and demonstrate the towns and forts included in part two of the tileset release.

Aramon Fort areas are overlaid with invisible metal tiles. Roads are NOT metal. There is basically no other metal on the map, save a few metal pits inside small bermed fortsfor use with Arm Devestator cannons (Uberhack or THE PACK). Geo Vents are liberally used and are placed in defensive positions for Behemoth cannons.

The hover ai is a custom job written by Chinahook specifically for this map. It is included inside the map ufo and renamed to hover.txt for this map to make the ai use easier for Mac TA users

The map requires tamec2004 and tak2004 beta for features

The map supports 10 start positions, with positions 1 thru 4 starting in rough corners, with the possiblity of using odds and evens as teams for the first 6 positions (odds across the top, evens across the bottom). Positions  7 and 8 start on hilltops/forts at the edges of the map (centered vertically). Positions 9 and 10 start on the center fort area and are very close together... these last two sports are intended to be used as the most difficult spots to start against the ai. I don't advise on setting an enemy ai as one of the positions, as you'll likely end up with a D-Gun facelift in short order.


July 2, 2005

A trio of map releases for today and a tileset release:

                            

First:

Map Name: Creon Burning Woods

Tileset Type: Creon

Size: 25 x 58 (26.5 meg download)

Players: 2-7

AI: profile set to default

Notes: Inspired by Burning Woods by Pierre-Be, taken to hopefully new and glorious graphical heights...

A large north south map. Wotan's Creon Tileset conversion and Jodark/Weirdly's Creon Tri-level addition are used. Map supports 5 players... 1 and 3 at top, 2 and 4 at bottom, 5 in center, 6 and 7 on side-center platforms.

Creon Fort areas are overlaid with invisible metal tiles. Roads are NOT metal. There is basically no other metal on the map, save a few metal pits inside small bermed forts and near bridges for use with Arm Devestator cannons (Uberhack or THE PACK). Geo Vents are liberally used and are placed in defensive positions for Behemoth cannons.

There are many paths thru the forests, some with roads and some without. Amphibious units will even be able to make much of the trek under water due to the many rivers and ponds/lakes. There are large forest to burn and destroy.

Lakes are located behind the forts to aid in hiding underwater economys or building other underwater-based stuff. Or simply to hide and cower in.

The center position (5) is much smaller and more cramped than position 1-4... and thus gives a more difficult game against the ai



Note also that the Creon Tri-Level Tileset authored by Jodark and Weirdly (first seen on a map at Tamec called "Creon Plaza") has been uploaded to File Universe. This tileset adds a middle level of fort heights, wider bridges, wider ramps, and interfaces to all other Creon tiles from the new middle fort level. About a 24 meg download. I'm attempting to get ftp access to Tamec to get it uploaded there as well via Fileplanet

Second:

Map Name: Metal Picnic V2

Tileset Type: Green/Metal

Size: 22 x 40 (4.8 meg download)

Players: 2-7

AI: profile set to default

Notes: This is a remake of the well known map by Pierre-Be... one of the most popular downloads ever at Tamec.

Changes made:

1) map is no longer all metal
2) invisble metal tiles laid over all metal areas
3) Chinahook's green/completion/metal tiles used to redo center metal area and previous urban/green transistions are now predominantly green/metal
4) voiding done on all metal walls
5) Ramps added to metal platforms.
6) quite a few additional geo vents added to allow for use of behemoth cannons in defensive positions (Uberhack or THE PACK)
7) players positioning revamped... pos 1 and 3 are teamed at bottom, 2 and 4 teamed at top. 5 is center, 6 and 7 are on platforms at middle left and right. Position 5 is hardest to defend against ai... you're surrounded.
8) Impassable water made passable, stuff can now be built in metal water ponds




Third:

Map Name: Burning Woods V5

Tileset Type: Green/Metal

Size: 16 x 40 (5.4 meg download)

Players: 2-5

AI: profile set to default

Notes: This is a remake of the well known map by Pierre-Be... one of the most popular downloads ever at Tamec.

Changes made:

1) map is no longer all metal
2) invisble metal tiles laid over all metal areas
3) Chinahook's green/completion/metal tiles used to redo center metal area
4) heights redone and sea level reset
5) voiding done on all metal walls
6) voiding REMOVED on all paths thru the forest... previously the forest could burn, be destroyed, reclaimed, and you were still stuck on the now invisible path. No longer the case.
7) Ramps added to metal platforms.
8) Some minor wreckage removed... some rocks in metal areas, and all con unit wreckage is removed from the map to stop side-jumping via rezzing.
9) a few additional geo vents added to allow for use of behemoth cannons in defensive positions (Uberhack or THE PACK)
10) ponds are made larger, features (coral) removed, and impassible water made passable... stuff can now be built in the ponds.
11) voiding removed on some of the metal platforms which prohibited building on some areas which should have been buildable.


Enjoy!

June 7, 2005

A map revision for today:

I've found an annoying series of small errors with one of the more popular maps at the site, Manicouagan. I've realized (in the course of making another map) that overlapping features are removed by the TA game engine. Manicouagan has multiple small metal forts for the players to start on, and I was less than careful in how I placed the invisible metal output features. The result was "patchy" metal output at all the forts and on the surrounding metal ground areas. In addition, one metal fort was missing metal output feature on its top level entirely.

All fixed up now, but requires a download of version 2

May 30, 2005

Today I'm releasing a map which is a "teaser" for Chinahook's upcoming release of an archipelago completion tileset. Similar in scope to his Green/Metal completion set, this tileset adds a host of options and heights to Cavedog's original tileset, fixes a a number of known bugs with shorelines, consolidates the work of others in areas like shallow water, consolidates it all in a neat package, and then adds all sorts of additional pieces which gives quite marvelous flexibility. And best of all, there's more pieces to come which aren't in this teaser map.

I've been testing this tileset for a few months now and one outcome of this is the creation of this map, Bora Bora.

Inspired by an Ikonos satellite image of the atoll from space, this is a large map which does a more than decent job (if I do say so myself) of recreating the actual atoll. This map uses Cavedog Archipelago and Chinahook's archipelago completion (beta) tilesets. Land units can traverse the shallow areas, but many of the smaller ones will be almost completely submerged and their weapons will not work until they hit land. This leads to interesting tactics that change over time, as level one land units can easily be destroyed when mostly submerged, but the larger level2 and level3 units have both more armor and can tend to fire back as they are larger and their firepoints tend to be above the water level.

All areas of the map can be reached by either land or sea... a couple of liberties had to be taken with actual map topography (as referenced to reality) to allow this, but hey, it's just a game. Resources are plentiful, even excessive, and mayhem should ensue in short order. Even the standard Hover AI runs well on this map, and games against allied AI's can be tense.

The map is graphically attractive, at least until the lovely archipelago forests start to burn.

Thanks to Chinahook for much help and support in making additions to his on-going archipelago completion tileset  project which specifically supported making a map like this.

The map supports 8 start positions, with positions 1 thru 4 starting in rough corners, with the possiblity of using odds and evens as teams for the first 4 positions.

Enjoy and post feedback on the forum

Minimap and satellite image are posted below for your comparison... Map requires tamec2004 and tak2004 for features loading and is a 7.8 meg download.

              

March 31, 2005

My Second attempt at making a real place using Annihilator. Wetumpka is the site of an ancient impact site in Alabama USA. The actual real crater structure is about 6.5 km in diameter. The real terrain is nothing desert-like at all, and in fact the city of Wetumpka resides on the piece of water-locked land on the mid-left of the map.

Nevertheless, the satellite photo of the terrain looked desert-like enough, and the desert tileset and 3rd party additions to it had the advantage of having "stacked-cliffs" which allowed a reasonably close emulation of the actual crater terrain... so there you have it.

The map offers a rough and canyon-gouged terrain in the north end, all of the canyons either opening or terminating at the river or the flat area directly south of the rough northern end. The middle of the map offers a water-locked piece of land to the left and the actual Wetumpka Impact crater structure to the left. The crater itself is horseshoe shaped and open at the bottom left. The walls use the stacked crater tiles to try and recreate the actual "lay-of-the-land". South of the crater is a desert area which is created using either dunes or desert-archipelago transistion tiles. The very southern left corner has more rough terrain. Along the way, various mesas and desert plateaus are used to try and roughly follow the geography of the original satellite picture

The terrain means gameplay is quite different depending on where you start. The water-locked land at left is easiest to defend, but also the toughest to get off of. The northern areas are also easy to defend due to the chokepoints in all the canyons, but it's tough to put a base together amidst all the rugged landscape. The crater area is also easy to defend and has a little more room. The south is easiest rolling for tanks and kbots, but also easiest to attack. Resources are slathered all over the map, tons of reclaimable rocks, trees, geo vents, lava flows (which even steam as they enter the water), etc.

The map supports 2-8 players, with odd teams of 1-3-5 being at the top and 2-4-6 being at the bottom (roughly). 25x58, and a 18.2 meg download. It requires tamec2004 to load the required features.

Thanks to Chinahook for providing a copy of the desert-archipelago transistion tileset (mine was corrupt). Overall, I'm quite pleased with how the map turned out.

Upsides: Great terrain, tons of resources, extremely varied in gameplay depending on where you start.

Downsides: Mini-map does not reflect terrain well at all... the desert cliffs almost disappear, although it looks better in-game. No way to make a wide crossable river with desert tileset, hence water-locked piece of land at left.

              

March 5, 2005

Today we have a new rendered map by a new map author. Jodark is the author's name, and this new map is a Bryce-rendered affair which offers stunning realism. Called Drumheller AB CA, it was inspired by the canyon is Alberta by the same name... a Grand-Canyon-like area which is littered with many dinosaur fossils. Jodark used Bryce, AutoCAD, and photoshop to create a graphically fabulous landscape. Feature placement is very well done and the whole thing has this aura of realism that has to be seen to be believed. One of the most pleasing maps I've ever seen.

Gameplay is excellent, with ai play being difficult even with a default ai. The map is 22 x 13, and weighs in at a huge 29.7 meg download due to the non-repetitive rendered nature of the map. Tamec2004 and either tak2004 or creon features.hpi (not both) are required to run the map, and C_A_P's MC WindyTrees.ccx is recommended.

Pay particular attention to the map's readme... a fairly detailed description of the process and effort required to put the map together is detailed there. Makes for an interesting read.

Download and enjoy!!! A feast for the eyes!

February 27, 2005

Two items today:

First, MacMaster's first map is up at the site. Called Backyards, it's an Atlantis Metal affair whereby players attempt to build a decent army in their "backyard" and then attack... or something like that. 22 x 32 and a smallish download at 1.4 meg, no additional features required.



Second, my first attempt at recreating a real place as a TA map is available. Manicouagan attempts to recreate the ancient and very large (60km wide) impact creater site in Quebec Canada. Big enough to see from low earth orbit, it was tough to make it come out even remotely like the real place. Add a few TA-twists for gameplay and it becomes much less than the real thing. Anyway, it seems to play well enough... it's 50 x 50, 22 meg to download, and requires tamec2004 to run for features. TA mini-map and and the shuttle pictures of the real place are below for you to compare.

              

January 30, 2005

Mufdvr has uploaded a second version of his GD2 mission. In response to requests in the forums, this map has been updated to add a second version of the download... this one featuring a Core mission. Check out the mission page and scroll down to the GD2 mission. A second download link appears there for the Core version.

January 20, 2005

First we have another mission from Mufdvr, this one called Quagmire Pass. This map has long been a favorite of mine, and it plays very very well in multiplayer. It uses C_A_P's Quagmire Jungle Tileset, which is hardly ever used in maps.

Sized at 25 x 25, and 8.2 meg to download. It's a well done map which includes a campaign mission under the Arm side. Grab this map, you need to have it!



In addition, the most popular map at THE PACK's website has been updated... Crater Floor has been updated. Mufdvr has scripted a hard mission for it which appears again under the Arm side... seems Mufdvr seems to need to rid the crater of Core scum or something :-) Come to think of it, how come all his missions revolve around destroying Core Scum! I Play core all the time!!!

Jan 10, 2005

Today a couple of things happened.

First, Mufdvr posted three new missions... GD2, Krogoth Testing Range V2, and The Cold Place. Mufdvr is not the original author of any of these maps, but has updated them to add difficult and quirky missions for your TA enjoyment. Having been the "victim" of a number of his "missions" (AKA grief inducing/ego-cracking thrashings), I'm sure you'll enjoy them.

Of particular "enjoyment" is the Krogoth Testing Range V2 mission. This map has fond memories for me... it's actually the first map I ever saw TA running on many years ago. I don't remember the Krogoths arriving so fast though!

There's a few more of his missions hanging about at Tamec as well... find Quagmire Pass and give that one a whirl... long one of my favorites.

Second, to facilitate this spat of Missions, I decided to redo the site slightly and split the Missions off into their own page. Muf's first mission posted here, Zhon Fort, also appears on this new page. Give them a whirl and post feedback in the forums

                            

January 8, 2005

We have a new map for you to try called Gorge. This map was originally created by Tangaroa, taken to the stage of having all terrain, player placement and heights done, and then offered to the TA community for completion. I've added features, and hopefully Tangaroa isn't displeased at the result.

Sized at 19 x 19, and 13.6 meg to download. It's a well done map. Tangaroa went to the extent of creating an additional level of heights for this map (which doesn't exist in Zhon Tileset part 1).Give it a whirl and post feedback in the forums

September 15, 2004

It's my pleasure to announce that Mufdvr has graciously agreed to host some of his map-making creations at THE PACK's website. Those of you into 3rd party maps will know of many of his creations which appeared at TAMEC. His maps are always artful, and mechanically amongst the most perfect I've run across. As an intial map at this site, he's uploaded a single-player mission called Zhon Fortress. It features a very difficult mission, and can also be used for multiplayer action. Wotan's Zhon tileset conversion is used.

Sized at 19 x 19, and 5.5 meg to download. Give it a whirl and post feedback in the forums

August 25, 2004

A new map is available on the maps page, called Crater Floor. This is the most complex map I've done to date. It features and extinct crater floor as a center, and Adamante and Evergreen Tilesets and various transistions and add-ons. Sized at 40 x 40, and A staggering 29.7 meg to download. Give it a whirl and post feedback in the forums

June 19, 2004

A new map is available, called Impact Gauntlet. It uses Punkkid's Impact Green tilest and offers an insanely bumpy landscape with a relatively clear gauntlet down the center. Sized at 20 x 40, and about 6.7 meg to download. Give it a whirl and post feedback in the forums

May 13, 2004

Maps section opens with two new maps, Atlantian Skirmish V2 and Closer Than You Think. Atlantian Skirmish is meant for skirmish play only and pits you against 9 AI's with only a causeway between you. Closer Than You Think is meant for 1 vs 1 or teamplay. Both maps are large at about 20 x 40. Give them a whirl and post feedback in the forums

              

Apr. 26, 2004

A replacement version of the A Skirmish ufo is released. This fixes a lingering line feed issue and a couple of apparently corrupted models/scripts which could cause crashing partway through loading units for Win98/XP users. Please snag this file and replace the version you have. See downloads page for link...

 

Mar. 9, 2004

Version 1.1 of THE PACK is released. This version fixes a major problem with line feeds which affected TA users running Win98. In addition, a fouled-up F1 pic is fixed (thanks, No One), and the Core Warhammer (glitchy firing script) is removed and replaced with the Core Cougar (TARAD/Aftermath version). An additional error which caused Arm and Core ai seaplanes to misfire their AA missile has been fixed. AI profiles have been updated to take into account the new Cougar. See the download page for links.

 

Feb. 20, 2004

The MacUtator download has been replaced with a corrected version which contains a corrected control file and four missing ai ufo files in the correct format. Sorry for the error, and thanks to Darkstar for the bug report and No One for aid in the fix.

 

Feb. 17, 2004

The Pack's website is open for business. Please see the information page for info (duh), and the download page for downloads. Thanks to all the people that helped make this possible and special thanks to TA Universe for hosting us.

Comments welcome in our forum.

Designed by MacMaster