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Maps
Except where noted,
these maps are intended for use with THE PACK but will work with
standard TA, Bugfix, or UH. Note that most of these maps have metal
patches and geo vents placed strategically in DEFENSIVE positions. This
is because THE PACK, like UH, offers geo vent powered cannons for Core
and metal patch powered gauss cannons for Arm. As such, these
vents/metal patches have been placed in spots which will make them
vulnerable to attack, but also allow the building of these weapons in
useful spots (Geo vents in front of walls, metal patches behind as the
gauss cannons fire through walls).
Regarding features, some of the maps require
TA_Features_2010.ccx (download
here) . If required, it is noted in the designer notes
section
for each map. Newest maps are at the top of the page.
Name: Inferno
Author: Greybeard |
Size
20 X 20 |
File Size
12.1 mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: This is
another test map for the new UTAS_Lava tileset by Chinahook. This map
is used to demonstrate the different levels of heights, and also the
new "cracked" lava tiles.
This particular map has maximum height areas in the corners, for
players 1 through 4. From there, the height descends, and there are a
number of calderas with lava flows, old and new. Each of the 10 start
positions has 4-5 metal positions and a couple of geos in reasonably
close proximity, but the majority of the rest of the metal is in the
calderas.
10 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 thru 10
scattered across the middle.
The ai is set to default. The map requires TA FEatures 2010 or later to
load. Lava is impassible and does damage.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Hot
Pot
Author: Greybeard |
Size
12 X 12 |
File Size
7.0mb |
Minimum Ram
128Mb |
Max Players
8 |
|
Designer
Notes: This map was
conceived as a second demo map for a new lava tileset coming from
Chinahook. There are now additional
tiles in the beta, including two new sets of heights at 190 and 255,
ramps, cliffs, and a new cracked lava surface.
This map makes use of all these new parts.
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 three
metal patches and a geo. Expansion is literally forced. There is more
space, metal, and geos
on the heights surrounding the corners, but these are also easily
accessible to incoming forces.
The majority of the resources are 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 ai is set to default. The map requires TA FEatures 2010 or later to
load. Lava is impassible and does damage.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Winter
Canyon
Author: Greybeard |
Size
20 X 35 |
File Size
16.9mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: This map was
conceived as another demo map for Chinahook's new Evergreen Snow
tileset.
The map creates a pair of somewhat enclosed areas at the top left and
bottom right
of the map,
and then inserts a winding canyon, with a series of choke points along
the canyon.
The only access to ramps/heights occurs at the entrances to the
enclosed areas
at top and bottom of the map,
and around the center of the map.
Ten players supported… odds across the top (1, 3, ), evens across the
bottom ( 2,4,),
positions 5thru 10 across the middle. . The map is really intended for
team play for 4 players
(player positions 1 thru 4), or two player games (player positions 1
and 2)
The map as packed does not have falling snow. If you want it to snow,
the map requires the use of the
TA_Map_Weapons_2010.ccx (set 1) file, for the MCSNOW weapon... it's a
winter map, it should snow, right?
If you do want to have it snow, I've included an unpacked OTA file
which adds the snow. Simply copy the "maps" folder to your TA install
or if you already have a maps folder, copy the Winter Maze.ota file
into the maps folder. Mkae sure you add the TA_Map_Weapons_2010.ccx
(set 1) file to your TA install. Note that this weapon file consumes
weapon IDs 230-235.
The ai is set to default.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Winter
Maze
Author: Greybeard |
Size
20 X 25 |
File Size
8.5mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: This map was
conceived as another demo map for Chinahook's new Evergreen Snow
tileset.
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. Resources
are fairly plentiful, if spread out.
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 requires the use of the TA features 2010 or later. As packed,
the map does NOT use any evironmental weapon. If you would like it to
snow, copy the included maps folder into your TA install, or if you
already have one, copy the Winter Maze.ota file into your existing
maps folder. This will require that you also use the
TA_Map_Weapons_2010.ccx (set 1) file (which was included in the TA
Features 2010 zip download, for the MCSNOW weapon... it's a winter map,
it should snow, right? Note that this weapons file consumes weapons IDs
230-235, so if you're using a mod or 3rd party units which use these
weapon IDs you will create conflicts.
The ai is set to default.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Dragon
Lake
Author: Greybeard |
Size
45 X 45 |
File Size
28.4mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: This map was
conceived as a demo map for Chinahooks new Evergreen Snow tileset. The
terrain for this map was inspired by a real "Dragon Lake" in Siberia,
which looks very vaguely like a stylized Chinese Dragon. Well this map
REALLY looks like a dragon, with rather obvious wings and fiery breath
added.
The tileset offers, and this map uses, a series of frozen water tiles.
This frozen water is precisely at height 75 (sea level) and thus has
the dual effect not turning units blue as though they are underwater,
and also allowing for building.
The lava itself is voided out, as there are some meltwater pools around
the lava which units can wade through and the frozen water should do no
damage, so I need to stop units from wandering into the lava.
The map requires the use of the TA features 2010 or later. As packed,
the map does NOT use any evironmental weapon. If you would like it to
snow, copy the included maps folder into your TA install, or if you
already have one, copy the Dragon lakes.ota file into your existing
maps folder. This will require that you also use the
TA_Map_Weapons_2010.ccx (set 1) file (which was included in the TA
Features 2010 zip download, for the MCSNOW weapon... it's a winter map,
it should snow, right? Note that this weapons file consumes weapons IDs
230-235, so if you're using a mod or 3rd party units which use these
weapon IDs you will create conflicts.
Resources are fairly plentiful, if spread out. The lava flows are
heavily resource intensive, and will be hotly contested.
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 9 or 10 and
have the ai take all others. The lower corner positions are closer to
the resource-roch lava area,
but suffer from far more open positions (lots of ramps in/out). The
upper two corner positions has
somewhat more resources in close proximity, and only a single land
route in/out of their enclosed
start positions (more defensible)
The ai is set to default.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Crooked
Creek
Author: Greybeard |
Size
30 X 30 |
File Size
10.6mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: A map that is
based (sort of) on the topography of a meteor impact site in Missouri.
There is a central crater structure, surrounded by fairly open fields
for battle, and a raised outer area at the outer edges of the map. The
area is criss-crossed by rivers, complete with fords.
Resources are plentiful, varied, and scattered
Players 1, 5, 7, 3 are across the top (left to right).
Players 4, 6, 8, and 2 are across the bottom (left ro right).
Players 9 and 10 are nearer the middle of the map.
The ai is set to default. No feature file is required for map to load
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Upheaval
Dome Small
Author: Greybeard |
Size
25 X 25 |
File Size
11.6mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: This map is a
"chunk" from the left side of the original Upheaval Dome V2 map... It
includes the actual Upheaval Dome topography, and river. The
highland/canyon areas on the right of the map have been deleted.
Resources are fairly plentiful, if spread out.
The lava flows are heavily resource intensive, and will be hotly
contested.
As these lava areas are in the left/bottom of the map, players at this
end will have an advantage,
resource-wise, although more resource have been added to the other
start postions as well.
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 a stream) and have the ai take all others.
Position 7 or 9 are also a good postion to take against allied ai.
Lava is voided out.
The ai is set to default. TA_Features_2010 is required for map to load
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Upheaval
Dome V2
Author: Greybeard |
Size
45 X 25 |
File Size
11.9mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: Version 2:
this removes the small amount of damage done by water... I uploaded the
wrong verion of
the map, damage was only there for testing, should have been removed.
This map
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.
Resources are fairly plentiful, if spread out. The lava flows are
heavily resource intensive,
and will be hotly contested.
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.
Lava is voided out.
The ai is set to default. TA_Features_2010 is required for map to load
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Ripped
Earth
Author: Greybeard |
Size
30 X 30 |
File Size
9.0mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: This 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.
The new tileset looks great, with a "new look" lava. The whole tileset
has been migrated to height 86/75
(land/sea level) in keeping Chinahook's master plan to have all these
tilesets work together, from a
height and transistion standpoint. This particular map is designed to
create a series of "rips" in the
terrain, through which lava wells up. As such, they look like claw
marks, on the diagonal. Metal is
reasonably abundant, with a greater concentration on the terrain within
the large central lake lake.
Geos are scattered about.
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.
Lava is made impassible, and does damage.
The ai is set to deafult. TA_Features_2010 is required for map to load
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Thin
Air
Author: Greybeard |
Size
35 X 15 |
File Size
7.5mb |
Minimum Ram
128Mb |
Max Players
9 |
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Designer
Notes: A first try
at using the Cavedog Lunar tileset… hopefully it looks somewhat
artistic and interesting.
Some metal and geos, mostly clustered around the 9 start positions.
Reclaimable rocks scattered about
as well, no wind (zero).
The most annoying part of the Cavedog Lunar tileset is the surfeit of
proper light/dark
transistions... the shape of the transistions found in the Thin Air map
is literaly the only
way they can be arranged.
Nine players supported… odds across the top (1, 3, 5), evens across the
bottom (6, 4, 2),
positions 7 and 8 and 9 scattered in the large craters across the
middle of the map.
The ai is set to deafult. No additional feature sets are required to
load the map.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Metal
Island Hopping
Author: Greybeard |
Size
45 X 45 |
File Size
3.6mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: The map was
started as a demo map for Chinahook's U Metal tileset, got shelved for
a
while, and I finally decided to finish it.
There are 9 Major islands, each of which is surrounded by a series of
small metal islets.
Shallow water paths connect all islands to each other, so land units
can go anywhere on the map.
HOWEVER, some units will be unable to fire while traversing the shallow
water areas. The small islets
allow for land and air defense in depth, and also permit for siege
positions when attacking an
entrenched enemy
Lots of metal (obviously), tides are high, and lots of geos as well.
All walls are voided, excepting for ramps.
Ten players supported… odds across the top (1, 3, 5), evens across the
bottom (6, 4, 2),
positions 7 and 8 on the sides, 9 and 10 on center island. Best games
against AI will be to
take one of the two center positions and have the ai take all others.
The ai is set to Krogoth. No additional feature sets are required to
load the map.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Bowron
Lakes
Author: Greybeard |
Size
45 X 45 |
File Size
17.7mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: This map
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 tileset used is Chinahook's Green completion. Resources are
plentiful, if spread out. There are several fords provided for crossing
the lakes.
Ten players supported… odds across the top (1, 3, 5, with 7 on the top
of the center island),
evens across the bottom ( 6, 4, 2, and 8 on the bottom of the center
island), positions 9 and
10 on the sides. Best games against AI will be to take either position
7 or 8 and have the ai
take all others. The ai is set to default, and no additional feature
files are required
to load the map.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Nothing
Lives Here
Author: Greybeard |
Size
35 X 19 |
File Size
13.7mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: This is 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 landscape is harsh, nothing lives here. Anything that did live is
now dead. The water is mildly acidic,
and the lava areas have been voided to maintain reality (lava should do
much more damage, but TA doesn not
support differing damage levels from water). Level 1 units will take a
fair bit of damage crossing the
river shallows, but will survive. Level 2 units (and above) take
insubstantial damage (percentage-wise),
which makes amphibious/cross-river assaults much more dangerous in the
middle-late game
There are animated lava flows and burning lava in the lava pits and
also under water, complete with
bubbling and steaming water. Serious height manipulation was required
to make the tilesets work together.
Adequate amounts of metal and lots of geos… not all geos are buildable,
some are placed more for aesthetics.
Ten players supported… odds across the left (1, 3, 5), evens across the
right (2, 4, 6), positions7 and 8 on the sides, 9 and 10 dead center on
the either of the two islands. Best games against AI will be to take
one of the two center positions and have the ai take all others. The ai
is set to default.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Zombieland
Map Pack V2
Author: Greybeard |
Size
Various |
File Size
20.3mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: V2 CHANGES:
correct metal output on map 3 to full metal, modify start positions on
maps 1, 8, and 9 to better space ai opponents.
This is a set
of 9 maps packed into a single ufo, intended for pure skirmish play.
They’re intended to replicate
the feeling you get playing against a horde, defending your little
enclave… thus the names of the maps. FWIW, it should be possible to
rack you tens of thousands of kills during a skirmish game on any of
these maps.
There are certain commonalities to the 9 maps. All are full metal
output, reasonable winds, high tides if water exists on the map. Geos
are plentiful at the human start positions. All are created using
Chinahook's U_Metal_V14 tileset.
Every map has its walls
voided. Each map supports 10 start positions, with the human player
intended to be at position 1. You are either surrounded by the other 9
start positions, or the other 9 start positions are all above you on
the map (so the ai factory openings all point down). Path finding is
typically simple, with little or no features placed and few if any
obstacles between you and the ai. The enclave or fort is intended for
protection, and has a number of geos placed so that geo-powered cannons
can be used for defense if you’re playing a mod that uses them
(Uberhack or Uberhack based mods such as THE PACK)
Beyond that, the maps vary in how they play… some maps are flat, some
place you on a “hill”, some place you in a “pit” giving the height
advantage to the ai. Some are smaller and tighter, others more
expansive.
The ai is set to metal for all maps, which will allow you to play
around with whatever ai you care to replace it with. I highly suggest
you use, or at least TRY the included Fleabowl AI by Quitch(y)… this ai
includes old original Fleabowl 3 AI (Queller FB3, in both OTA and
Uberhack versions), and also an add-on pack which adds some modified
nasty fleas. If you play THE PACK, there is an included PACK-specific
fleabowl that goes along with that mod. Just make sure to set all the
ai to ARM and allied. Rename the chosen default.txt (OTA or UH) to
metal.txt and throw into your ai folder. Add the appropriate fleabowl
unit ufo file (and addon ufo if you’re brave) to you TotalA directory.
Play, and die early and often, and try not use fortwalls or DT's.
No features are required.
Map Specifics:
Zombieland 1: (18 x 30 very simple map, ai at top)
Zombieland 2: (18 x 18 ai all around, smallish, holey walls)
Zombieland 3: (30 x 30 ai all around, large, ai on raised platform,
player/fort on raised platform, big ditch all around)
Zombieland 4: 31 x 31 (similar to Zombieland 3, more open fort, player
on raised platform in center)
Zombieland 5: 31 x 31 (ai all around, large, ai on very large raised
platform with lots of room to build, close to player, player in central
pit.)
Zombieland 6: 18 x 18 (ai all around, smallish map, ai on large raised
platform with lots of room to build, close to player, player in central
pit in a very small fort… probably the most difficult of these maps to
play. No room, ai close, looking down at you…)
Zombieland 7: (31 x 31 ai all around, large map, ai on outer lower
area, player on large central raised platform. Two sets of walls, the
outer one if almost impossible to hold, holding the inner one doesn’t
give much room for expansion)
Zombieland 8: (18 x 30 ai all at top, enclave surrounded by moat with
wide shallow crossing. Small fort.)
Zombieland 9: (18 x 30 ai scattered on platforms above enclave, all
feeding down the chute
Toward fort)
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Hot
Air Melting Roads
Author: Greybeard |
Size
51 X 51 |
File Size
4.2mb |
Minimum Ram
128Mb |
Max Players
9 |
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Designer
Notes: This is a
variation of the original Hot Air map, which adds land links
between the corner platforms. In addition, a central platform is added,
as well as platforms on all the
sides, along with land links connecting these as well.
Nine players supported… Positions 1 thru 4 take the corner platforms,
positions 5 thru 8 take the
side platforms, and position 10 takes the center.
Metal is at max, and geos are plentiful. AI is set to metal. Player
positioning allows for either
easy multiplayer setups or a unique AI game...
The map incudes a pair of included custom metal.txt AI files. Both work
is the same way... one is intended for
OTA units, and the other supports THE PACK. Use standard AI install
techniques for OTA (metal.txt goes into the created ai folder), and for
THE PACK, follow instructions on unit
addition/removal etc that come with the mod.
For each of these AI's set the human player as position 9, positions 1
thru 4 as Arm, and positions 5 thru 8 as Core. Ally all the ai's.
The included custom profiles allow the Arm ai to build air only, and
Core to build land only (the OTA profile will build
some air).
The net effect of this custom AI is that the Core AI at the side
platforms has a straight shot down the road at the human player (you).
The Arm AI in the corner, which would normally have a difficult time
trying to get at you with land units, will gleefully pummel you from
the air. The OTA AI is effective, but starts somewhat slowly.
THE PACK AI is a modified beserker (fully offensive, no defensive units
at all) and the effect is not pretty.
Nevertheless... enjoy.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Rocky
Lakes
Author: Greybeard |
Size
44 X 44 |
File Size
14.0mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: A demo map
intended to show how good-looking a map
created with Chinahook's new consolidated evergreen tileset can be.
Large, heavily forested, and
full of complex terrain.
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.
Tamec2004 feature file required for the map to load. The
ai profile is set to Default, but will struggle with the heavily
forested landscape. Oh well.
Thanks to Chinahook for making another neat tileset to try out!
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: The
Keys
Author: Greybeard |
Size
50 X 30 |
File Size
5.6mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: A large 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.
Tamec2004 and TAK2004 feature files required for the map to load. The
ai profile is set to hover. , but
it won’t work all that well due to the limited space and overgrown
jungles. Oh well.
Thanks to Chinahook for making another neat tileset to try out!
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Hot
Air
Author: Greybeard |
Size
51 X 51 |
File Size
3.6mb |
Minimum Ram
128Mb |
Max Players
8 |
|
Designer
Notes: This map was
made as a demo map to demonstrate the new Volcano_Metal tileset by
Chinahook. High metal map with damaging lava, intended for a good
airbattle.Small outlying platforms and a grid of pathways are provided
to give you some room for air defense in depth. Lots of resources in
terms of metal and geos.
Two players supported in each corner. 1 and 5 on bottom left, 2 and 6
on top right, 3 and 7 on bottom right, 4 and 8 on top left, works out
to odds across the bottom, evens across the top.
No feature files required. The ai profile is set to airbattle. If you
use a mod with long range cannons, large platforms will be within range
of some of the smaller outlying platforms.
Thanks to Chinahook for making another neat tileset to try out!
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Aorounga
Crater Chain
Author: Greybeard |
Size
44 X 63 |
File Size
31.7mb |
Minimum Ram
256Mb |
Max Players
10 |
|
Designer
Notes: This map was
originally made as a demo map to demonstrate the new Zhon Shallows
tileset by Chinahook, but took so long to finish that I almost ended up
abandoning it as a project. Anyway, this is a map that uses the
topography of a realimpact crater site in northern Africa as its base.
A trio of impact crater appear on the map, now filled with water.
The map supports 10 players. Player 1 is bottom left, 2 is top right, 3
is bottom right, 4 is top left, 5 is bottom center, 6 is top center.
Players 7 thru 10 are scattered around the middle.Player 1 is bottom
left, 2 is top right, 3 is bottom right, 4 is top left, 5 is bottom
center, 6 is top center. Players 7 thru 10 are scattered around the
middle.
The map requires tamec2004, tak2004, and the included zhonmetal.ufo
files for features. The ai profile is set to hover to ease movement for
the ai, although it is possible to move land units from any part of the
map to any other part if you try hard enough.
Thanks to Chinahook for making another neat tileset to try out!
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Hard
Water Shore to Shore
Author: Greybeard |
Size
18 X 41 |
File Size
10.8mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: This map was
made as a demo map to demonstrate the new U_crystal tileset by
Chinahook. the tileset creates a bleak and interesting landscape.
The map supports up to ten players. Players 1, 3, and 5 are across the
bottom, players 2, 4, and 6 are across the top. Players 7 thru 10 are
scattered across the small islands at the center of the map.
The map requires tamec2004 for features. The ai profile is set to hover
Thanks to Chinahook for making another neat tileset to try out!
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Boxy
Seas
Author: Greybeard |
Size
51 X 51 |
File Size
2.1mb |
Minimum Ram
128Mb |
Max Players
10 |
|
Designer
Notes: Another map
created usong Datanut's Atlantis Metal Tileset
The map is a total and complete resource fest. There's geos everywhere,
and the whole map is of course metal.
The map supports 2-10 players, with positions 1 and 5, 2 and 6, 3 and
7, along with 4 and 8 being located in pairs on the four outer
"islands". Players 9 and 10 are on the central platform. The AI profile
is set to krogoth.
The map no additional files for features.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Dead
Red V2
Author: Greybeard |
Size
19 X 19 |
File Size
6.3mb |
Minimum Ram
128Mb |
Max Players
8 |
|
Designer
Notes: This map was
made as a demo map to demonstrate the new Zhon Shallows tileset by
Chinahook. 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 supports 2-8 players, with positions 1-4 being outer corners,
and 5-8 occupying an inner ring. The AI profile is set to acid.
The map requires tamec2004 and tak2004 for features.
Thanks to Chinahook for making such a varied addition to the zhon
tileset, and also thanks to Tangaroa who started the whole zhon
shallows thing with his map "Gorges".
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Wading
Pools
Author: Greybeard |
Size
19 X 19 |
File Size
10.3mb |
Minimum Ram
128Mb |
Max Players
8 |
|
Designer
Notes: This map was
made as a demo map to demonstrate the new Zhon Shallows tileset by
Chinahook. It uses the sandy and jungle coast shallow pieces to create
a serene tropical landscape with many shallow water paths through which
units may trek.
The map looks really good, and makes for a nice peaceful view.
There is a quite a bit of metal of metal on the map and a fair number
of geo vents as well. Tamec2004, tak2004, and the included
zhonmetal.ufo are required for features.
The map supports 2-8 players, with positions 1-4 being outer corners,
and 5-8 occupying an inner ring. The AI profile is set to hover.
Thanks to Chinahook for making such a varied addition to the zhon
tileset, and also thanks to Tangaroa who started the whole zhon
shallows thing with his map "Gorges".
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Clearwater
East and West
Author: Greybeard |
Size
63 X 44 |
File Size
25.6mb |
Minimum Ram
256Mb |
Max Players
10 |
|
Designer
Notes: Another map
that attempts to redo a real place...
This is a epic-sized large map which attempts to recreate an impact
crater site in the northern area of Canada. A pair of craters are
adjacent to each other, with a broken ring of islands separating them.
The maps has been done using Evergreen, Admante, and Lava
tilesets,along with sundry transitional tiles
There 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.
The AI is set to default
Map requires tamec2004 for features... see readme in download for
further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Bikini
Atoll V1 and V2
Author: Greybeard |
Size
50 X 30 |
File Size
6.0mb (includes both maps) |
Minimum Ram
128Mb |
Max Players
7 |
|
Designer
Notes: 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
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Soggy
Bottom
Author: Greybeard |
Size
18 X 18 |
File Size
20.0mb |
Minimum Ram
128Mb |
Max Players
8 |
|
Designer
Notes: This map was
done up as a demo map for the just released Aramon TAK to TA tileset
conversion. The tileset conversion was begun by Wotan (author of Creon
and Zhon Tileset conversion and a number of TA maps) and completed
recently by Chinahook (author of Green Completion tileset and a number
of maps which can be seen at TA Power and Tamec). Map requires both
tamec2004 and tak2004 feature sets to work.
The Aramon tileset is graphically very attractive. IMHO, the best
looking parts are the granite cliffs, the variety of sinkholes, and a
set of very stunning looking high mountains. Mechanically it works
well, with the existing part I of the tileset offering a stupendous
variety of rivers and sinkholes (both low and high) to play with.
Another interesting piece is the way the coast transitions work,
allowing easy transistions between shallow and cliff-like coastal
sections.
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 only uncertainty I have is the type of trees I've used... the creon
trees look great, but take far too much damage to destroy. They almost
act like a barrier in their own way, at least for a while. If this bugs
you, reclaim the forest around your defenses to get a clearer firing
field. Perhaps this problem will inspire me to get the TAK2004 features
fixed up to correct this.
The ai is actually a custom ai hover/air ai written by Chinahook
specifically for this map. You can see the included text file and
opening for some notes at the top on how the ai works and what it is
capable of. I've changed the name to hover, and included it inside the
map ufo so that it works for Mac TA users and also allows for the ai to
be overwridden by Mac users of THE PACK without having to unpack/repack
the map ufo. The ai works surprisingly well on this kind of terrain,
and seems to have no difficulty finding it's way across the the many
river crossings.
Thanks to Chinahook for completing and releasing this chunk of the
Aramon tileset conversion. Great working with this guy to make maps
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 6 positions (odds across the top, evens across the bottom).
PositionsÊ 7 and 8 start on hilltops near the center and are far more
difficult to defend if you want a tougher ai game.
Map requires tamec2004, and tak2004beta for features... see readme in
download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Aramon
Forts
Author: Greybeard |
Size
18 X 41 |
File Size
26.4mb |
Minimum Ram
256Mb |
Max Players
10 |
|
Designer
Notes: This map was
done up as a second demo map for the just released Aramon TAK to TA
tileset conversion. The tileset conversion was begun by Wotan (author
of Creon and Zhon Tileset conversion and a number of TA maps) and
completed recently by Chinahook (author of Green Completion tileset and
a number of maps which can be seen at TA Power and Tamec). This
particular map was built to showcase the second part of the tileset
release, which featured various town, fort, road, and bridge tiles. I
believe that this second piece of the tileset conversion was completed
entirely by Chinahook on his own.
The Aramon tileset is now complete (as far as I know) with the release
of part one and two.
This demo map was built along the same lines as my "Creon Burning
Woods" map. The only real metal areas are the various fort and town
sections. The road sections ARE NOT metal. Geo vents are likewise
typically restricted to areas around the towns and forts.
One word of warning: metal output on the high forts is slightly
"patchy". The invisible metal zones used to give metal output are
rectangular, and don't fit well around the ramps and battlements in
some spots. You'll almost always get some metal output, but it will be
highest in the larger flat areas away from the walls and height
changes.
The ai is actually a custom ai hover/air ai written by Chinahook
specifically for the map called "Soggy Bottom". You can see the
included text file and opening for some notes at the top on how the ai
works and what it is capable of. I've changed the name to hover, and
included it inside the map ufo so that it works for Mac TA users and
also allows for the ai to be overwridden by Mac users of THE PACK
without having to unpack/repack the map ufo. The ai works surprisingly
well on this kind of terrain, and seems to have no difficulty finding
it's way across the bridges and crossing rivers and such.
Thanks to Chinahook for completing and releasing this second chunk of
the Aramon tileset conversion. Great working with this guy to make maps
like this.
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). PositionsÊ 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 liely
end up with a D-Gun facelift in short order.
Map requires tamec2004, and tak2004beta for features... see readme in
download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Creon
Burning Woods V2
Author: Greybeard |
Size
25 X 58 |
File Size
26.5mb |
Minimum Ram
128Mb+ |
Max Players
2-7 |
|
Designer
Notes:
REVISION This revision (V2) is issued to
correct an error where invisible metal tiles were not placed on the
central three forts of the map. Rather, they were placed on the map I
play, just not on the original uploaded to the site... Oooops... please
redownload map to fix error.
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.
The AI is set to default.
Map requires tamec2004, and tak2004beta for features... see readme in
download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Metal
Picnic V2
Author: Pierre-Be/Greybeard |
Size
22 X 40 |
File Size
4.8mb |
Minimum Ram
64Mb |
Max Players
2-7 |
|
Designer
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
The AI is set to default.
Map requires tamec2004 for features... see readme in download for
further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Burning
Woods V5
Author: Pierre-Be/Greybeard |
Size
16 X 40 |
File Size
5.4mb |
Minimum Ram
64Mb |
Max Players
2-5 |
|
Designer
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.
The AI is set to default.
The AI is set to default.The AI is set to default.
Map requires tamec2004 for features... see readme in download for
further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Bora
Bora
Author: Greybeard |
Size
50 X 50 |
File Size
7.8mb |
Minimum Ram
128Mb |
Max Players
2-8 |
|
Designer
Notes: Another map
that attempts to redo a real place... 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. 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. He also helped
with a major heightmap change in mid-map construction due to a shift in
shallow water height for all archi-completion shallow water tiles. And
best of all the tileset isn't finished... it's still being worked on,
with more stuff to come.
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. The AI is set to hover, and works quite well due
to the abundant resources.
Map requires tamec2004 and tak2004 for features... see readme in
download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Wetumpka
and Wetumpka V2
Author: Greybeard |
Size
25 X 58 |
File Size
18.2mb for original, 18.6 mb for V2 |
Minimum Ram
128Mb |
Max Players
8 |
|
Designer
Notes: UPDATE...
there is now a version 2 of this map which uses tileset additions made
to the earth desert tileset by Datanut. Specifically, the small river
at the south now empties into the larger river at the north via one of
the new desert river mouth tiles. This much better matches the
topography of the actual terrain (see real gif for more details). In
addition, the large river which previous rendered the landmass to
immediate left isolated and land-locked is now passable in three spots
by using the conversion of archi-shallows to desert-shallows, also by
Datanut.
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 all 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).
Thanks to Chinahook for providing a copy of a desert-archipelago
transistion tileset (author-unknown)... my copy was corrupt somehow.
Thanks also to Datanut for making additions to the Earth Desert tileset
(now at version 2.1) which made version 2 of this map possible. Major
Bummer: the mini-map doesn't reflect the map terrain very
well at all... the desert cliffs almost disappear and all the terrain
detail (like canyons in the north and crater structure at center-right)
are lost. You'll have to play it to see it. The AI is set to default.
Map requires tamec2004. see readme in download for further details and
credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Drumheller
AB CA
Author: Jodark |
Size
22 X 13 |
File Size
29.4mb |
Minimum Ram
384Mb |
Max Players
6 |
|
Designer
Notes: The first map
published at this site by Jodark. It is inspired by Drumheller,
Alberta... a grand-canyon-like piece of terrain where many dinosaur
fossils are found.
The map was created using Bryce, AutoCAD, Photoshop, and Annihilator. A
more detailed description of the process can be found in the author's
readme. Suffice it to say, the result is graphically fabulous.... a
unique and wonderful landscape. Feature placement is well done and the
whole thing has an aura of realism that is rather unique.
Although the map area is only 22 x 13 the hpi file is almost 30Mb. This
large hpi file size is because there are no repeating tiles, each
section of the map is unique. This map requires large amounts of ram
(384Mb barely works) for proper play and for online play broadband is a
must.
The map was created with both ai and online play in mind. For online
play it is best used for a 2 vs 2 or ffa with up to 4 players. The 5th
and 6th start postitions are added for challenging ai play and the
resoures are plentiful so be prepared for a full use of one's abilities
and resources in a difficult but stimulating battle.
The AI is set to default. Note that this map was not specifically
designed to work with THE PACK, so the comment at top of page about geo
vents/metal patches being used for defensive weapons
(Devestators/Behemoths) does not necessarily apply here.
Map requires tamec2004, tak2004beta (both downloadable at links above) OR
creon features.hpi for features... The author also recommends the MC
WindyTrees.ccx, although this is not necessary for the map to run. See
readme in download for further details and credit.
Tools Used: Annihilator 1.5, Bryce, Photoshop, AutoCAD
|
Name: Manicouagan
V2
Author: Greybeard |
Size
50 X 50 |
File Size
22mb |
Minimum Ram
256Mb |
Max Players
10 |
|
Designer
Notes:UPDATE:
Map is revised to fix a problem with overlapping invisible metal
features. First version of the map had overlap in many areas which
results in the TA game engine removing the offending overlapping
features, which results in "patchy" metal output from metal areas. In
addition, the top of one entire metal fort was left bereft of metal
output feautre entirely. All fixed now, sorry.
My first attempt at creating a real place as a TA map. This map uses
Chinahook's Green Completion tileset to recreate Mancicouagan... a
large and ancient impact crater site in Quebec Canada. The center
island of the map is mostly flat, while the surrounding countryside is
bumpier, hillier, and shows signs of ejecta craters from the original
impact.
Each player gets a small metal outcropping to start on and then must
move out for more metal. Geo vents and metal patches are places in
places which allow Devestator and Behemoth cannons to be well used for
defesive positions.
The AI is set to default, and players start in a rough 4 corner setup..
Requires Tamec2004 to run.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Backyards
Author: MacMaster |
Size
22 X 32 |
File Size
1.4mb |
Minimum Ram
32Mb |
Max Players
6 |
|
Designer
Notes:MacMaster's
first map. Name comes from the frontyard/ backyard concept created by
the ramped walls which most players start behind.
Map uses Datanut's Atlantis Metal tileset and used geo vents placed in
such a way as to make behemoth cannons (UH or the Pack) very useful for
defense.
The AI is set to krogoth, and players can work in teams of odds (tops)
vs. evens (bottom). No additional features required to run map
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
|
Name: Gorge
Author: Tangaroa/Greybeard |
Size
19 X 19 |
File Size
13.6mb |
Minimum Ram
128Mb |
Max Players
10 |
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Designer
Notes: A map using
Wotan's Zhon tileset conversion. The map was taken to the stage of
being complete except for feature placement by Tangaroa, and then
offered for completion to the TA Community. Hopefully Tangaroa is not
too perturbed by what happened to his map. :-)
The map is well laid out, with land bridges between the south and
northern land masses, and water separation for east-west. Tangaroa
created a 3rd level of heights which don't exist in part 1 of the Zhon
tileset release, and used them on this map.
The AI is set to default, and can use included default.txt by Switeck
(Mostly Harmless v14) for OTA/Bugfix or default.txt from THE PACK's
custom ai. Other options include using a hover or air ai of your choice
and renaming to default, etc.
Map requires tamec2004, tak2004beta, and the included zhonmetal.ufo for
features... see readme in download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack
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Name: Crater
Floor V1.1
Author: Greybeard |
Size
40 X 40 |
File Size
30.8mb |
Minimum Ram
128+Mb |
Max Players
2-8 plus Single-Player Mission |
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Designer
Notes: A large
ground map that uses various Adamante and Evergreen tileset and
transistions. The map has as its center a large extinct crater floor,
one wall of which is breached by a lake and river complex. I tried to
make the map quite varied, and hence the rather large file size. The
map is set up as a four corner start, but the corners are quite
different in appearance and play. Some areas offer better geography for
defence, but less resources. Some offer easier access to water, others
are shielded by heavy forest growth. Lavishly flled with features and
wreckage, including some rather pricer items which can be reclaimed or
rezzed if you can find them. Lots of geo vents about as well as
metal... perhaps too much. The map will probably play best if you use
THE PACK or Uberhack, or some other mod which offers both sides access
to rez technology. The star positions are sufficently separated that
teams don't really need to stick to any numbering scheme...
The AI is set to default, and can use either the included Mostly
Harmless version for OTA/Bugfix, or works rather well using the default
ai included with THE PACK.
Both Tamec2004 and TAK2004 are required to run this map (see links
above for download).
UPDATE: Version 1.1 adds a very
difficult single-player mission to this map, crafted by Mufdvr. You
must kill all the Core commanders and destroy all their fusion plants
to win... rid the Crater of Core Scum!
Tools Used: Annihilator 1.5, TAE, Graphic Convertor
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Name: Impact
Gauntlet
Author: Greybeard |
Size
20 X 40 |
File Size
6.7mb |
Minimum Ram
64Mb |
Max Players
8 |
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Designer
Notes: a large
ground map using Punkkid's little-used Impact Green Tileset. Zzyzy and
I really enjoyed playing with Impact Battlezone (Punnkkid's map) a few
years back, and that lead to trying out this tileset. Insanely hilly
and lumpy sides make the middle a bit of a gauntlet, hence the name.
Teams split along odd and even lines.
The AI is set to default, and can use either the included Mostly
Harmless version for OTA/Bugfix, or works rather well using the default
ai included with THE PACK.
No additional feature files required.
Tools Used: Annihilator 1.5, TAE, Graphic Convertor
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Name: Atlantian
Skirmish V2
Author: Greybeard |
Size
20 X 40 |
File Size
1.6mb |
Minimum Ram
64Mb |
Max Players
10 |
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Designer
Notes: Inspired by
Mike DeSeve's "Skirmish"... one of a handful of 3rd party TA maps which
have never been deleted from my HD. Winds and tidal are both high. You
start at the top of the map, up to 9 AI opponents start at the bottom
of the platform with tons of room to expand. The long and narrow
causeway is between them and you. This map is really only intended for
skirmish use.
The included mostly harmless ai will bring you much pain... the
cheating ai that comes with THE PACK will come at you with ground,
amphib, hovers, nukes, RFLRPC's, and naval bombardment. Or for a
different game, try the fleabowl ai :-)
Uses Datanut's Atlantis Metal tileset. No additional feature sets
required beyond TA:CC
Tools Used: Annihilator 1.5, TAE, Graphic Convertor
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Name: Closer
Than You Think
Author: Greybeard |
Size
18 X 40 |
File Size
2.6mb |
Minimum Ram
64Mb |
Max Players
8 |
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Designer
Notes: Inspired by
Mike DeSeve's "Molten Metal"... a map I've had lots of fun playing and
that I reviewed previously for MacGamer's TA MOTW. Winds and tidal are
both high, this map is a resource-fest. Teams are odds vs evens. Map
includes a number of ways in and out of bases, and you will be
vulnerable to air, ground, hover, and amphib assaults. There are also a
number of small islets and platforms which give forward radar and
bombardment positions. All in all, the enemy may be closer than you
think...
Uses Datanut's Atlantis Metal tileset, Tamechpi2004.ccx is required to
run this map.
Tools Used: Annihilator 1.5, TAE, Graphic Convertor
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