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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

     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

     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

     Name: Dragon Lake
Author:
Greybeard
Size
45 X 45
File Size
28.4mb
Minimum Ram
128Mb
Max Players
10

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

     Name: Crooked Creek
Author:
Greybeard
Size
30 X 30
File Size
10.6mb
Minimum Ram
128Mb
Max Players
10

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

     Name: Upheaval Dome Small
Author:
Greybeard
Size
25 X 25
File Size
11.6mb
Minimum Ram
128Mb
Max Players
10

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


     Name: Upheaval Dome V2
Author:
Greybeard
Size
45 X 25
File Size
11.9mb
Minimum Ram
128Mb
Max Players
10

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


     Name: Ripped Earth
Author:
Greybeard
Size
30 X 30
File Size
9.0mb
Minimum Ram
128Mb
Max Players
10

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


     Name: Thin Air
Author:
Greybeard
Size
35 X 15
File Size
7.5mb
Minimum Ram
128Mb
Max Players
9

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


     Name: Metal Island Hopping
Author:
Greybeard
Size
45 X 45
File Size
3.6mb
Minimum Ram
128Mb
Max Players
10

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


     Name: Bowron Lakes
Author:
Greybeard
Size
45 X 45
File Size
17.7mb
Minimum Ram
128Mb
Max Players
10

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


     Name: Nothing Lives Here
Author:
Greybeard
Size
35 X 19
File Size
13.7mb
Minimum Ram
128Mb
Max Players
10

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


     Name: Zombieland Map Pack V2
Author:
Greybeard
Size
Various
File Size
20.3mb
Minimum Ram
128Mb
Max Players
10

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

     Name: Hot Air Melting Roads
Author:
Greybeard
Size
51 X 51
File Size
4.2mb
Minimum Ram
128Mb
Max Players
9

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

     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

     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

     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

     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

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

     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

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

     Name: Impact Gauntlet
Author:
Greybeard
Size
20 X 40
File Size
6.7mb
Minimum Ram
64Mb
Max Players
8

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

     Name: Atlantian Skirmish V2
Author:
Greybeard
Size
20 X 40
File Size
1.6mb
Minimum Ram
64Mb
Max Players
10

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


     Name: Closer Than You Think
Author:
Greybeard
Size
18 X 40
File Size
2.6mb
Minimum Ram
64Mb
Max Players
8

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

Designed by MacMaster