Tileset Type: Aramon TAK--> TA Tileset Conversion
Size: 18 x 18 (20 meg download)
Players: 2-8
AI: profile set to hover
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 largest bit missing is obviously some kind of towns
(which shows up in all other TAK-->TA conversions) and also the
cliffs and hillsides are somewhat limited in their variety. Still,
there is more to come as Chinahook continues to work on conversion of
other Aramon pieces.
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). Positions 7 and 8 start on hilltops near the center and
are far more difficult to defend if you want a tougher ai game.
Greybeard