For those unfamiliar with TA: Escalation (TA:ESC), we like to think of our effort as a production quality. Dec 18, 2015 Total Annihilation. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. Total Annihilation General Discussions Topic Details. Dec 18, 2015 @ 5:58pm How do we do a multiplayer game? Tried doing TCP/IP direct conecttion and it doesn't seem to find the host.
The Packan error occurred while processing this directiveHosted By:MENUMapsExcept where noted,these maps are intended for use with THE PACK but will work withstandard TA, Bugfix, or UH. Note that most of these maps have metalpatches and geo vents placed strategically in DEFENSIVE positions. Thisis because THE PACK, like UH, offers geo vent powered cannons for Coreand metal patch powered gauss cannons for Arm. As such, thesevents/metal patches have been placed in spots which will make themvulnerable to attack, but also allow the building of these weapons inuseful spots (Geo vents in front of walls, metal patches behind as thegauss cannons fire through walls).Regarding features, some of the maps requireTAFeatures2010.ccx. If required, it is noted in the designer notessectionfor each map. Newest maps are at the top of the page.Name: InfernoAuthor: GreybeardSize20 X 20File Size12.1 mbMinimum Ram128MbMax Players10DesignerNotes: This isanother test map for the new UTASLava tileset by Chinahook.
This mapis used to demonstrate the different levels of heights, and also thenew 'cracked' lava tiles.This particular map has maximum height areas in the corners, forplayers 1 through 4. From there, the height descends, and there are anumber of calderas with lava flows, old and new. Each of the 10 startpositions has 4-5 metal positions and a couple of geos in reasonablyclose proximity, but the majority of the rest of the metal is in thecalderas.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 10scattered across the middle.The ai is set to default.
The map requires TA FEatures 2010 or later toload. Lava is impassible and does damage.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack.
Name: HotPotAuthor: GreybeardSize12 X 12File Size7.0mbMinimum Ram128MbMax Players8DesignerNotes: This map wasconceived as a second demo map for a new lava tileset coming fromChinahook. There are now additionaltiles 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, forplayers 1 through 4.Each of the 4 corner players starts in a very confined and smallfortress area with threemetal patches and a geo. Expansion is literally forced. There is morespace, metal, and geoson the heights surrounding the corners, but these are also easilyaccessible 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 onthe sides.The ai is set to default. The map requires TA FEatures 2010 or later toload. Lava is impassible and does damage.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack.
Name: WinterMazeAuthor: GreybeardSize20 X 25File Size8.5mbMinimum Ram128MbMax Players10DesignerNotes: This map wasconceived as another demo map for Chinahook's new Evergreen Snowtileset.The map creates a pair of somewhat enclosed areas at the top and bottomof the map, and theninserts a maze of canyons, at different heights, in between. Resourcesare fairly plentiful, if spread out.Ten players supported odds across the top (1, 3, ), evens across thebottom ( 2,4,), positions 5 thru10 across the middle. Best games against AI will be to take 9 or 10 andhave the ai take all others.The map is really intended for team play for 4 players (playerpositions 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 tosnow, copy the included maps folder into your TA install, or if youalready have one, copy the Winter Maze.ota file into your existingmaps folder. This will require that you also use theTAMapWeapons2010.ccx (set 1) file (which was included in the TAFeatures 2010 zip download, for the MCSNOW weapon.
It's a winter map,it should snow, right? Note that this weapons file consumes weapons IDs230-235, so if you're using a mod or 3rd party units which use theseweapon IDs you will create conflicts.The ai is set to default.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: DragonLakeAuthor: GreybeardSize45 X 45File Size28.4mbMinimum Ram128MbMax Players10DesignerNotes: This map wasconceived as a demo map for Chinahooks new Evergreen Snow tileset. Theterrain for this map was inspired by a real 'Dragon Lake' in Siberia,which looks very vaguely like a stylized Chinese Dragon.
Well this mapREALLY looks like a dragon, with rather obvious wings and fiery breathadded.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 hasthe 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 aroundthe lava which units can wade through and the frozen water should do nodamage, 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 tosnow, copy the included maps folder into your TA install, or if youalready have one, copy the Dragon lakes.ota file into your existingmaps folder. This will require that you also use theTAMapWeapons2010.ccx (set 1) file (which was included in the TAFeatures 2010 zip download, for the MCSNOW weapon. It's a winter map,it should snow, right?
Note that this weapons file consumes weapons IDs230-235, so if you're using a mod or 3rd party units which use theseweapon IDs you will create conflicts.Resources are fairly plentiful, if spread out. The lava flows areheavily resource intensive, and will be hotly contested.Ten players supported odds across the top (1, 3, 5), evens across thebottom ( 2,4,6),positions 7 thru 10 across the middle. Best games against AI will be totake 9 or 10 andhave the ai take all others.
The lower corner positions are closer tothe resource-roch lava area,but suffer from far more open positions (lots of ramps in/out). Theupper two corner positions hassomewhat more resources in close proximity, and only a single landroute in/out of their enclosedstart positions (more defensible)The ai is set to default.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: CrookedCreekAuthor: GreybeardSize30 X 30File Size10.6mbMinimum Ram128MbMax Players10DesignerNotes: A map that isbased (sort of) on the topography of a meteor impact site in Missouri.There is a central crater structure, surrounded by fairly open fieldsfor battle, and a raised outer area at the outer edges of the map.
Thearea is criss-crossed by rivers, complete with fords.Resources are plentiful, varied, and scatteredPlayers 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 loadTools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: UpheavalDome SmallAuthor: GreybeardSize25 X 25File Size11.6mbMinimum Ram128MbMax Players10DesignerNotes: This map is a'chunk' from the left side of the original Upheaval Dome V2 map. Itincludes the actual Upheaval Dome topography, and river.
Thehighland/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 hotlycontested.As these lava areas are in the left/bottom of the map, players at thisend will have an advantage,resource-wise, although more resource have been added to the otherstart postions as well.Ten players supported odds across the top (1, 3, 5), evens across thebottom ( 2,4,6),positions 7 thru 10 across the middle. Best games against AI will be totake 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. TAFeatures2010 is required for map to loadTools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: UpheavalDome V2Author: GreybeardSize45 X 25File Size11.9mbMinimum Ram128MbMax Players10DesignerNotes: Version 2:this removes the small amount of damage done by water.
I uploaded thewrong verion ofthe map, damage was only there for testing, should have been removed.This mapattempts to replicate the terrain and topography around a geologicalstructure in Utah known as the “Upheaval Dome”. The actual dome is inthe approximate center of the map. The map fairly closely follows theactual terrain, although the heavy forests along the rivers are ratherunrealistic.Resources are fairly plentiful, if spread out. The lava flows areheavily resource intensive,and will be hotly contested.Ten players supported odds across the top (1, 3, 5), evens across thebottom ( 2,4,6),positions 7 thru 10 across the middle. Best games against AI will be totake 10(in the center of the upheaval dome/map) and have the ai take allothers.Lava is voided out.The ai is set to default.
TAFeatures2010 is required for map to loadTools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: RippedEarthAuthor: GreybeardSize30 X 30File Size9.0mbMinimum Ram128MbMax Players10DesignerNotes: This isactually a test map for the new UTASLava tileset by Chinahook. As suchis is designed to make use of the various low coast, paths, and riverspieces as much as possible.
There's nothing much in the way of anyheights, 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 tilesethas been migrated to height 86/75(land/sea level) in keeping Chinahook's master plan to have all thesetilesets work together, from aheight and transistion standpoint.
This particular map is designed tocreate a series of 'rips' in theterrain, through which lava wells up. As such, they look like clawmarks, on the diagonal. Metal isreasonably abundant, with a greater concentration on the terrain withinthe 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. TAFeatures2010 is required for map to loadTools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: ThinAirAuthor: GreybeardSize35 X 15File Size7.5mbMinimum Ram128MbMax Players9DesignerNotes: A first tryat using the Cavedog Lunar tileset hopefully it looks somewhatartistic and interesting.Some metal and geos, mostly clustered around the 9 start positions.Reclaimable rocks scattered aboutas well, no wind (zero).The most annoying part of the Cavedog Lunar tileset is the surfeit ofproper light/darktransistions. The shape of the transistions found in the Thin Air mapis literaly the onlyway they can be arranged.Nine players supported odds across the top (1, 3, 5), evens across thebottom (6, 4, 2),positions 7 and 8 and 9 scattered in the large craters across themiddle of the map.The ai is set to deafult. No additional feature sets are required toload the map.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: MetalIsland HoppingAuthor: GreybeardSize45 X 45File Size3.6mbMinimum Ram128MbMax Players10DesignerNotes: The map wasstarted as a demo map for Chinahook's U Metal tileset, got shelved forawhile, and I finally decided to finish it.There are 9 Major islands, each of which is surrounded by a series ofsmall metal islets.Shallow water paths connect all islands to each other, so land unitscan go anywhere on the map.HOWEVER, some units will be unable to fire while traversing the shallowwater areas.
The small isletsallow for land and air defense in depth, and also permit for siegepositions when attacking anentrenched enemyLots 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 thebottom (6, 4, 2),positions 7 and 8 on the sides, 9 and 10 on center island. Best gamesagainst AI will be totake 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 toload the map.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: BowronLakesAuthor: GreybeardSize45 X 45File Size17.7mbMinimum Ram128MbMax Players10DesignerNotes: This mapattempts to replicate a portion of a provincial park in central BritishColumbia. The real Bowron lakes are a canoeing destination, where theoutdoorsy types will launch their canoes/kayaks in the upper leftcorner of the map, and canoe/portage their way around the lakes overthe course of a week or more. This map actually replicates the terrainfairly well, with exception of a number of the portage areas beingremoved.The tileset used is Chinahook's Green completion.
Resources areplentiful, if spread out. There are several fords provided for crossingthe lakes.Ten players supported odds across the top (1, 3, 5, with 7 on the topof the center island),evens across the bottom ( 6, 4, 2, and 8 on the bottom of the centerisland), positions 9 and10 on the sides.
Best games against AI will be to take either position7 or 8 and have the aitake all others. The ai is set to default, and no additional featurefiles are requiredto load the map.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: NothingLives HereAuthor: GreybeardSize35 X 19File Size13.7mbMinimum Ram128MbMax Players10DesignerNotes: This is a mapused to demonstrate Chinahook’s ULavaCrystal and ULavaTransistionstilsets, as well as showing off some of the new features in theTAFeatures2009 features set.The landscape is harsh, nothing lives here. Anything that did live isnow dead.
The water is mildly acidic,and the lava areas have been voided to maintain reality (lava should domuch more damage, but TA doesn notsupport differing damage levels from water). Level 1 units will take afair bit of damage crossing theriver shallows, but will survive. Level 2 units (and above) takeinsubstantial damage (percentage-wise),which makes amphibious/cross-river assaults much more dangerous in themiddle-late gameThere are animated lava flows and burning lava in the lava pits andalso under water, complete withbubbling and steaming water. Serious height manipulation was requiredto 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 theright (2, 4, 6), positions7 and 8 on the sides, 9 and 10 dead center onthe either of the two islands. Best games against AI will be to takeone of the two center positions and have the ai take all others.
The aiis set to default.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: ZombielandMap Pack V2Author: GreybeardSizeVariousFile Size20.3mbMinimum Ram128MbMax Players10DesignerNotes: V2 CHANGES:correct metal output on map 3 to full metal, modify start positions onmaps 1, 8, and 9 to better space ai opponents.This is a setof 9 maps packed into a single ufo, intended for pure skirmish play.They’re intended to replicatethe feeling you get playing against a horde, defending your littleenclave thus the names of the maps. FWIW, it should be possible torack you tens of thousands of kills during a skirmish game on any ofthese maps.There are certain commonalities to the 9 maps. All are full metaloutput, reasonable winds, high tides if water exists on the map. Geosare plentiful at the human start positions. All are created usingChinahook's UMetalV14 tileset.Every map has its wallsvoided. Each map supports 10 start positions, with the human playerintended to be at position 1.
You are either surrounded by the other 9start positions, or the other 9 start positions are all above you onthe map (so the ai factory openings all point down). Path finding istypically simple, with little or no features placed and few if anyobstacles between you and the ai. The enclave or fort is intended forprotection, and has a number of geos placed so that geo-powered cannonscan 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, someplace you on a “hill”, some place you in a “pit” giving the heightadvantage to the ai.
Some are smaller and tighter, others moreexpansive.The ai is set to metal for all maps, which will allow you to playaround with whatever ai you care to replace it with. I highly suggestyou use, or at least TRY the included Fleabowl AI by Quitch(y) this aiincludes old original Fleabowl 3 AI (Queller FB3, in both OTA andUberhack versions), and also an add-on pack which adds some modifiednasty fleas. If you play THE PACK, there is an included PACK-specificfleabowl that goes along with that mod. Just make sure to set all theai to ARM and allied. Rename the chosen default.txt (OTA or UH) tometal.txt and throw into your ai folder. Name: HotAir Melting RoadsAuthor: GreybeardSize51 X 51File Size4.2mbMinimum Ram128MbMax Players9DesignerNotes: This is avariation of the original Hot Air map, which adds land linksbetween the corner platforms. In addition, a central platform is added,as well as platforms on all thesides, along with land links connecting these as well.Nine players supported Positions 1 thru 4 take the corner platforms,positions 5 thru 8 take theside platforms, and position 10 takes the center.Metal is at max, and geos are plentiful.
AI is set to metal. Playerpositioning allows for eithereasy multiplayer setups or a unique AI game.The map incudes a pair of included custom metal.txt AI files. Both workis the same way. One is intended forOTA units, and the other supports THE PACK. Use standard AI installtechniques for OTA (metal.txt goes into the created ai folder), and forTHE PACK, follow instructions on unitaddition/removal etc that come with the mod.For each of these AI's set the human player as position 9, positions 1thru 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, andCore to build land only (the OTA profile will buildsome air).The net effect of this custom AI is that the Core AI at the sideplatforms has a straight shot down the road at the human player (you).The Arm AI in the corner, which would normally have a difficult timetrying to get at you with land units, will gleefully pummel you fromthe air. The OTA AI is effective, but starts somewhat slowly.THE PACK AI is a modified beserker (fully offensive, no defensive unitsat all) and the effect is not pretty.Nevertheless. Enjoy.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: RockyLakesAuthor: GreybeardSize44 X 44File Size14.0mbMinimum Ram128MbMax Players10DesignerNotes: A demo mapintended to show how good-looking a mapcreated with Chinahook's new consolidated evergreen tileset can be.Large, heavily forested, andfull of complex terrain.Ten players supported odds across the top (1, 3, 5), evens across thebottom (2, 4, 6),postions 7 and 8 on the sides, 9 and 10 dead center.
Best games againstAI will be to take oneof the two center positions and have the ai take all others.Tamec2004 feature file required for the map to load. Theai profile is set to Default, but will struggle with the heavilyforested landscape.
Oh well.Thanks to Chinahook for making another neat tileset to try out!Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: TheKeysAuthor: GreybeardSize50 X 30File Size5.6mbMinimum Ram128MbMax Players10DesignerNotes: A large mapthat attempts to replicate the actual topography of the Florida Keys.Space is very tight on the actual Keys themselves, but there is lots ofwreckage on the reefs and shores. There is more space on the mainlandto the north end of the map, but it is densely overgrown, and requiresclearing for substantial base growth.10 Players are supported. The odd players start on the keys, 1 at thefurthest south, andthen 3, 5, 7, and 9 each being successively more north.
Player 2 startson northernmost island,players 4, 6 and 8 are on the mainland, and player 10 is on the nextisland south from player 2.Tamec2004 and TAK2004 feature files required for the map to load. Theai profile is set to hover., butit won’t work all that well due to the limited space and overgrownjungles. Oh well.Thanks to Chinahook for making another neat tileset to try out!Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack.
Name: HotAirAuthor: GreybeardSize51 X 51File Size3.6mbMinimum Ram128MbMax Players8DesignerNotes: This map wasmade as a demo map to demonstrate the new VolcanoMetal tileset byChinahook. High metal map with damaging lava, intended for a goodairbattle.Small outlying platforms and a grid of pathways are providedto give you some room for air defense in depth. Lots of resources interms of metal and geos.Two players supported in each corner.
1 and 5 on bottom left, 2 and 6on top right, 3 and 7 on bottom right, 4 and 8 on top left, works outto odds across the bottom, evens across the top.No feature files required. The ai profile is set to airbattle. If youuse a mod with long range cannons, large platforms will be within rangeof 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: AoroungaCrater ChainAuthor: GreybeardSize44 X 63File Size31.7mbMinimum Ram256MbMax Players10DesignerNotes: This map wasoriginally made as a demo map to demonstrate the new Zhon Shallowstileset by Chinahook, but took so long to finish that I almost ended upabandoning it as a project. Anyway, this is a map that uses thetopography 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, 3is 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 bottomleft, 2 is top right, 3 is bottom right, 4 is top left, 5 is bottomcenter, 6 is top center. Players 7 thru 10 are scattered around themiddle.The map requires tamec2004, tak2004, and the included zhonmetal.ufofiles for features.
The ai profile is set to hover to ease movement forthe ai, although it is possible to move land units from any part of themap 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: HardWater Shore to ShoreAuthor: GreybeardSize18 X 41File Size10.8mbMinimum Ram128MbMax Players10DesignerNotes: This map wasmade as a demo map to demonstrate the new Ucrystal tileset byChinahook. The tileset creates a bleak and interesting landscape.The map supports up to ten players. Players 1, 3, and 5 are across thebottom, players 2, 4, and 6 are across the top. Players 7 thru 10 arescattered across the small islands at the center of the map.The map requires tamec2004 for features. The ai profile is set to hoverThanks to Chinahook for making another neat tileset to try out!Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: BoxySeasAuthor: GreybeardSize51 X 51File Size2.1mbMinimum Ram128MbMax Players10DesignerNotes: Another mapcreated usong Datanut's Atlantis Metal TilesetThe 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 and7, 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 profileis set to krogoth.The map no additional files for features.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: DeadRed V2Author: GreybeardSize19 X 19File Size6.3mbMinimum Ram128MbMax Players8DesignerNotes: This map wasmade as a demo map to demonstrate the new Zhon Shallows tileset byChinahook. It uses the red coast shallow pieces to create a hostileacidic 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, withcheaper and weaker level one units being unable to survive a corner tocorner trek. Commanders and any units with a decent amount ofself-healing will survive unscathed. Level 2 units and others withsubstantive armor will easily move around the map.
This has the nastyeffect of changing gameplay as the game wears on. If you've bet allon 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 muchreclaimable and rezzable stuff lying around. The map is a vertiablejunkyard, and some of the junk is exploding boxes and crates, so becareful.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 zhontileset, and also thanks to Tangaroa who started the whole zhonshallows thing with his map 'Gorges'.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: WadingPoolsAuthor: GreybeardSize19 X 19File Size10.3mbMinimum Ram128MbMax Players8DesignerNotes: This map wasmade as a demo map to demonstrate the new Zhon Shallows tileset byChinahook. It uses the sandy and jungle coast shallow pieces to createa serene tropical landscape with many shallow water paths through whichunits 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 numberof geo vents as well. Tamec2004, tak2004, and the includedzhonmetal.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 zhontileset, and also thanks to Tangaroa who started the whole zhonshallows thing with his map 'Gorges'.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: ClearwaterEast and WestAuthor: GreybeardSize63 X 44File Size25.6mbMinimum Ram256MbMax Players10DesignerNotes: Another mapthat attempts to redo a real place.This is a epic-sized large map which attempts to recreate an impactcrater site in the northern area of Canada. A pair of craters areadjacent to each other, with a broken ring of islands separating them.The maps has been done using Evergreen, Admante, and Lavatilesets,along with sundry transitional tilesThere 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 ofadamantine islands in the west-most crater.The map supports 10 start positions, with positions 1-4 being incorners, and odd positions 1/3/5 being across the top and evenpositions 2/4/6 being across the bottom.The AI is set to defaultMap requires tamec2004 for features. See readme in download forfurther details and credit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: BikiniAtoll V1 and V2Author: GreybeardSize50 X 30File Size6.0mb (includes both maps)Minimum Ram128MbMax Players7DesignerNotes: This is alarge map which does a more than decent job (if I do say so myself) ofrecreating the actual atoll.
This map uses Cavedog Archipelago andChinahook's archipelago completion (beta) tilesets. Land units cantraverse the shallow areas, but many of the smaller ones will be almostcompletely submerged and their weapons will not work until they hitland. This leads to interesting tactics that change over time, as levelone land units can easily be destroyed when mostly submerged, but thelarger level2 and level3 units have both more armor and can tend tofire back as they are larger and their firepoints tend to be above thewater level.Version DifferencesV1) The map is an attempt to recreatethe actual atoll, including the massive damage done by U.S. Nucleartesting after the second world war.
Version One is closest to reality.Several of the blast sites are well created, including the massiveBravo crater at upper left which vaporized a few kilometers of reef.There is some submerged wreckage around the various blast sites. Landis at a premium, with comparatively little build space. Land units canmigrate from the extreme right of the map all the way to the extremeleft, as long as they use the top.
The bottom of the map is broken upby multiple channels.V2) Version Two is an alternate historyversion where nuclear testing was restarted and continued until recenttimes. There are more obvious blast sites, and much more wreckage fromdestroyed sea dna land units. There was an attempt to create a man-madeisland on the left side of the map, on the inner atoll, and much of theradioactive soil and wreckage was interred there under a massive dome.This is the hottest site on the island.
Even the ground is damagingto be on. The whole area is mildly radioactive and does slightcontinual damage to all units. Damage is slight enough that units withself-healing to any great degree (commanders for example) will surviveunscathed. Light units will be able to traverse along the reef, butwill suffer enough damage to only be useful over short hops (e.g.
Don'tthink your flash tank rush will make it from extreme right to leftalong the top of the map. It won't work). This slow damage, combinedwith 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 naturalislands and the man-made island as well. This makes the larger islandsless attractive.The map is graphically attractive, at least until the lovelyarchipelago forests start to burn.Thanks to Chinahook for much help and support in making additions tohis on-going archipelago completion tileset project which specificallysupported making a map like this. This tileset builds on the work of afew others (some fixed archi shores (Sphere) and shallow water tiles(Tangaroa)), and then added many other sections such as narrow shallowchannels and corners which allowed for diagonal coast.The map supports 7 start positions, with odd positions 1, 3, and 5starting in in an arc beginning at the right side of the map and evenpostions 2, 4, and 6 occupying the lower map and extreme upper leftnearest test-site Bravo. Position seven also occupies the extreme upperleft with the possiblity of using odds and evens as teams for the first6 positions, and position 7 also being available for as a last teammember for the evens.Tamec2004 and tak2004 are required as feature sets for both mapsTools Used: Annihilator 1.5, TAE, HPIView and HPIPack.
Name: CreonBurning Woods V2Author: GreybeardSize25 X 58File Size26.5mbMinimum Ram128Mb+Max Players2-7DesignerNotes:REVISION This revision (V2) is issued tocorrect an error where invisible metal tiles were not placed on thecentral three forts of the map. Rather, they were placed on the map Iplay, just not on the original uploaded to the site. Pleaseredownload map to fix error.Inspired by Burning Woods by Pierre-Be, taken to hopefully new andglorious graphical heights. A large north south map. Wotan's CreonTileset conversion and Jodark/Weirdly's Creon Tri-level addition areused.
Map supports 5 players. 1 and 3 at top, 2 and 4 at bottom, 5 incenter, 6 and 7 on side-center platforms.Creon Fort areas are overlaid with invisible metal tiles. Roads are NOTmetal. There is basically no other metal on the map, save a few metalpits inside small bermed forts and near bridges for use with ArmDevestator cannons (Uberhack or THE PACK).
Geo Vents are liberally usedand are placed in defensive positions for Behemoth cannons.There are many paths thru the forests, some with roads and somewithout. Amphibious units will even be able to make much of the trekunder water due to the many rivers and ponds/lakes. There are largeforest to burn and destroy.Lakes are located behind the forts to aid in hiding underwater economysor building other underwater-based stuff. Or simply to hide and cowerin.The center position (5) is much smaller and more cramped than position1-4.
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 indownload for further details and credit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: MetalPicnic V2Author: Pierre-Be/GreybeardSize22 X 40File Size4.8mbMinimum Ram64MbMax Players2-7DesignerNotes: This is aremake of the well known map by Pierre-Be. One of the most populardownloads ever at Tamec.Changes made:1) map is no longer all metal2) invisble metal tiles laid over all metal areas3) Chinahook's green/completion/metal tiles used to redo center metalarea and previous urban/green transistions are now predominantlygreen/metal4) voiding done on all metal walls5) Ramps added to metal platforms.6) quite a few additional geo vents added to allow for use of behemothcannons in defensive positions (Uberhack or THE PACK)7) players positioning revamped. Pos 1 and 3 are teamed at bottom, 2and 4 teamed at top. 5 is center, 6 and 7 are on platforms at middleleft and right.
Position 5 is hardest to defend against ai. You'resurrounded.8) Impassable water made passable, stuff can now be built in metalwater pondsThe AI is set to default.Map requires tamec2004 for features. See readme in download forfurther details and credit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: BurningWoods V5Author: Pierre-Be/GreybeardSize16 X 40File Size5.4mbMinimum Ram64MbMax Players2-5DesignerNotes: This is aremake of the well known map by Pierre-Be. One of the most populardownloads ever at Tamec.
Changes made:1) map is no longer all metal2) invisble metal tiles laid over all metal areas3) Chinahook's green/completion/metal tiles used to redo center metalarea4) heights redone and sea level reset5) voiding done on all metal walls6) voiding REMOVED on all paths thru the forest. Previously theforest could burn, be destroyed, reclaimed, and you were still stuck onthe now invisible path. No longer the case.7) Ramps added to metal platforms.8) Some minor wreckage removed.
Some rocks in metal areas, and allcon unit wreckage is removed from the map to stop side-jumping viarezzing.9) a few additional geo vents added to allow for use of behemothcannons in defensive positions (Uberhack or THE PACK)10) ponds are made larger, features (coral) removed, and impassiblewater made passable. Stuff can now be built in the ponds.11) voiding removed on some of the metal platforms which prohibitedbuilding 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 forfurther details and credit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: BoraBoraAuthor: GreybeardSize50 X 50File Size7.8mbMinimum Ram128MbMax Players2-8DesignerNotes: Another mapthat attempts to redo a real place. Inspired by an Ikonos satelliteimage of the atoll from space.This is a large map which does a more than decent job (if I do say somyself) of recreating the actual atoll. This map uses CavedogArchipelago and Chinahook's archipelago completion (beta) tilesets.Land units can traverse the shallow areas, but many of the smaller oneswill be almost completely submerged and their weapons will not workuntil they hit land.
This leads to interesting tactics that change overtime, as level one land units can easily be destroyed when mostlysubmerged, but the larger level2 and level3 units have both more armorand can tend to fire back as they are larger and their firepoints tendto be above the water level.All areas of the map can be reached by either land or sea. A coupleof liberties had to be taken with actual map topography (as referencedto reality) to allow this, but hey, it's just a game. Resources areplentiful, even excessive, and mayhem should ensue in short order. Eventhe standard Hover AI runs well on this map, and games against alliedAI's can be tense.The map is graphically attractive, at least until the lovelyarchipelago forests start to burn.Thanks to Chinahook for much help and support in making additions tohis on-going archipelago completion tileset project which specificallysupported making a map like this. This tileset builds on the work of afew others (some fixed archi shores (Sphere) and shallow water tiles(Tangaroa)), and then added many other sections such as narrow shallowchannels and corners which allowed for diagonal coast. He also helpedwith a major heightmap change in mid-map construction due to a shift inshallow water height for all archi-completion shallow water tiles. Andbest 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 inrough corners, with the possiblity of using odds and evens as teams forthe first 4 positions. The AI is set to hover, and works quite well dueto the abundant resources.Map requires tamec2004 and tak2004 for features.
See readme indownload for further details and credit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: Wetumpkaand Wetumpka V2Author: GreybeardSize25 X 58File Size18.2mb for original, 18.6 mb for V2Minimum Ram128MbMax Players8DesignerNotes: UPDATE.there is now a version 2 of this map which uses tileset additions madeto the earth desert tileset by Datanut. Specifically, the small riverat the south now empties into the larger river at the north via one ofthe new desert river mouth tiles. This much better matches thetopography of the actual terrain (see real gif for more details). Inaddition, the large river which previous rendered the landmass toimmediate left isolated and land-locked is now passable in three spotsby using the conversion of archi-shallows to desert-shallows, also byDatanut.My Second attempt at making a real place using Annihilator. Wetumpka isthe site of an ancient impact site in Alabama USA. The actual realcrater structure is about 6.5 km in diameter.
The real terrain isnothing desert-like at all, and in fact the city of Wetumpka resides onthe piece of water-locked land on the mid-left of the map.Nevertheless, the satellite photo of the terrain looked desert-likeenough, and the desert tileset and 3rd party additions to it had theadvantage of having 'stacked-cliffs' which all a reasonably closeemulation of the actual crater terrain. So there you have it.The map offers a rough and canyon-gouged terrain in the north end, allof the canyons either opening or terminating at the river or the flatarea directly south of the rough northern end. The middle of the mapoffers a water-locked piece of land to the left and the actual WetumpkaImpact crater structure to the left.
The crater itself is horseshoeshaped and open at the bottom left. The walls use the stacked cratertiles to try and recreate the actual 'lay-of-the-land'. South of thecrater is a desert area which is created using either dunes ordesert-archipelago transistion tiles. The very southern left corner hasmore rough terrain. Along the way, various mesas and desert plateausare used to try and roughly follow the geography of the originalsatellite pictureThe terrain means gameplay is quite different depending on where youstart.
The water-locked land at left is easiest to defend, but also thetoughest to get off of. The northern areas are also easy to defend dueto the chokepoints in all the canyons, but it's tough to put a basetogether amidst all the rugged landscape. The crater area is also easyto defend and has a little more room.
The south is easiest rolling fortanks and kbots, but also easiest to attack. Resources are slatheredall over the map, tons of reclaimable rocks, trees, geo vents, lavaflows (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 topand 2-4-6 being at the bottom (roughly).Thanks to Chinahook for providing a copy of a desert-archipelagotransistion 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. MajorBummer: the mini-map doesn't reflect the map terrain verywell at all. The desert cliffs almost disappear and all the terraindetail (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 andcredit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: DrumhellerAB CAAuthor: JodarkSize22 X 13File Size29.4mbMinimum Ram384MbMax Players6DesignerNotes: The first mappublished at this site by Jodark. It is inspired by Drumheller,Alberta. A grand-canyon-like piece of terrain where many dinosaurfossils are found.The map was created using Bryce, AutoCAD, Photoshop, and Annihilator.
Amore detailed description of the process can be found in the author'sreadme. Suffice it to say, the result is graphically fabulous. Aunique and wonderful landscape. Feature placement is well done and thewhole 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.
Thislarge hpi file size is because there are no repeating tiles, eachsection of the map is unique. This map requires large amounts of ram(384Mb barely works) for proper play and for online play broadband is amust.The map was created with both ai and online play in mind. For onlineplay it is best used for a 2 vs 2 or ffa with up to 4 players. The 5thand 6th start postitions are added for challenging ai play and theresoures are plentiful so be prepared for a full use of one's abilitiesand resources in a difficult but stimulating battle.The AI is set to default.
Note that this map was not specificallydesigned to work with THE PACK, so the comment at top of page about geovents/metal patches being used for defensive weapons(Devestators/Behemoths) does not necessarily apply here.Map requires tamec2004, tak2004beta (both downloadable at links above) ORcreon features.hpi for features. The author also recommends the MCWindyTrees.ccx, although this is not necessary for the map to run. Seereadme in download for further details and credit.Tools Used: Annihilator 1.5, Bryce, Photoshop, AutoCAD. Name: ManicouaganV2Author: GreybeardSize50 X 50File Size22mbMinimum Ram256MbMax Players10DesignerNotes: UPDATE:Map is revised to fix a problem with overlapping invisible metalfeatures. First version of the map had overlap in many areas whichresults in the TA game engine removing the offending overlappingfeatures, which results in 'patchy' metal output from metal areas.
Inaddition, the top of one entire metal fort was left bereft of metaloutput feautre entirely. All fixed now, sorry.My first attempt at creating a real place as a TA map. This map usesChinahook's Green Completion tileset to recreate Mancicouagan. Alarge and ancient impact crater site in Quebec Canada. The centerisland of the map is mostly flat, while the surrounding countryside isbumpier, hillier, and shows signs of ejecta craters from the originalimpact.Each player gets a small metal outcropping to start on and then mustmove out for more metal. Geo vents and metal patches are places inplaces which allow Devestator and Behemoth cannons to be well used fordefesive 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: BackyardsAuthor: MacMasterSize22 X 32File Size1.4mbMinimum Ram32MbMax Players6DesignerNotes: MacMaster'sfirst map. Name comes from the frontyard/ backyard concept created bythe ramped walls which most players start behind.Map uses Datanut's Atlantis Metal tileset and used geo vents placed insuch a way as to make behemoth cannons (UH or the Pack) very useful fordefense.The AI is set to krogoth, and players can work in teams of odds (tops)vs. Evens (bottom). No additional features required to run mapTools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: GorgeAuthor: Tangaroa/GreybeardSize19 X 19File Size13.6mbMinimum Ram128MbMax Players10DesignerNotes: A map usingWotan's Zhon tileset conversion. The map was taken to the stage ofbeing complete except for feature placement by Tangaroa, and thenoffered for completion to the TA Community. Hopefully Tangaroa is nottoo perturbed by what happened to his map.:-)The map is well laid out, with land bridges between the south andnorthern land masses, and water separation for east-west.
Tangaroacreated a 3rd level of heights which don't exist in part 1 of the Zhontileset 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'scustom ai. Other options include using a hover or air ai of your choiceand renaming to default, etc.Map requires tamec2004, tak2004beta, and the included zhonmetal.ufo forfeatures. See readme in download for further details and credit.Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack. Name: CraterFloor V1.1Author: GreybeardSize40 X 40File Size30.8mbMinimum Ram128+MbMax Players2-8 plus Single-Player MissionDesignerNotes: A largeground map that uses various Adamante and Evergreen tileset andtransistions.
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 tomake the map quite varied, and hence the rather large file size. Themap is set up as a four corner start, but the corners are quitedifferent in appearance and play. Some areas offer better geography fordefence, but less resources. Some offer easier access to water, othersare shielded by heavy forest growth. Lavishly flled with features andwreckage, including some rather pricer items which can be reclaimed orrezzed if you can find them. Lots of geo vents about as well asmetal.
Perhaps too much. The map will probably play best if you useTHE PACK or Uberhack, or some other mod which offers both sides accessto rez technology. The star positions are sufficently separated thatteams don't really need to stick to any numbering scheme.The AI is set to default, and can use either the included MostlyHarmless version for OTA/Bugfix, or works rather well using the defaultai included with THE PACK.Both Tamec2004 and TAK2004 are required to run this map (see linksabove for download).UPDATE: Version 1.1 adds a verydifficult single-player mission to this map, crafted by Mufdvr. Youmust kill all the Core commanders and destroy all their fusion plantsto win. Rid the Crater of Core Scum!Tools Used: Annihilator 1.5, TAE, Graphic Convertor. Name: ImpactGauntletAuthor: GreybeardSize20 X 40File Size6.7mbMinimum Ram64MbMax Players8DesignerNotes: a largeground map using Punkkid's little-used Impact Green Tileset. Zzyzy andI really enjoyed playing with Impact Battlezone (Punnkkid's map) a fewyears back, and that lead to trying out this tileset.
Insanely hillyand 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 MostlyHarmless version for OTA/Bugfix, or works rather well using the defaultai included with THE PACK.No additional feature files required.Tools Used: Annihilator 1.5, TAE, Graphic Convertor. Name: AtlantianSkirmish V2Author: GreybeardSize20 X 40File Size1.6mbMinimum Ram64MbMax Players10DesignerNotes: Inspired byMike DeSeve's 'Skirmish'. One of a handful of 3rd party TA maps whichhave never been deleted from my HD. Winds and tidal are both high. Youstart at the top of the map, up to 9 AI opponents start at the bottomof the platform with tons of room to expand. The long and narrowcauseway is between them and you. This map is really only intended forskirmish use.The included mostly harmless ai will bring you much pain.
Thecheating ai that comes with THE PACK will come at you with ground,amphib, hovers, nukes, RFLRPC's, and naval bombardment. Or for adifferent game, try the fleabowl ai:-)Uses Datanut's Atlantis Metal tileset. No additional feature setsrequired beyond TA:CCTools Used: Annihilator 1.5, TAE, Graphic Convertor. Name: CloserThan You ThinkAuthor: GreybeardSize18 X 40File Size2.6mbMinimum Ram64MbMax Players8DesignerNotes: Inspired byMike DeSeve's 'Molten Metal'.
A map I've had lots of fun playing andthat I reviewed previously for MacGamer's TA MOTW. Winds and tidal areboth high, this map is a resource-fest. Teams are odds vs evens. Mapincludes a number of ways in and out of bases, and you will bevulnerable to air, ground, hover, and amphib assaults. There are also anumber of small islets and platforms which give forward radar andbombardment positions.
All in all, the enemy may be closer than youthink.Uses Datanut's Atlantis Metal tileset, Tamechpi2004.ccx is required torun this map.Tools Used: Annihilator 1.5, TAE, Graphic Convertor.
Does the AI 'Cheat?' Having played endless hours of Total Annihilation in various skirmish maps and some limited trips through the campaigns of the original TA 3.1 and then some extra work in the Escalation expansion, (I guess you could say I'm a bit of a purist?) I think I can answer your question. The QuestionYou asked,Does the AI 'cheat' (by giving itself additional resources, etc.)? If yes, what cheats does it do, and at what difficulty level(s) does it cheat? What The AI Doesn't DoThe short answer is no, it doesn't cheat.
It does not to my knowledge give itself any additional resources than what you specify in the skirmish setup screen.If you had the ability to perform billions of calculations per second like most computers do, the computer would need to cheat because it would find itself matched with you at every turn and unable to beat you. What The AI Does DoThe long answer is that while it doesn't give itself additional res, as the difficulty goes up, it does speed up or decrease the delay between the time it takes between finishing one task and taking up a new task. So an AI commander may take X number of cycles at Medium difficulty, it will take only X.
40% of a delay on hard and yet X. 150% of a delay on easy. This will have a direct impact on the AI's ability to wage war on you and your friends or enemies.Likewise, the AI will limit it's use of certain tech or attack options. An AI under Easy will not usually build a Bertha/Intimidator.
Under Medium, it will build one but it won't build it as fast or extensively as it would under a Hard difficulty level. Notice, for example that the out-of-the-box AI will never launch a nuke, even if they devote the resources to build several launchers. (Not true with your friends!) Using a cheat code to take a peakOn a side note, typing in a cheat code +control 0, where 0 is the number of the player (starting with 0) in the player list at the start, will allow you to take over that particular player in your skirmish. You will see all their units and be able to control what they are doing. The AI will still try to control it's creation, but you will see everything it sees.Meanwhile, your own player controls will be vacant and without any new direction, so don't stay there too long! To get back to your controls, merely type +control 0 which is your number if you started the game with you at the top of the player list.This little peek should reassure you that the AI is not cheating or stealing resources.