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Author: Greybeard. Size 18 X 41, File Size 26.4mb, Minimum Ram 256Mb, Max Players 10. 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.
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.
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.
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.
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.






