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Metal RoadKill Type: TA Map World: Metal Created by: AndrewAce3158 Designed by: RoadKill Requirements: Core Contingency Recommendations for AI: Core Contingency, 3.1 patch, extra Cavedog units, no 3rd party units Players: 2 Map Size: 24 x 6 Memory: 16MB File Size: 1.42MB Start Positions: 10 --General This map was designed by request for RoadKill. Opposing sides must fight accross a long metal bridge to defeat the enemy. --Resources Use Solar Collectors for immediate energy. Each side has one vent, however it's a little awkward to get to. The center island has many geothermal vents, but with abundant metal resources fusions would be far more practical. Don't complain about metal shortages here. The surface provides the maximum metal output. --Strategy This is a build as fast as you can metal map. Build an army as quickly as you can and use it do defend the only entrance to your base. Get advanced quickly and build heavy defenses. Ships firing onto the bridge can cripple an enemies army from longer range. Nukes or massive air raids can end up being the deciding factor on this map. --Artificial Intelligence The AI on this map is designed for a land based slaughter. It will construct its base and army quickly, using the best variaty of light and advanced units. It will defend its base with advanced lasers and LRPCs. The AIs ships will pound your armies from a distance, without you being able to return fire through the bridge, except using LRPCs. It will never use air. --Tools Used • Annihilator - main map construction • TAE - minimap rendering • Notepad - AI creation, editing OTA settings • HPI View/Pack - many functions ReadMe last modified: 12/01/03 For a more up-to-date ReadMe visit: www.tauniverse.com/AndrewAce3158 or alternatively: www.geocities.com/andrewace3158 |