Tileset Type: Aramon TAK--> TA Tileset Conversion
Size: 18 x 41 (26 meg download)
Players: 2-10
AI: profile set to hover
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 corssing
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). Positions 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.
Greybeard