Tileset Type: Archipelago/Archipelago Completion
Size: 50 x 50 (7.8 meg download)
Players: 2-8
AI: profile set to hover
Notes: Another map that attempts to redo a real place...
inspired by an Ikonos satellite image of the atoll from space.
This is a large map which does a more than decent job (if I do say
so myself) of recreating the actual atoll. This map uses Cavedog
Archipelago and Chinahook's archipelago completion (beta) tilesets.
Land units can traverse the shallow areas, but many of the smaller ones
will be almost completely submerged and their weapons will not work
until they hit land. This leads to interesting tactics that change over
time, as level one land units can easily be destroyed when mostly
submerged, but the larger level2 and level3 units hae both more armor
and can tend to fire back as they are larger and their firepoints tend
to be above the water level.
All areas of the map can be reached by either land or sea... a
couple of liberties had to be taken with actual map topography (as
referenced to reality) to allow this, but hey, it's just a game.
Resources are plentiful, even excessive, and mayhem should ensue in
short order. Even the standard Hover AI runs well on this map, and
games against allied AI's can be tense.
The map is graphically attractive, at least until the lovely
archipelago forests start to burn.
Thanks to Chinahook for much help and support in making additions to
his on-going archipelago completion tileset project which
specifically supported making a map like this. This tileset builds on
the work of a few others (some fixed archi shores (Sphere) and shallow
water tiles (Tangaroa)), and then added many other sections such as
narrow shallow channels and corners which allowed for diagonal coast.
He also helped with a major heightmap change in mid-map construction
due to a shift in shallow water height for all archi-completion shallow
water tiles. And best of all the tileset isn't finished being
worked on, more stuff to come.
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 4 positions.
Greybeard