Trench Warefare

Type: TA Map
World: Lush/Lava

Created by: AndrewAce3158

Requirements: Core Contingency
Recommendations for AI: Core Contingency, 3.1 patch, extra Cavedog units, no 3rd party units

Players: 2, 4(2v2)
Map Size: 16 x 16
Memory: 16MB
File Size: 1.08MB
Start Positions: 10


--General
Commanders must fight their way from isle to isle, wading their armies through the slick sludge.

--Resources
Solars are the best energy source here. Wind is stable, but quite low. There is one geothermal vent at the opposite end of each players' starting isle and one in the middle. Trees can provide some extra energy.

Metal is found in clumps of two or three on the islands. There are a few underwater deposits in the deep pools. The islands are littered with Oolok trees.

--Strategy
Kbots will be the most useful offensive units here, but start your expansion with vehicles for their much needed extra speed. Rush attacks can be devestating here. Responding to approaching units can be difficult through the mud. Getting your Commander to a location quickly is impossible. Even rush bomber attacks can do crippling damage. In the mud, missile vehicles often lose their range advantage, so rocket and artillery kbots will be most effective. It can be very worth while building hovercraft on this map. In places, floating missile towers can be built on the mud and floating lasers can be built in the pools.

--Artificial Intelligence
The AI will expand with vehicles, then attack with kbots. The battles will escalate to include a fun mixture of vehicles, kbots and hovercraft. Eventually the opponents will build LRPCs and gunship aircraft, so watch out.

--Tools Used
• Annihilator - main map construction
• TAFP - random feature placement
• TAE - minimap rendering, placing start positions
• Notepad - AI creation, editing OTA file
• HPI View/Pack - many functions

ReadMe last modified: 12/12/02
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