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| November26, 2011 BigDoin's today... a new map, a new mission, and a bevy oftileset releases! Grong's landing is a new mission by Mufdvr. It uses the Armon tileset, and can be playedas a single player mission, single player skirmish, or multiplayer map. In the mission you need to capture Core's gate without destroying it, while defending your own gate and commander... steeprequirements given the way Mufdvr writes his missionsThe map is sized at 19 x 19, and is a 5.7 meg download.TA-Features_2010 required for the map to load. See theMissions page for download link and more info. Inferno is a 3rd demomapto demonstrate today's lava tileset release by Chinahook. This map isused to demonstrate the different levels of heights, and also the new'cracked' lava tiles. The map is sized at 20 x 20, and is a 12.1 meg download.TA-Features_2010 required for the map to load. See theMaps page for download link and more info. Further News... Chinahook has released his New UTAS lava tileset plus some transistion tiles, anda pair of new Aramon/urban tilesets. All these are technically still beta, but are bugfree as far as I know.The beta status more comes from a desire to add more stuff... Anyway Chinahook doesn't really have time to add 'more stuff' right now, so you can download them by going to this link January23, 2011 A newmap forrelease today... Hot Pot is a second demomapto demonstrate an upcoming lava tileset release by Chinahook. Thelatest beta of the tilesetincludes two new sets of heights, and a new cracked lava surface. Thismap uses all these newfeatures.This particular map has maximum height areas in the corners, forplayers 1 through 4.Each of the 4 corner players starts in a very confined and smallfortress area with limited resources.There is more space, metal, and geos on the heights surrounding thecorners, and in the center caldera area. 8 players are supported. Players 1 is top left corner, 2 bottom right,3 top left, 4 bottom left.Players 1-5-3 across the top, 2-6-4 across the bottom, 7 and 8 are onthe sides. The map is sized at 12 x12, and is a 7.0 megdownload. TA-Features_2010 required for the map to load. See theMaps page for downloadlink and more info. January15,2010 A newmap forrelease today... Winter Canyon is thirddemo mapto show off a new tileset release, UTAS_Snow_SET_Winter_v24.hpi(final), by Chinahook. The map creates a pair of somewhat enclosed areas at the top and bottomof the map, and theninserts a winding canyon, with restricted access to heights, inbetween. Ten players supported… odds across the top (1, 3, ), evens across thebottom ( 2,4,), positions 5 thru 10across the middle. Best games against AI will be to take 9 or 10 andhave the ai take all others.The map is really intended for team play for 4 players (playerpositions 1 vs 2 or 1-3 vs 2-4) The map is sized at 20 x35, and is a 16.9 megdownload. TA-Features_2010 required for the map to load. See theMaps page for downloadlink and more info. December22,2010 A newmap forrelease today... Winter Maze is anotherdemo mapto show off a new tileset release, UTAS_Snow_SET_Winter_v24.hpi(final), by Chinahook. The map creates a pair of somewhat enclosed areas at the top and bottomof the map, and theninserts a maze of canyons, at different heights, in between. Ten players supported… odds across the top (1, 3, ), evens across thebottom ( 2,4,), positions 5 thru 10across the middle. Best games against AI will be to take 9 or 10 andhave the ai take all others.The map is really intended for team play for 4 players (playerpositions 1 thru 4) The map is sized at 20 x25, and is a 8.5 megdownload. TA-FEatures_2010 required for the map to load. See theMaps page for downloadlink and more info. November27,2010 A newmap forrelease today... Dragon Lake is a demo mapto show off a new tileset release, UTAS_Snow_SET_Winter_v24.hpi(final), by Chinahook. This large (120meg) tileset includes a host ofdifferent types oftiles, including snowy and frozen water, different height levels,sinkholes etc. Not all these tiles areused on this map. The tileset is available on FU in the moddingresources/tileset section underTA Power. The map is loosely based on an actual lake in Siberia, called DragonLake, which vaguely looks like a dragonf rom the air.This map REALLY looks like a dragon, and the 'fiery breath' is addedusing a beta lava-snow transition tileset from Chinahook. Ten players supported… odds across the top (1, 3, 5), evens across thebottom ( 2,4,6), positions 7 thru10 across the middle. Best games against AI will be to take one ofpositions 7-10and have the ai take all others. The map is sized at 45 x45, and is a 28.4 megdownload. TA-FEatures_2010 required for the map to load. See theMaps page for downloadlink and more info. Nov. 08, 2010 A pair of mapreleases today, and also a Mission crafted for an existing map,available onmaps and missions pages. Firstthe map on the left... Upheaval Dome Smallis a piece of the previously released Upheaval Dome map. It's sized at25 x 25 and supports 10 players.The map at center is called Crooked Creek. It is 30x 30,supports 10 players and is a 10.6 meg download. It uses Chinahook'sGreen Completion tileset. No feature filesrequired for this one. The map at right is a mission called Core Comeback. This is a mission crafted by Mufdvr for a map I did sometime agocalled Metal island Hopping. Details forthis are on the Missions page. May1,2010 Update:Version 2 ofthe map is now available, removes damage doneby water. A new map forrelease today... Upheaval Domeattempts to replicate the terrain and topography around a geologicalstructure in Utah known as the“Upheaval Dome”. The actual dome is in the approximate center of themap. The map fairly closely followsthe actual terrain, although the heavy forests along the rivers arerather unrealistic.Ten players supported… odds across the top (1, 3, 5), evens across thebottom ( 2,4,6), positions 7 thru10 across the middle. Best games against AI will be to take 10 (in thecenter of the upheaval dome/map)and have the ai take all others. The map is sized at 45 x25, and is a 11.9 megdownload. TA-FEatures_2010 required for the map to load. See theMaps page for downloadlink and more info. April5,2010 A newmap forrelease today... Ripped Earthis actually a test map for the new UTAS_Lava tileset by Chinahook. Assuch is is designed to makeuse of the various low coast, paths, and rivers pieces as much aspossible. There's nothing much inthe way of any heights, as those don't exist yet in the beta version ofthe tileset.10 players are supported. Odds are across the top half of the map,evens across the bottom. Players 1 is top left corner, 2 bottom right,3 top left, 4 bottom left. The map is sized at 30 x30, and is a 9.0 megdownload. TA-FEatures_2010 required for the map to load. See theMaps page for downloadlink and more info. March7,2010 A newmap forrelease today... Thin Airis a first try at using the Cavedog Lunar tileset… hopefully it lookssomewhat artistic and interesting.The map supports 9 players in multiplayer and skirmish modes. The map uses Cavedog's Lunar tileset, and is sized at 35 x15, and is a 7.5 megdownload. No extra features are required for the map to load. See theMaps page for downloadlink and more info. January28,2010 A newmap forrelease today... Metal Island Hoppingis a map intended to show off some of the featuresof Chinahook's U Metal tileset. There is nine major islands,interconnected shallow sea areas,lots of little islets to defend and attack from, and loads of metal andgeos. The map supports 10 players in multiplayer and skirmish modes, and theesources are well laid out and plentiful. The map uses Chinahook's U_Metal tileset, and is sized at 45 x45, and is a 3.5 megdownload. No extra features are required.See theMaps page for downloadlink and more info. December30,2009 A newmap forrelease today... Bowron Lakesis a new map that attempts to replicate a portion of a provincial parkin central British Columbia. The real Bowron lakes are a canoeingdestination, where the outdoorsy types will launch their canoes/kayaksin the upper left corner of the map, and canoe/portage their way aroundthe lakes over the course of a week or more. This map actuallyreplicates the terrain fairly well, with exception of a number of theportage areas being removed.The map supports 10 players in multiplayer and skirmish modes, and theesources are well laid out and plentiful. The map uses Chinahook's Green Completion tileset, and is sized at 45 x45, and is a 17.7 megdownload. No extra features are required.See theMaps page for downloadlink and more info. November 13,2009 A new mission forrelease today... Confluenceis a new combination mission, multiplayer, and skirmish map created by Mufdvr.The map supports 8 players in multiplayer and skirmish modes, and thecarefully scripted missionappears under Arm Missions and is entitled 'Confluence'. The map uses the Taros and Veruna tilesets, with deep seas around theouter edge. There's shallow and passable rivers at the confluence wherethe land masses meet. It's sized at 23 x 23, and is n 30.7 megdownload, requiringthe new TA_Features_2009.ccx feature file to load correctly.See theMissions page for downloadlink and more info, including link to the new feature file. November 5,2009 A new map forrelease today... Nothing Lives Hereis a a map used to demonstrate Chinahook’s U_Lava_Crystal andU_Lava_Transistions tilsets, as well as showing off some of the newfeatures in the TA_Features_2009 features setThe map supports 10 players, and is a harsh landscape where everythingis dead. Looks fairly nice, considering it's all dead.... It's an 13.7 meg download and requiresthe new TA_Features_2009.ccx feature file to load correctly.See theMaps page for downloadlink and more info, including link to the new feature file. Sept 19, 2009 A new map pack forrelease today... Zombieland Map Packis a a set of 9 maps packed into a single ufo file, intended forskirmish play only.The maps are all metal, and all place the human player in the hot seatat position 1. It's an 20.2 meg download and requiresno additional features.See the Maps page for downloadlink and more info. July 20, 2009 A new map forrelease today... Hot Air Melting Roadsis a modification of the original Hot Air map. It adds additionalplatforms andland links so land units can be used.The unique thing about the map is the custom ai files included, whichallows for sometruly breathtaking games against the ai... see the Maps page or readmefor more details It's an 4.2 meg download and requiresno additional features.See the Maps page for downloadlink. July 11, 2009 A new mission forrelease today... The Keys (Mission)adds a difficult Core mission scripted by Mufdvr to this nice lookingmap. I had talkedwith Mufdvr some time ago about making a mission for this map, butunfortunately he finished justprior to File Universe disappearing.Anyways, it's a very difficult mission which has victory confditionsrequiring that you destroy the Arm commanderand all Arm Vulcans on the map in order to win. The fact that there isVulcans to destroy should tellyou Volumes about how hard this is. My thinks Mufdvr has a mildlysadistic bent... It's an 5.7 meg download and requirestamec2004, and tak2004 for features.See the Missions page for downloadlink. JUNE 14, 2009 MINOR NEWS... thedownload links for the Maps have been repointed tofiles which are now hosted on ModdB... hopefully this will aid inmaintain sites bandwidth so that it stays up for the whole month.Thanks for The Brit, who uploaded the majority of them. Jan 11, 2009 A new map forrelease today... Rocky Lakesis a demo map intended to show the wonderful coastlines and mountainscenes that are possible withChinahook's new consolidated and updated Evergreen tileset. The map is44 x 44, heavily forested, and looks fabulous, if I do say so myselfTen players supported… odds across the top (1, 3, 5), evens across thebottom (2, 4, 6),postions 7 and 8 on the sides, 9 and 10 dead center. Best games againstAI will be to take oneof the two center positions and have the ai take all others.2. It's an 14.0 meg download and requirestamec2004 for features. Nov 21, 2008 A new map forrelease today... The Keysis a large 50 x 30 map that attempts to replicate the actual topographyof the Florida Keys. Space is very tight on the actual Keys themselves,but there is lots of wreckage on the reefs and shores. There is morespace on the mainland to the north end of the map, but it is denselyovergrown, and requires clearing for substantial base growth.10 Players are supported. The odd players start on the keys, 1 at thefurthest south, and then 3, 5, 7, and 9 each being successively morenorth. Player 2 starts on northernmost island, players 4, 6 and 8 areon the mainland, and player 10 is on the next island south from player2. It's an 5.6 meg download and requirestamec2004, and tak2004 for features. Sept 6, 2008 A pair of mapreleases today, and also a revision of an existing map, available onmaps page. First the map on the left... Aorounga Crater Chainis a huge map which replicates the topography of a real impact craterchain in northern Africa, now partially filled with water. This map is44 x 63, and supports ten players. It uses the Zhon tileset conversionand Zhon shallows tilesets. It's an 31.7 meg download and requirestamec2004, tak2004, and the included Zhonmetal.ufo file for features.The map at center is called Hot Air. It is 51 x 51,supports 8 players and is a 3.6 meg download. It uses Chinahook'sVolcano_metal tileset. The map is a total resource fest, all metal,loads of geos... and intended for a hot air battle. No feature filesrequired for this one. The map at right is a revision of Creon Burning Woodsnow at V2. I discovered that the version I've been playing with is notthe one I uploaded to this site. The one on the site was an olderversion which was missing invisible metal tiles in the three centralcreon forts. Please download the revised version to correct this error. January 22,2008 A pair of mapreleases today, available on the maps page. First the map on the left... Chinahook hascompleted a new tileset (hosted at File Universe) called U_crystal(crystal-adamante). To give it a whirl, I've created a map called HardWater Shore to Shore. This map is 18 x 41, and ten players.It's an 11 meg download, has a bleak hard look to it.The map at right is called Boxy Seas. It is 51 x51, supports 10 players and is a 2.1 meg download. It uses Datanut'sAtlantis metal tileset. The map is a total resource fest, all metal,loads of geos... but fun. Lots of little boxy seas to hide stuff in. The first map, Hard Water Shore to Shore, requirestamec2004 for features. September22, 2007 Big News Version1.3.3 Final of THE PACK has been released. This versionincludes much rebalancing, a couple of new/replacement units, and mostimportantly a whole slew of bug fixes... mostly courtesy of the hardwork of DannyU. Many, if not most of the niggling crashes seem to begone. In addition, the new version also includes a completely new AIcalled Beserker, which only knows how to attack. Itonly builds factories, resources, and mobile or long ranged attackingunits. Nasty. Please see the download and information links in the sidebar, andreport any issues or comments in the forums. April 29,2006 First the big news. Chinahookhas completed an addition to the Zhon Tileset conversion. The Zhonshallows addition adds a host of shallow water pieces which interfacewith all the zhon coast types: sandy, savannah, jungle, and red coast.Anything without a coastal cliff now has a shallow water interface, anda grand variety of them as well. The tileset addition had its genesisin Tangaroa's Gorges map, which added a small setof north south shallows which had never been seen before. The tilesetis now freely available as a 53.1meg download from File Universe here. The map at left is called Dead Red V2. It is 19x19,supports 8 players and is a 6.3 meg download.It uses the red coastshallow pieces to create a hostile acidic landscape with many shallowpaths through which units may trek, if they dare.In celebration of the tileset release, I've done a pair of demo mapsusing different parts of the shallow water tileset almost exclusively. The actual level of damage done by the water is quite mild, withcheaper and weaker level one units being unable to survive a corner tocorner trek. Commanders and any units with a decent amount ofself-healing will survive unscathed. Level 2 units and others withsubstantive armor will easily move around the map... this has the nastyeffect of changing gameplay as the game wears on... if you've bet allon an air assault, land units might well get you in the end. There is little in the way of metal patches on the map, but muchreclaimable and rezzable stuff lying around. The map is a vertiablejunkyard, and some of the junk is exploding boxes and crates, so becareful. The map at right is called Wading Pools. It is also19x19, supporting 8 players, and is a 10.6 meg download. This map is a much prettier place, using the sandy and jungle shallowportions of the tileset. There is no wreckage and a lot more metal andgeo vents. Both maps require tamec2004 and tak2004 for features. TheWading Pools map also includes a zhonmetal.ufo feature file which mustbe added to your install in order for the map to load. March 24,2006 There is now aversion 2 of Wetumpka available for download. To find it, go to themaps page and scroll down to the Wetumpka map... both the original andversion 2 are side by side. Datanut has graciously acceded to some proding on my part and addedsome useful pieces to his update of the earth desert tileset, currentlystanding at version 2.1. Among the additions to the tileset are a setof river mouths which allow for the first time the small desert riversto actually enter the desert seas, and a conversion of archi-shallowsto desert-shallows which allow land units to potentially cross thoseseas. There are also a number of other fixes to the lava and dunetransistion tiles and a general restructuring of the tilesetorganization which makes it much more useable and user-friendly. Youcan and should snag it from File Universe hereAnyway, onto changes to the map... The small river to the south nowenters the large river to the north via one of the new river mouths.This much better matches the actually topography of the area. Thebiggest change is the fact that the large river (which is really a verynarros desert sea) is now passable in three spots via the new desertshallows. What was previously an inaccessible and land-locked area tothe left of the large river is now longer so inaccessible. The change to the large river changes gameplay on the map quite abit... there is now no 'safe' starting position which the ai cannoteasily get to with land units. Ultimately, this version 2 is the way Iwould have made the map had the tiles existed at the time of design.The original remains downloadable for the sake of completeness. The map supports 2-8 players, with odd teams of 1-3-5 being at the topand 2-4-6 being at the bottom (roughly). 25x58, and a 18.2 megdownload. It requires tamec2004 to load the required features. Thanks to Chinahook for providing a copy of the desert-archipelagotransistion tileset (mine was corrupt). Thanks also to Datanut for thepreviously mentioned additions to the Earth Desert tileset which madeversion 2 of this map possible. Upsides: Great terrain, tons of resources, looks closest to a realplace of any map I've made, IMHO. Downsides: Mini-map does not reflect terrain well at all... the desertcliffs almost disappear, although it looks better in-game. March 16,2006 An Epic-sized maprelease: Another map releasethat recreates some real topography... this one is an impact cratersite known as Clearwater East and West, located in Northern Canada. Apair of craters are separated by a broken rim which have become islandsas the craters filled with water.Map Name: Clearwater East and West Tileset Type: Evergreen/Adamante/Lava and various transistion tiles Size: 63 x 44 (66.0 meg download, includes both maps!) Players: 2-10 AI: profile set to default Notes: The is loads of metal on the map. Geo vents are sparse andseparated, with the heaviest concentration in the lava areas and on thering of adamantine islands in the west-most crater. The map supports 10 start positions, with positions 1-4 being incorners, and odd positions 1/3/5 being across the top and evenpositions 2/4/6 being across the bottom Tamec2004 is required for features Enjoy. Greybeard January8, 2006 A Maprelease that comes in two flavours: Above is a satellite image of the real place... theinfamous Bikini Atoll, site of many U.S. Nuclear tests. The mapdownload includes two separate maps, V1 and V2. Both play differently,and have a different story to them. Differences are described below.Map Name: Bikini Atoll V1 and V2 Tileset Type: Archipelago/Archipelago Completion Size: 50 x 30 (6.0 meg download, includes both maps!) Players: 2-7 AI: profile set to hover for V1, acid for V2 Notes: Another map that attempts to redo a real place... inspired by asatellite image of the atoll from space... This is a large map which does a more than decent job (if I do say somyself) of recreating the actual atoll. This map uses CavedogArchipelago and Chinahook's archipelago completion (beta) tilesets.Land units can traverse the shallow areas, but many of the smaller oneswill be almost completely submerged and their weapons will not workuntil they hit land. This leads to interesting tactics that change overtime, as level one land units can easily be destroyed when mostlysubmerged, but the larger level2 and level3 units have both more armorand can tend to fire back as they are larger and their firepoints tendto be above the water level. Version Differences V1) The map is an attempt to recreate theactual atoll, including the massive damage done by U.S. nuclear testingafter the second world war. Version One is closest to reality. Severalof the blast sites are well created, including the massive Bravo craterat upper left which vaporized a few kilometers of reef. There is somesubmerged wreckage around the various blast sites. Land is at apremium, with comparatively little build space. Land units can migratefrom the extreme right of the map all the way to the extreme left, aslong as they use the top. The bottom of the map is broken up bymultiple channels. V2) Version Two is an alternate historyversion where nuclear testing was restarted and continued until recenttimes. There are more obvious blast sites, and much more wreckage fromdestroyed sea dna land units. There was an attempt to create a man-madeisland on the left side of the map, on the inner atoll, and much of theradioactive soil and wreckage was interred there under a massive dome.This is the hottest site on the island... even the ground is damagingto be on. The whole area is mildly radioactive and does slightcontinual damage to all units. Damage is slight enough that units withself-healing to any great degree (commanders for example) will surviveunscathed. Light units will be able to traverse along the reef, butwill suffer enough damage to only be useful over short hops (e.g. don'tthink your flash tank rush will make it from extreme right to leftalong the top of the map... it won't work). This slow damage, combinedwith the inability of level one units to fire in the shallow water,makes the need to tech up quickly much more important. In addition,there is explosive crates and barrels on the three largest naturalislands and the man-made island as well. This makes the larger islandsless attractive. The map is graphically attractive, at least until the lovelyarchipelago forests start to burn. Thanks to Chinahook for much help and support in making additions tohis on-going archipelago completion tilesetÊproject which specificallysupported making a map like this. This tileset builds on the work of afew others (some fixed archi shores (Sphere) and shallow water tiles(Tangaroa)), and then added many other sections such as narrow shallowchannels and corners which allowed for diagonal coast. The map supports 7 start positions, with odd positions 1, 3, and 5starting in in an arc beginning at the right side of the map and evenpostions 2, 4, and 6 occupying the lower map and extreme upper leftnearest test-site Bravo. Position seven also occupies the extreme upperleft with the possiblity of using odds and evens as teams for the first6 positions, and position 7 also being available for as a last teammember for the evens. Tamec2004 and tak2004 are required as feature sets for both maps Enjoy. Greybeard October4, 2005 A pairof demo map releases for today and atileset release: First a biggest news is the fact that the Aramon Tileset(TAK-->TA) conversion has been released for public consumption.Started by Wotan and completed by Chinahook, this tileset isgraphically pretty darn spectacular. It offers a huge selection ofrivers and sinkholes, along with a host of other tiles. Gnome fromfileuniverse has comsolidated the various files into two downloads...This is PartI (59 meg) and this is Part II(29 meg). I've made a pair of demo maps... the first, Soggy Bottom, was made todemo Part One of the tileset release. Just as I finished it, Chinahookcompleted a beta version of Part Two. So I made a second map and usedit to test the tileset with. These maps are released for your enjoymentbelow. First: Map Name: Soggy Bottom Tileset Type: Aramon Size: 18 x 18 (20.0 meg download) Players: 2-8 AI: profile set to hover (custom) Notes: first demo map made for the Aramon tileset conversion byWotan/Chinahook. The demo map was built to show off the best parts of the Aramontileset, and thus the name... 'Soggy Bottom'. This landscape islittered with streams and rivers, and a variety of boggy sinkholes.There are a fair number of shallow river crossings and also a fewlarger lakes to hide in if you're so inclined. The hover ai is a custom job written by Chinahook specifically for thismap. It is included inside the map ufo and renamed to hover.txt forthis map to make the ai useeasier for Mac TA users The map requires tamec2004 and tak2004 beta for features The map supports 8 start positions, with positions 1 thru 4 starting inrough corners, with the possiblity of using odds and evens as teams forthe first 6 positions (odds across the top, evens across the bottom).PositionsÊ 7 and 8 start on hilltops near the center and are far moredifficult to defend if you want a tougher ai game. Second: Map Name: Aramon Forts Tileset Type: Aramon Size: 18 x 41 (26.4 meg download) Players: 2-10 AI: profile set to hover (custom) Notes: This is the second demo map made for the Aramon tilesetconversion project. This one was specifically made to test anddemonstrate the towns and forts included in part two of the tilesetrelease. Aramon Fort areas are overlaid with invisible metal tiles. Roads areNOT metal. There is basically no other metal on the map, save a fewmetal pits inside small bermed fortsfor use with Arm Devestator cannons(Uberhack or THE PACK). Geo Vents are liberally used and are placed indefensive positions for Behemoth cannons. The hover ai is a custom job written by Chinahook specifically for thismap. It is included inside the map ufo and renamed to hover.txt forthis map to make the ai use easier for Mac TA users The map requires tamec2004 and tak2004 beta for features The map supports 10 start positions, with positions 1 thru 4 startingin rough corners, with the possiblity of using odds and evens as teamsfor the first 6 positions (odds across the top, evens across thebottom). PositionsÊ 7 and 8 start on hilltops/forts at the edges of themap (centered vertically). Positions 9 and 10 start on the center fortarea and are very close together... these last two sports are intendedto be used as the most difficult spots to start against the ai. I don'tadvise on setting an enemy ai as one of the positions, as you'll likelyend up with a D-Gun facelift in short order. July2, 2005 A trioof map releases for today and a tileset release: First:Map Name: Creon Burning Woods Tileset Type: Creon Size: 25 x 58 (26.5 meg download) Players: 2-7 AI: profile set to default Notes: Inspired by Burning Woods by Pierre-Be, taken to hopefully newand glorious graphical heights... A large north south map. Wotan's Creon Tileset conversion andJodark/Weirdly's Creon Tri-level addition are used. Map supports 5players... 1 and 3 at top, 2 and 4 at bottom, 5 in center, 6 and 7 onside-center platforms. Creon Fort areas are overlaid with invisible metal tiles. Roads are NOTmetal. There is basically no other metal on the map, save a few metalpits inside small bermed forts and near bridges for use with ArmDevestator cannons (Uberhack or THE PACK). Geo Vents are liberally usedand are placed in defensive positions for Behemoth cannons. There are many paths thru the forests, some with roads and somewithout. Amphibious units will even be able to make much of the trekunder water due to the many rivers and ponds/lakes. There are largeforest to burn and destroy. Lakes are located behind the forts to aid in hiding underwater economysor building other underwater-based stuff. Or simply to hide and cowerin. The center position (5) is much smaller and more cramped than position1-4... and thus gives a more difficult game against the ai Note also that the Creon Tri-Level Tileset authored byJodark and Weirdly (first seen on a map at Tamec called 'Creon Plaza')has been uploaded to FileUniverse. This tileset adds a middle level of fort heights,wider bridges, wider ramps, and interfaces to all other Creon tilesfrom the new middle fort level. About a 24 meg download. I'm attemptingto get ftp access to Tamec to get it uploaded there as well viaFileplanet Second: Map Name: Metal Picnic V2 Tileset Type: Green/Metal Size: 22 x 40 (4.8 meg download) Players: 2-7 AI: profile set to default Notes: This is a remake of the well known map by Pierre-Be... one ofthe most popular downloads ever at Tamec. Changes made: 1) map is no longer all metal 2) invisble metal tiles laid over all metal areas 3) Chinahook's green/completion/metal tiles used to redo center metalarea and previous urban/green transistions are now predominantlygreen/metal 4) voiding done on all metal walls 5) Ramps added to metal platforms. 6) quite a few additional geo vents added to allow for use of behemothcannons in defensive positions (Uberhack or THE PACK) 7) players positioning revamped... pos 1 and 3 are teamed at bottom, 2and 4 teamed at top. 5 is center, 6 and 7 are on platforms at middleleft and right. Position 5 is hardest to defend against ai... you'resurrounded. 8) Impassable water made passable, stuff can now be built in metalwater ponds Third: Map Name: Burning Woods V5 Tileset Type: Green/Metal Size: 16 x 40 (5.4 meg download) Players: 2-5 AI: profile set to default Notes: This is a remake of the well known map by Pierre-Be... one ofthe most popular downloads ever at Tamec. Changes made: 1) map is no longer all metal 2) invisble metal tiles laid over all metal areas 3) Chinahook's green/completion/metal tiles used to redo center metalarea 4) heights redone and sea level reset 5) voiding done on all metal walls 6) voiding REMOVED on allÊpaths thru the forest... previously theforest could burn, be destroyed, reclaimed, and you were still stuck onthe now invisible path. No longer the case. 7) Ramps added to metal platforms. 8) Some minor wreckage removed... some rocks in metal areas, and allcon unit wreckage is removed from the map to stop side-jumping viarezzing. 9) a few additional geo vents added to allow for use of behemothcannons in defensive positions (Uberhack or THE PACK) 10) ponds are made larger, features (coral) removed, and impassiblewater made passable... stuff can now be built in the ponds. 11) voiding removed on some of the metal platforms which prohibitedbuilding on some areas which should have been buildable. Enjoy! June7, 2005 A maprevision for today: I've found an annoying series of small errors with one of the morepopular maps at the site, Manicouagan. I'verealized (in the course of making another map) that overlappingfeatures are removed by the TA game engine. Manicouagan has multiplesmall metal forts for the players to start on, and I was less thancareful in how I placed the invisible metal output features. The resultwas 'patchy' metal output at all the forts and on the surrounding metalground areas. In addition, one metal fort was missing metal outputfeature on its top level entirely. All fixed up now, but requires a download of version 2 May30, 2005 TodayI'm releasing a map which is a 'teaser' for Chinahook's upcomingrelease of an archipelago completion tileset. Similar in scope to hisGreen/Metal completion set, this tileset adds a host of options andheights to Cavedog's original tileset, fixes a a number of known bugswith shorelines, consolidates the work of others in areas like shallowwater, consolidates it all in a neat package, and then adds all sortsof additional pieces which gives quite marvelous flexibility. And bestof all, there's more pieces to come which aren't in this teaser map. I've been testing this tileset for a few months now and one outcome ofthis is the creation of this map, Bora Bora. Inspired by an Ikonos satellite image of the atoll from space, this isa 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 andChinahook's archipelago completion (beta) tilesets. Land units cantraverse the shallow areas, but many of the smaller ones will be almostcompletely submerged and their weapons will not work until they hitland. This leads to interesting tactics that change over time, as levelone land units can easily be destroyed when mostly submerged, but thelarger level2 and level3 units have both more armor and can tend tofire back as they are larger and their firepoints tend to be above thewater level. All areas of the map can be reached by either land or sea... a coupleof liberties had to be taken with actual map topography (as referencedto reality) to allow this, but hey, it's just a game. Resources areplentiful, even excessive, and mayhem should ensue in short order. Eventhe standard Hover AI runs well on this map, and games against alliedAI's can be tense. The map is graphically attractive, at least until the lovelyarchipelago forests start to burn. Thanks to Chinahook for much help and support in making additions tohis on-going archipelago completion tilesetÊ project which specificallysupported making a map like this. The map supports 8 start positions, with positions 1 thru 4 starting inrough corners, with the possiblity of using odds and evens as teams forthe first 4 positions. Enjoy and post feedback on the forum Minimap and satellite image are posted below for your comparison... Maprequires tamec2004 and tak2004 for features loading and is a 7.8 megdownload. March31, 2005 MySecond attempt at making a real place using Annihilator. Wetumpka isthe site of an ancient impact site in Alabama USA. The actual realcrater structure is about 6.5 km in diameter. The real terrain isnothing desert-like at all, and in fact the city of Wetumpka resides onthe piece of water-locked land on the mid-left of the map. Nevertheless, the satellite photo of the terrain looked desert-likeenough, and the desert tileset and 3rd party additions to it had theadvantage of having 'stacked-cliffs' which allowed a reasonably closeemulation of the actual crater terrain... so there you have it. The map offers a rough and canyon-gouged terrain in the north end, allof the canyons either opening or terminating at the river or the flatarea directly south of the rough northern end. The middle of the mapoffers a water-locked piece of land to the left and the actual WetumpkaImpact crater structure to the left. The crater itself is horseshoeshaped and open at the bottom left. The walls use the stacked cratertiles to try and recreate the actual 'lay-of-the-land'. South of thecrater is a desert area which is created using either dunes ordesert-archipelago transistion tiles. The very southern left corner hasmore rough terrain. Along the way, various mesas and desert plateausare used to try and roughly follow the geography of the originalsatellite picture The terrain means gameplay is quite different depending on where youstart. The water-locked land at left is easiest to defend, but also thetoughest to get off of. The northern areas are also easy to defend dueto the chokepoints in all the canyons, but it's tough to put a basetogether amidst all the rugged landscape. The crater area is also easyto defend and has a little more room. The south is easiest rolling fortanks and kbots, but also easiest to attack. Resources are slatheredall over the map, tons of reclaimable rocks, trees, geo vents, lavaflows (which even steam as they enter the water), etc. The map supports 2-8 players, with odd teams of 1-3-5 being at the topand 2-4-6 being at the bottom (roughly). 25x58, and a 18.2 megdownload. It requires tamec2004 to load the required features. Thanks to Chinahook for providing a copy of the desert-archipelagotransistion tileset (mine was corrupt). Overall, I'm quite pleased withhow the map turned out. Upsides: Great terrain, tons of resources, extremely varied in gameplaydepending on where you start. Downsides: Mini-map does not reflect terrain well at all... the desertcliffs almost disappear, although it looks better in-game. No way tomake a wide crossable river with desert tileset, hence water-lockedpiece of land at left. March5, 2005 Today wehave a new rendered map by a new map author. Jodark is the author'sname, and this new map is a Bryce-rendered affair which offers stunningrealism. Called Drumheller AB CA, it was inspiredby the canyon is Alberta by the same name... a Grand-Canyon-like areawhich is littered with many dinosaur fossils. Jodark used Bryce,AutoCAD, and photoshop to create a graphically fabulous landscape.Feature placement is very well done and the whole thing has this auraof realism that has to be seen to be believed. One of the most pleasingmaps I've ever seen. Gameplay is excellent, with ai play being difficult even with a defaultai. The map is 22 x 13, and weighs in at a huge 29.7 meg download dueto the non-repetitive rendered nature of the map. Tamec2004 and eithertak2004 or creon features.hpi (not both) are required to run the map,and C_A_P's MC WindyTrees.ccx is recommended. Pay particular attention to the map's readme... a fairly detaileddescription of the process and effort required to put the map togetheris detailed there. Makes for an interesting read. Download and enjoy!!! A feast for the eyes! February27, 2005 Twoitems today: First, MacMaster's first map is up at the site. Called Backyards,it's an Atlantis Metal affair whereby players attempt to build a decentarmy in their 'backyard' and then attack... or something like that. 22x 32 and a smallish download at 1.4 meg, no additional featuresrequired. Second, my first attempt at recreating a real place as a TA map isavailable. Manicouagan attempts to recreate theancient and very large (60km wide) impact creater site in QuebecCanada. Big enough to see from low earth orbit, it was tough to make itcome out even remotely like the real place. Add a few TA-twists forgameplay and it becomes much less than the real thing. Anyway, it seemsto play well enough... it's 50 x 50, 22 meg to download, and requirestamec2004 to run for features. TA mini-map and and the shuttle picturesof the real place are below for you to compare. January30, 2005 Mufdvrhas uploaded a second version of his GD2 mission. In response torequests in the forums, this map has been updated to add a secondversion of the download... this one featuring a Core mission. Check outthe mission page and scroll down to the GD2 mission. A second downloadlink appears there for the Core version. January20, 2005 First wehave another mission from Mufdvr, this one called QuagmirePass. This map has long been a favorite of mine, and it playsvery very well in multiplayer. It uses C_A_P's Quagmire Jungle Tileset,which is hardly ever used in maps. Sized at 25 x 25, and 8.2 meg to download. It's a well done map whichincludes a campaign mission under the Arm side. Grab this map, you needto have it! Inaddition, the most popular map at THE PACK's website has beenupdated... Crater Floor has been updated. Mufdvrhas scripted a hard mission for it which appears again under the Armside... seems Mufdvr seems to need to rid the crater of Core scum orsomething :-) Come to think of it, how come all his missions revolvearound destroying Core Scum! I Play core all the time!!! Jan10, 2005 Today acouple of things happened. First, Mufdvr posted three new missions... GD2, Krogoth Testing RangeV2, and The Cold Place. Mufdvr is not the original author of any ofthese maps, but has updated them to add difficult and quirky missionsfor your TA enjoyment. Having been the 'victim' of a number of his'missions' (AKA grief inducing/ego-cracking thrashings), I'm sureyou'll enjoy them. Of particular 'enjoyment' is the Krogoth Testing Range V2 mission. Thismap has fond memories for me... it's actually the first map I ever sawTA running on many years ago. I don't remember the Krogoths arriving sofast though! There's a few more of his missions hanging about at Tamec as well...find Quagmire Pass and give that one a whirl... long one of myfavorites. Second, to facilitate this spat of Missions, I decided to redo the siteslightly and split the Missions off into their own page. Muf's firstmission posted here, Zhon Fort, also appears on this new page. Givethem a whirl and post feedback in the forums January8, 2005 We have anew map for you to try called Gorge. This map wasoriginally created by Tangaroa, taken to the stage of having allterrain, player placement and heights done, and then offered to the TAcommunity for completion. I've added features, and hopefully Tangaroaisn't displeased at the result. Sized at 19 x 19, and 13.6 meg to download. It's a well done map.Tangaroa went to the extent of creating an additional level of heightsfor this map (which doesn't exist in Zhon Tileset part 1).Give it awhirl and post feedback in the forums September15, 2004 It's mypleasure to announce that Mufdvr has graciouslyagreed to host some of his map-making creations at THE PACK's website.Those of you into 3rd party maps will know of many of his creationswhich appeared at TAMEC. His maps are always artful, and mechanicallyamongst the most perfect I've run across. As an intial map at thissite, he's uploaded a single-player mission called ZhonFortress. It features a very difficult mission, and can alsobe used for multiplayer action. Wotan's Zhon tileset conversion is used. Sized at 19 x 19, and 5.5 meg to download. Give it a whirl and postfeedback in the forums August25, 2004 A new mapis available on the maps page, called Crater Floor.This is the most complex map I've done to date. It features and extinctcrater floor as a center, and Adamante and Evergreen Tilesets andvarious transistions and add-ons. Sized at 40 x 40, and A staggering29.7 meg to download. Give it a whirl and post feedback in the forums June19, 2004 A new mapis available, called Impact Gauntlet. It usesPunkkid's Impact Green tilest and offers an insanely bumpy landscapewith a relatively clear gauntlet down the center. Sized at 20 x 40, andabout 6.7 meg to download. Give it a whirl and post feedback in theforums May13, 2004 Mapssection opens with two new maps, Atlantian Skirmish V2 and Closer ThanYou Think. Atlantian Skirmish is meant for skirmish play only and pitsyou against 9 AI's with only a causeway between you. Closer Than YouThink is meant for 1 vs 1 or teamplay. Both maps are large at about 20x 40. Give them a whirl and post feedback in the forums Apr.26, 2004 Areplacement version of the A Skirmish ufo is released. This fixes alingering line feed issue and a couple of apparently corruptedmodels/scripts which could cause crashing partway through loading unitsfor Win98/XP users. Please snag this file and replace the version youhave. See downloads page for link... Mar.9, 2004 Version1.1 of THE PACK is released. This version fixes a major problem withline feeds which affected TA users running Win98. In addition, afouled-up F1 pic is fixed (thanks, No One), and the Core Warhammer(glitchy firing script) is removed and replaced with the Core Cougar(TARAD/Aftermath version). An additional error which caused Arm andCore ai seaplanes to misfire their AA missile has been fixed. AIprofiles have been updated to take into account the new Cougar. See thedownload page for links. Feb.20, 2004 TheMacUtator download has been replaced with a corrected version whichcontains a corrected control file and four missing ai ufo files in thecorrect format. Sorry for the error, and thanks to Darkstar for the bugreport and No One for aid in the fix. Feb.17, 2004 ThePack's website is open for business. Please see the information pagefor info (duh), and the download page for downloads. Thanks to all thepeople that helped make this possible and special thanks to TA Universefor hosting us. Commentswelcome in our forum. | ||||||