V2: fixes metal output on zombieland 3, changes of start positions on maps 1, 8, 9. This is a set of 9 maps intended for pure skirmish play. They’re intended to replicate the feeling you get playing against a horde, defending your little enclave… thus the names of the maps.
There are certain commonalities to the 9 maps. All are full metal output, reasonable winds, high tides if water exists on the map. Geos are plentiful at the human start positions. Every map has its walls voided. Each map supports 10 start positions, with the human player intended to be at position 1. You are either surrounded by the other 9 start positions, or the other 9 start positions are all above you on the map (so the ai factory openings all point down). Path finding is typically simple, with little or no features placed and few if any obstacles between you and the ai.
See description for more deta
MAP NAME: Zombieland Map Pack (includes 9 maps, Zombieland 1 thru Zombieland 9)
AUTHOR: Greybeard
MAP SIZE: various (see specifics below)
AI: Metal
TILESETS USED: U_Metal_V14 (Chinahook)
Number of Players: 10
Features required: None
NOTES: Maps intended for pure skirmish play.
This is a set of maps intended for pure skirmish play. They’re intended to replicate the feeling you get playing against a horde, defending your little enclave… thus the names of the maps. FWIW, it should be possible to rack up tens of thousands of kills during a skirmish game on any of these maps.
There are certain commonalities to the 9 maps. All are full metal output, reasonable winds, high tides if water exists on the map. Geos are plentiful at the human start positions. Every map has its walls voided. Each map supports 10 start positions, with the human player intended to be at position 1. You are either surrounded by the other 9 start positions, or the other 9 start positions are all above you on the map (so the ai factory openings all point down). Path finding is typically simple, with little or no features placed and few if any obstacles between you and the ai. The enclave or fort is intended for protection, and has a number of geos placed so that geo-powered cannons can be used for defense if you’re playing a mod that uses them (Uberhack or Uberhack based mods such as THE PACK)
Beyond that, the maps vary in how they play… some maps are flat, some place you on a “hill”, some place you in a “pit” giving the height advantage to the ai. Some are smaller and tighter, others more expansive.
The ai is set to metal for all maps, which will allow you to play around with whatever ai you care to replace it with. I highly suggest you use, or at least TRY the included Fleabowl AI by Quitch(y)… this ai includes old original Fleabowl 3 AI (Queller FB3, in both OTA and Uberhack versions), and also an add-on pack which adds some modified nasty fleas. If you play THE PACK, there is an included PACK-specific fleabowl that goes along with that mod. Just make sure to set all the ai to ARM and allied. Rename the chosen default.txt (OTA or UH) to metal.txt and throw into your ai folder. Add the appropriate fleabowl unit ufo file (and addon ufo if you’re brave) to you TotalA directory. Play, and die early and often
The challenge… don’t use DT’s or fort walls.
Map Specifics:
Zombieland 1: 18 x 30 (very simple map, ai scattered)
Zombieland 2: 18 x 18 (ai all around, smallish, holey walls)
Zombieland 3: 30 x 30 (ai all around, large, ai on raised platform, player/fort on raised platform, big ditch all around
Zombieland 4: 31 x 31 (similar to Zombieland 3, more open fort, player on raised platform in center
Zombieland 5: 31 x 31 (ai all around, large, ai on very large raised platform with lots of room to build, close to player, player in central pit.
Zombieland 6: 18 x 18 (ai all around, smallish map, ai on large raised platform with lots of room to build, close to player, player in central pit in a very small fort… probably the most difficult of these maps to play. No room, ai close, looking down at you…
Zombieland 7: 31 x 31 (ai all around, large map, ai on outer lower area, player on large central raised platform. Two sets of walls, the outer one if almost impossible to hold, holding the inner one doesn’t give much room for expansion
Zombieland 8: 18 x 30 (ai scattered, enclave surrounded by moat with wide shallow crossing. Small fort.)
Zombieland 9: 18 x 30 (ai scattered on platforms above enclave, all feeding down the chute
Toward fort)
Enjoy.
Greybeard
Another triumph of form and function from Greybeard.
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