Long ago, the galaxy had known peace. Paradise was ruled with the hand of science, and the hand was that of the galactic governing body known as the Core. Ironically, it was the Core's ultimate victory, the victory over death itself, that brought about the downfall of its paradise and started the war that would decimate a million worlds. The immortality process, known as "patterning," involved the electronic duplication of brain matrices, allowing the transfer of consciousness into durable machines. Effectively it meant immortality, and the Core decreed the process mandatory for all citizens in order to ensure their safety. However, there were many citizens unwilling to toss aside their bodies so casually, many indeed who regarded patterning as an atrocity. They fled to the outer edges of the galaxy, forming a resistance movement that became known as the Arm. War began, though it was never officially declared by either side.
MAP NAME: Dragon Lake AUTHOR: Greybeard MAP SIZE: 45 X 45 AI: Default TILESETS USED: UTAS_Snow_SET_Winter_v24.hpi (final), UTAS snow-lava transistions (beta), by Chinahook Number of Players: 10 Features required: TA Features 2010 or later, also TA_Map_Weapons_2010.ccx (set 1) if you use the option ota file (see Notes) NOTES: This map was conceived as a demo map for Chinahooks new Evergreen Snow tileset. The terrain for this map was inspired by a real "Dragon Lake" in Siberia, which looks very vaguely like a stylized Chinese Dragon. Well this map REALLY looks like a dragon, with rather obvious wings and fiery breath added. The map requires the use of the TA features 2010 or later. As packed, the map does NOT use any evironmental weapon. If you would like it to snow, copy the included maps folder into your TA install, or if you already have one, copy the Dragon lakes.ota file into your existing maps folder. This will require that you also use the TA_Map_Weapons_2010.ccx (set 1)
MAP NAME: Dragon Lake
AUTHOR: Greybeard
MAP SIZE: 45 X 45
AI: Default
TILESETS USED: UTAS_Snow_SET_Winter_v24.hpi (final), UTAS snow-lava transistions (beta), by Chinahook
Number of Players: 10
Features required: TA Features 2010 or later, also TA_Map_Weapons_2010.ccx (set 1) if you use the option ota file (see Notes)
NOTES:
This map was conceived as a demo map for Chinahooks new Evergreen Snow tileset. The terrain for this map was inspired by a real "Dragon Lake" in Siberia, which looks very vaguely like a stylized Chinese Dragon. Well this map REALLY looks like a dragon, with rather obvious wings and fiery breath added.
The tileset offers, and this map uses, a series of frozen water tiles. This frozen water is precisely at height 75 (sea level) and thus has the dual effect not turning units blue as though they are underwater, and also allowing for building. Units seem to skid on the ice, almost.
The lava itself is voided out, as there are some meltwater pools around the lava which units can wade through and the frozen water should do no damage, so I need to stop units from wandering into the lava.
The map requires the use of the TA features 2010 or later. As packed, the map does NOT use any evironmental weapon. If you would like it to snow, copy the included maps folder into your TA install, or if you already have one, copy the Dragon lakes.ota file into your existing maps folder. This will require that you also use the TA_Map_Weapons_2010.ccx (set 1) file (which was included in the TA Features 2010 zip download, for the MCSNOW weapon... it's a winter map, it should snow, right? Note that this weapons file consumes weapons IDs 230-235, so if you're using a mod or 3rd party units which use these weapon IDs you will create conflicts.
Resources are fairly plentiful, if spread out. The lava flows are heavily resource intensive, and will be hotly contested.
Ten players supported… odds across the top (1, 3, 5), evens across the bottom ( 2,4,6), positions 7 thru 10 across the middle. Best games against AI will be to take 9 or 10 and have the ai take all others. The lower corner positions are closer to the resource-roch lava area, but suffer from far more open positions (lots of ramps in/out). The upper two corner positions has somewhat more resources in close proximity, and only a single land route in/out of their enclosed start positions (more defensible)
Enjoy, and thanks to Chinahook for another great tileset!
Greybeard