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: Nothing Lives Here AUTHOR: Greybeard MAP SIZE: 35 X 15 AI: Default TILESETS USED: U_Lava_Crystal, U_Lava_Transistions, Earth Desert V2.1, Cavedog Lava Number of Players: 10 Features required: TA_Features_2009 NOTES: This is a map used to demonstrate Chinahook’s U_Lava_Crystal and U_Lava_Transistions tilsets, as well as showing off some of the new features in the TA_Features_2009 features set. The landscape is harsh, nothing lives here. Anything that did live is now dead. The water is mildly acidic, and the lava areas have been voided to maintain reality (lava should do much more damage, but TA doesn not support differing damage levels from water). Level 1 units will take a fair bit of damage crossing the river shallows, but will survive. Level 2 units (and above) take insubstantial damage (percentage-wise), which makes amphibious/cross-river assaults much more dangerous in the middle-late game
MAP NAME: Nothing Lives Here
AUTHOR: Greybeard
MAP SIZE: 35 X 15
AI: Default
TILESETS USED: U_Lava_Crystal, U_Lava_Transistions, Earth Desert V2.1, Cavedog Lava
Number of Players: 10
Features required: TA_Features_2009
NOTES: This is a map used to demonstrate Chinahook’s U_Lava_Crystal and U_Lava_Transistions tilsets, as well as showing off some of the new features in the TA_Features_2009 features set.
The landscape is harsh, nothing lives here. Anything that did live is now dead. The water is mildly acidic, and the lava areas have been voided to maintain reality (lava should do much more damage, but TA doesn not support differing damage levels from water). Level 1 units will take a fair bit of damage crossing the river shallows, but will survive. Level 2 units (and above) take insubstantial damage (percentage-wise), which makes amphibious/cross-river assaults much more dangerous in the middle-late game
There are animated lava flows and burning lava in the lava pits and also under water, complete with bubbling and steaming water. Serious height manipulation was required to make the tilesets work together.
Adequate of metal and lots of geos… not all geos are buildable, some are placed more for aesthetics/
Ten players supported… odds across the left (1, 3, 5), evens across the right (2, 4, 6), positions
7 and 8 on the sides, 9 and 10 dead center on the either of the two islands. Best games against AI will be to take one of the two center positions and have the ai take all others.