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.
Size 25 X 58, File Size 26.5mb, Minimum Ram 128Mb+, Max Players 2-7. REVISION This revision (V2) is issued to correct an error where invisible metal tiles were not placed on the central three forts of the map. Rather, they were placed on the map I play, just not on the original uploaded to the site... Oooops... please redownload map to fix error. Inspired by Burning Woods by Pierre-Be, taken to hopefully new and glorious graphical heights... A large north south map. Wotan's Creon Tileset conversion and Jodark/Weirdly's Creon Tri-level addition are used. Map supports 5 players... 1 and 3 at top, 2 and 4 at bottom, 5 in center, 6 and 7 on side-center platforms. Creon Fort areas are overlaid with invisible metal tiles. Roads are NOT metal. There is basically no other metal on the map, save a few metal pits inside small bermed forts and near bridges for use with Arm Devestator cannons (Uberhack or THE PACK). Geo Vents are liberally used and are placed in defensive positions for Behemoths
There are many paths thru the forests, some with roads and some without. Amphibious units will even be able to make much of the trek under water due to the many rivers and ponds/lakes. There are large forest to burn and destroy.
Lakes are located behind the forts to aid in hiding underwater economys or building other underwater-based stuff. Or simply to hide and cower in.
The center position (5) is much smaller and more cramped than position 1-4... and thus gives a more difficult game against the ai.
The AI is set to default.
Map requires tamec2004, and tak2004beta for features... see readme in download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack