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.
The map offers a rough and canyon-gouged terrain in the north end, all of the canyons either opening or terminating at the river or the flat area directly south of the rough northern end. The middle of the map offers a water-locked piece of land to the left and the actual Wetumpka Impact crater structure to the left. The crater itself is horseshoe shaped and open at the bottom left. The walls use the stacked crater tiles to try and recreate the actual "lay-of-the-land". South of the crater is a desert area which is created using either dunes or desert-archipelago transistion tiles. The very southern left corner has more rough terrain. Along the way, various mesas and desert plateaus are used to try and roughly follow the geography of the original satellite picture
The terrain means gameplay is quite different depending on where you start. The water-locked land at left is easiest to defend, but also the toughest to get off of. The northern areas are also easy to defend due to the chokepoints in all the canyons, but it's tough to put a base together amidst all the rugged landscape. The crater area is also easy to defend and has a little more room. The south is easiest rolling for tanks and kbots, but also easiest to attack. Resources are slathered all over the map, tons of reclaimable rocks, trees, geo vents, lava flows (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 top and 2-4-6 being at the bottom (roughly).
Thanks to Chinahook for providing a copy of a desert-archipelago transistion tileset (author-unknown)... my copy was corrupt somehow.
Thanks also to Datanut for making additions to the Earth Desert tileset (now at version 2.1) which made version 2 of this map possible. Major Bummer: the mini-map doesn't reflect the map terrain very well at all... the desert cliffs almost disappear and all the terrain detail (like canyons in the north and crater structure at center-right) are lost. You'll have to play it to see it. The AI is set to default.
Map requires tamec2004. see readme in download for further details and credit.
Tools Used: Annihilator 1.5, TAE, HPIView and HPIPack