================================================================================ WAGES OF SIN By Mecha-Godzilla ================================================================================ For the wages of sin is death, but the free gift of God is eternal life through Christ Jesus our Lord... (For the life of me I can't remember the verse reference for this (yes, I know it is from the Bible - New Testament somewhere between the book of Acts and the book of Revelations). Sorry.) ================================================================================ ** INSTALLATION ** Unzip the "Wages of Sins.zip" file. Then place the "Wages of Sins.ufo" file into your root Total Annihilation directory which is c:\cavedog\totala\ in a default installation. Look for the map entitled "wagesofsin". Requires Core Contingency, and TAMECLite.hpi version 11.0 or higher. Also recommend you upgrade TA to the latest patch (probably not needed). ================================================================================ ** GAME PLAY ** * Multi-Player This is a mid sized map. Up to 8 can play. However, I recommend that you play with no more than 6, past that it gets crowded. 4 Players seems optimal for this map. Teams are best organized as even start positions -vs- odd start positions. I believe that start positions are determined by the ordering shown on the host PC. Free-for-alls are remotely feasible. For this, I strongly recommend no more than 4 players. Past 4 things can get a little crowded (some of the start posi- tions will be really close). However, because of the long narrow nature of the map, and the locations of the start positions it is best to play this in teams. * Single Player (Skirmish Only) The standard Default AI provided by Cavedog is utilized by this map. So expect to be able to soundly pound the computer into the ground with only a little effort. It is best to have 2 active and allied AI's (more if possible), with the difficulty set to hard. If you're willing, install a 3rd Party AI. This should greatly enhance the over- all experience of playing any TA map. I recommend using Switeck's Counter Strike AI (Version 2 or later), this one is generally tough to beat. * Resource Accumulation (Non-Standard Items) Wind Generator 30 /tick (actually set for 12 - 36?) Extraction From Ground 0.2 /tick * Reclaimable Features A large variety of trees and rocks are available for reclamation. ================================================================================ ** STORY LINE ** A thousand pardons. But I could not find the time to continue the story line I started in my prior map (Forgiveness of Sins). I promise it is not dead, I am still intending to continue writing on it and eventually complete it. Well I actually started working on the continued story line, but got eager to release this map. ================================================================================ ** KNOWN BUGS ** Mostly height map problems. Because of the odd blend of two unrelated tile sets, many compromises had to be made in both. So in some areas the height maps are a bit off. Where it was totally necessary and where feasible I made manual adjustments, but safe to say I could not fix every little problem. ================================================================================ ** CONSTRUCTION DETAILS ** * Summary Map Name: Wages of Sins Game: TA - Core Contingency Completion Date: 4/20/99 Map Version: 1.0 Map Size: 26 x 11 (25 x 10 Playable Area) File Name: Wages of Sin.ufo Author: Mecha-Godzilla "MechaGdzla" E-Mail: dalea@bsquare.com Description: Basic skirmish style. Multiple terrain types. Where to Get Maps: http://www.tamec.org/ * Construction Based From: None, original map. Editor(s) Used: Annihilator v 1.5 Paint Shop Pro v 5.0 Tile Sets: Evergreen Painted Desert Some of my own transition tiles New Graphics: Evergreen Cliff Faces Evergreen-Painted Desert Transitions Uncompressed Size: 31 M bytes Compressed Size: 8 M bytes Developed On: PII 333 NT 4.0 Tested On: PII 333 NT 4.0 * Author's Notes Making this map was a chore. This is my first map using the TAMECX.HPI features, the Evergreen Tileset and the Earth Desert Tileset. A lot of monkeying with height maps was needed in order to obtain the 3 land levels on both the Desert and the Evergreen tile sets. If you wish to do a map of this style, be sure to set the lowest level of the Evergreen land mass to 0 and adjust all other tile heights to match up with that. To make the new Cliff-Face tiles I made to match up with the height map, I had to redo the height map by hand, there was no other way (so just copy 'em from here - for same map type). The special tiles I made for the transitions and cliff-faces should be up on TAMEC shortly after this map is submitted. The spires I used in the desert tileset are from the Luna features in TAMECLite.HPI. The desert vents came from the Moon Age features in the same. Evergreen features are the ones you'd expect. * Permissions You may distribute this map freely, via e-mail or Internet download. Provided you include this readme file with it. You may use this map as the basis for the creation of your own maps, and you may copy sections and graphics from it to add in to your own maps. Just be sure to give me (and any others) some credit (for who all else contributed see the acknowledgments below). ================================================================================ ** DISCLAIMERS ** I am not responsible for any damages direct or indirect that result from the use of this map, or any derived map, on your computer system and its files. Use this (and all other third party maps) at your own risk. Loading and installation of this map (and all associated files), indicates your acceptance of this disclaimer, and all risk. Really though, there should be none. I have never had any real problems with this sort of stuff myself. ^_^ ================================================================================ ** ACKNOWLEDGEMENTS ** C_A_P & Merciless Creations Use the Evergreen tileset and features in this map. Some of the new tiles I created for this map were directly derived from the EG_Addon and EG_Cliff tile sets. Also used some of their lunar spires. SlowHand Used his Earth Desert Tile set. Furtive Fox Used some of his yellow desert features. Wotan Used his painted desert tile set. Mr. Fred I used his Lush-Water as a basis for making the Evergreen - Painted Desert transitions. Likely Others... Sorry if I missed anyone.