Monthly Archives: February 2012

RoN Taunts, future feature of NotaLobby, now ingame!

Ron Taunts 1000

NEW WIDGET: 999 cool sound messages to other players sent by pressing 3 numbers code can be tested now ingame. Future feature, that will use NotaLobby is now free for public testing. For more info check description text on Springfiles or on NOTA Project Google site.

New Game pack v4 released

NOTA game pack v4

New game pack V4 for Windows users including latest game + NotaLobby + last stable version of engine. More info in changelog. Get it in Download section.

How to Download and Play

How to run game for newbies by Plumm.

NOTA :: Lobby 2.0 released!

NotaLobby 2.0

New, historical version of NOTA :: Lobby, was released. Find out more…
v. 2.0

– Friends list
– Channels list
– Chat ( private, channel )
– Plasma Download System

Visit Melvin’s model sandbox

NOTA Excalibur

First three tries of remodeling ARM-Excalibur.
Find out more… You can see the development process of possible new NOTA ship models.

Continue reading

Hello world! – NOTA web under reconstruction

For old manual pages go here. Its content will be on this page ASAP

Aberdeen3v3v3 (16×16)

 5-15

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
- -- --- --- -- +++ + +
The narrow steep passages
There are four of them (three at the rivers and one in the middle of the map). They are basically deadly for all vehicles. They either drown in the water or die in the enemy’s fire when searching path.
Bot Veh
Robots are better than vehicles in all directions. The only meaningful use is for light artillery, flaks and heavy rocket vehicles of tech_lvl 2.
FFA tactics
Just watch fords and then just invest into the Air Force. A few dozen rocket robots can deal with any surprise ground attack, air force watch landings. The game usually ends when player_1 blitzbomb player_2 and player_3 totaly smash player_1 meanwhile with long-range plasma cannons (LRPCs). If player_1 have enough bombers and they are at least somewhat intelligently controlled, the player_1 usually wins.
How to outsmart player_1 (the one with the bombers)?
Becouse I’m mostly the player_3 (the one with big guns), I preventively rid of my opponents air superiority. On this map it is particularly easy, since the airspaces are small and very close each other, side by side. Just take 1-2 fighters and fly over the edge of enemy territory. Patrolling enemy air forces will follow you in that moment. There is nothing easier than to retreat back into your base and kill half of enemy airforce in fire of your anti-aircraft defense.
more info »
DOWNLOAD (28,3 MB)

Archers_valley_v5 (12×12)

 2-25

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+++ ++ -- --- ++ o + +
Small hills in the valley
Important strategic places. Each of them can be hold up for long time against 1.5 times bigger army.
Marginal mountains
Allow unexpected attacks, and support breakthroughs on the wings. Partly impassable due to huge height difference – but this height can be used by units sitting on the hill.
Bot Veh
Although it may seem that strategic foothold on the hills is all you need – and against the advancing front they work well. But sudden fast attacks of vehicles can pass through disturbed defense with surprisingly small losses. Light artillery works with the usuall strength here.
1v1, 2v2 tactic
Use Hammers_ARM/Thuds_CORE for capturing hills each after another (10-15 bots is the optimum, the more interferes each other). Still have your few quick inexpensive robots prepared to reflect the attacks on the wings. The Air Force also works for the same purpose, but cost a lot of time/resource to maintain it.
více info »
DOWNLOAD (18,0 MB)

Canyon_Redux-v01 (16×16)

 10-30

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+++ +++ - --- +++ - - o
Marginal plateaus
They are suitable for the location of static defense, especially anti-aircraft guns. ARM figters can take ambush through them with beetle army.
Bot Veh
This map is soon clogged (especially with a larger number of players – 2v2 and 3v3), but until that both types of units are equivalent. Vehicles can take advantage of the speed, three ridges are good for entrenched robots, but the marginal mountains are completely forbidden for all units from the the ground level without air support.
Fight as long as possible…
Fight as long as possible and get as much territory. Once the process is already too expensive, start teching. Try dropping into the neck. Twenty Hammers_ARM/Thuds_CORE sitting on the cliff above the enemy base does not mean any heavy harm to the military sitting between you and the enemy base, but you have a chance to harm enemy economy (for example, you can kill moho engeneer) or at least sidetrack attention for a few seconds from your maneuver on the main battlefield.
more info »
DOWNLOAD (15,0 MB)

Coastlines-beta (32×24)

Sometimes Coastline b2 NOTA map v2, too, special bigger versiom for NOTA.
 5-15

 22
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
- + +++ + + - + +
Big sea on the south
The sea is the key to progress. Unlike dry and very dry version of this map without proper fleet you move slowly. But … its support in the bays is limited.
Bot Veh
Neither part of the army is somehow an advantage. Mobile coastal guns from the basic factory vehicles are able to keep enemy ships away a bit.
Hover Ship
Ships have relatively enough space to maneuver. Mostly. Only when you push them into bays, with small cost you can catch a big bitch. Supporting from the water during the attack on the ground is also capable tactic.
Naval attack on the southern base
1) Win Sea 2) together with the hovercrafts and ships attack the enemy base from the south. Most of the enemy are poorly prepared and their economy die in the first attack. Also it happends, that enemy loose one of their command towers.
more info »
DOWNLOAD (33.6 MB)
There is also smaller “dry” version of the map Coastlines_Dry_V1 (20×14) . Suitable for combat of smaller teams.
DOWNLOAD (21.4 MB)

Comet Catcher Redux (12×16)

An ancient map, which has been many times remaked. What is written here applies fully to the followers – the Green Comet, Comet Red, etc.
 0-1

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
++ ++ - --- + + ++ -
Flat lunar surface
Everything quick is deadly here.
Giant craters
… are good for hidding your command tower. There is nothing more embarrassing than to die by weapon of twenty escaped tanks.
Bot Veh
Until the game become blocked by the large armies, you have a chance to rush enemy with clever attacks on his neck, usually mines. If the game does not end until 15th minute, bots are also necessary.
Fast units destroying mines
With vehicles destroying enemy mines you can achieve economic advantage relatively quickly. Only needed thing is to spend more time with micro fighting and less time with construction.
He is killing me with fast cars!
If you are CORE, its possible to build an airport as a second factory. Vasp (antiground aircraft) can help you to catch most problematic vehicles. For ARM you can do the same with the Toad, but it’s not as effective in a defense as CORE one.
more info »
DOWNLOAD (4.4 MB)
Green rotated version greencometbasic (16×12). For those bored with gray or playing the top against down.
DOWNLOAD (13.8 MB)
The same – but smaller and brown: redcomet (12×8). For those … that like brown ..? Or red? Suitable for only for 1v1.
DOWNLOAD (2.53 MB)

Conquest_of_Paradise_v1 (16×16)

 5-25

 20
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ +++ ++ --- + -- + -
Warfare in the hills
Map, which test your ability to maneuver robots according to the height of the terrain and the ability to combine the right types of units.
Bot Veh
Bots play a bigger role. Rarely it happends any rapid penetration with vehicles. They perform in more traditional supportive roles (flak, artillery).
Quick penetrations with robots hidden from radar view
The hills of this map can sometimes hide an attacking unit of fierce PeeWees_ARM/a.k.s_CORE or zippers_ARM/sprinterus_CORE, especially on the edges of the map. Only few people build radars on the edge of the map to cover such places.
více info »
DOWNLOAD (27,1 MB)

Dead Reef Dry (22×12)

 1-25

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
++ +++ - --- + --- ++ ++
Shipwrecks
At the bottom of a dry sea lie a lot of shipwrecks from the old wars of annihilation. It’s a great source of metal to kick your start (1000-2000 of metal I think).
High cliffs
Reefs protect against long-range guns and form a natural protection for centre of base.
Bot Veh
Fast attacks on both wings or on center field are effective. With the wings is one problem. Local platform is elevated a bit so vehicles have problems to drive there – so if you plan to attack that way, it is better to produce units on that ridge.
Strong wings, but …
The attack on the wings is mostly in terms of price/performance ratio cheaper then fight in the middle, but its not good to concentrate there more than half of your power. Bigger usage of resources looses its effect and enemy can attack at the same time in the center. And it happends quite often.
more info »
DOWNLOAD (10.5 MB)

DeltaSiegeDry (20×12)

Most played map of Spring games, has a lot of modifications, but NOTA players are not playing it much. Couse NOTA nobility despises of BA retards ;) .
 1-13

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ +++ - --- ++ -- +++ ++
North hills
Source of surprise attacks and advantageous elevated position for defensive cannons.
South plain
Huge, fast and ferocious battlefield. Most of the games are resolved here.
Weak wind
It is good to remember that all planets of the type DeltaSiege have shity wind. Wind powerplants are not worth it.
Bot Veh
Some are strong in the north, the other in the south. Have nothing to envy each other.
Tactics differes as players
Possibility to win this map almost any way it produced an idol from it. If you try mod Balanced Anihilation, at any time of day you can join in at least two sets 8v8 on this map. Those lunatics are playing it over and over and over…
more info »
DOWNLOAD (16.8 MB)

DeltaSiege_Island_8_Way (20×20)

Version originally designed for KOTH or FFA has many other uses.
 5-16

 10
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ ++ o -- + +++ +++ +++
Good metal spots in the middle of the map
The central plateau metal spots are rich high above average – drain over 3.7 of metal, while the beaches are swarmed by loosers (~ 1.0 of metal). The cliffs have standard bearings.
Bot Veh
Vehicles would seem better, but the rate of climbing the central plateau makes their main paramater – speed – irrelevant.
Hover Ship
The use of water “tools” a lot depends on the starting position of the players. If you start in the sea, the game can be decided by just one insidious submarine. Otherwise well-terrestrial warrior is endangered only by ships from class BC (battle cruisers) and their construction time couse its alomost impossible build them undiscovered. Hovercraft can surprise you as well, cost much less and can be used in combat against units tech_level 1 on the ground.
Take center metal spots
By capturing most of the metal on the platform you can achieve the sufficient economic advantage. Still watch enemy, if he build hovercrafts. In this case, he can pretty easy destroy your base from the sea, and not much can be done against. Such attacks are usually fatal.
KOTH
Whether you play KOTH FFA or KOTH in teams, it is important to occupy the “hill” and all available metal spots (even for a short time, it is worth it) and sometimes ventilate background of the enemy with some quick ground attack on the beach. It can handle small 10-15 PeeWee_ARM/a.k._CORE squad just fine.
more info »
DOWNLOAD (29.9 MB)

DeltaSiegeRevX (20×20)

 1-16

 20
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
- ++ +++ ++ + + + o
Huge sea
You can fire almost everywhere from there. If it is mastered, you will usually destroy one of the command towers in the middle of enemy beach. Then it’s usually easy win.
Bot Veh
Vehicles are unable to get to the enemy without huge losses in that hilly land, where rule the bots. In the late stages of the game vehicles can be combined with airforce and then they find their lost mobility.
Hover Ship
Although the boats are doing the most of the job, but do even better in combination with the hovercrafts … and hovercrafts also clean up any hidden installations somewhere behind the hill.
Conquer the sea
The easiest way to win is through the sea. If the battle is not clearly decided there, then game usually ends in deadly air raids. On the land there can be made a breakthrough too, but rarely. Even a novice on a hill can resist for few minutes. And before you will overwhelm him, someone he usually comes to help him and you pull units back with heavy loses and broken nose (tested with my own nose).
more info »
DOWNLOAD (32.1 MB)

Kappa_Basin (18×10)

 7-15

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ +++ - --- ++ - +++ ++
Northern mountains
Many players put their all efforts to place some kind of RBCC (Really Big Cool Cannon) on top of a middle hill. Guardian_ARM/Punisher_CORE on the tops of the plataues are favorite plans for other players, too – it has good effect sometimes. Northern mountains look very tough, almost impregnable. SO many games end with unexpected rapid penetrations of tech_lvl_two robots in northern gorges. Unexpected because there is needed many radars for the perfect cover of all the dells… and radars easily die, mkay?
Southern plain
Great open space for tactical maneuvers of different kinds of armies. In later stages it becomes irritated by installations on the central peak. Some newcomers are trying (after capturing part of the plain in the middle) to build a base there (bad custom of DSD BA players, where it is usuall). Their base will soon die in the first counterattack.
The hills on the plain
Each team has part of the base built on the plain covered with a large hill, where people likes to place their guns and short+middle-range weapons (from laser towers to plasma cannons). Who puts little army there and relies on two Punishers_CORE/Guardians_ARM on the hill, which crushes waiting enemy at the gates, the rapid attack in northern and southern manhole together quickly learn each person how these guns slowly rotate. Against the crowd of fast bitches they do not much work.
Bot Veh
Balanced map, where the cars loose a job with loss of space.
Push on the plain and don’t loose units
Take the battle on the plain, attack, if you can, as long as possible. Always keep one plant on northern hill (for defending against enemy (non)expected attacks).
more info »
DOWNLOAD (18.3 MB)

Kappa_Basin_Flooded (18×10)

 7-15

 18
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ +++ - --- -- - + --
Covered ports
Ships and submarines can be produced without fear of hostiles because such safe havens as the local bays you won’t easily find anywhere. The island can also hold a few long range coastal guns and enemy ships has no chance.
Bot Veh
The land fight remains only in the mountains and there are robots applied usually. But only for a moment. Later there occur such slaughter, that the North remains essentially blocked.
Hover Ship
Since boats can be quite easily kept far away form bay with coastal guns, small hovers can be used in quantities for boning enemy base. But it’s a lot harder than I wrote it here on the web :) .
Highly mobile army
Advanced airdrops of heavy equipment, small robots for taking attention of enemy, lurking of defensive cannons. Only by this way you can go through the northern route.
Combo hovercrafts + warcruisers
The classic naval conquest, just there will be much harder. Hovercraft deceive coastal defense, light ships cover heavy ships, that destroy the most important objects. In the bay, however, can conceal everything – a herd of small submarines, hovercraft counterattack, aircrafts or set-off heavy guns. So scout before attack.
more info »
DOWNLOAD (18.3 MB)

Moon_Quartet_Remake (20×20)

 0-1

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ +++ +++ + +++ +++ +++ --
The huge plain
Využívejte rychlosti vozidel a lovte letadly (CORE_vasp/ARM_toad) ta nepřátelská.
Bot Veh
The speed and the front armor of vehicles can be use for breakthroughs on battle-line.
Early antiground Air-Force
If you build an airport as second factory (in big teamplay as first!), its not silly at all (especially for CORE). The vast area of the map will be interfered by your fast and accurately titrated attacks that will kill enemy’s annoying scouts or builders. But a little skill is needed for such tactic.
more info »
DOWNLOAD (10.4 MB)

Nuclear_Winter_v1 (20×12)

 5-15

 -
 - peperating

 - porc-index

1v1 2v2 3v3 6p+
Tourney
FFA KOTH
Bugs
+ +++ o --- o - +++ ++
Northern plateaus
Light to interference and can be a source of supporting attacks on the plain or the place where gathers defense artillery. The surprise attack on the local weak defense may succeed, but it wants to speed.
Plain
Tanks can occasionally break up the bases. Each side has a different field advantage, which can be used against fast attacking dudes. Fight on the plan itself is nice, but you should be still prepared for side attacks from the surrounding hills (if carried by the enemies).
Southern hills
The most interesting and often decisive battles are conducted in the southern hills, particularly on the central peak. Who will win this part of the fight (and if not an hour after start of the game), usually wins whole game.
Bot Veh
Both types of armies are balanced.
The attack on the central peak
Attack the central peak. Combine diffrent types of units, into fight ussually more players are engaged, so keep fast robots, also standard crowd of ARM_hammers/CORE_thuds, ARM_snipers/CORE_morties, ARM_spy_bots, light artillery, anti-aircraft defense of short-range (long, if you plan to build ARM_guardian/CORE_punisher) and several construction robots (repairs, collecting materials from wrecks, LLT/AA building).
Tear down enemy factories by suprise tank attack
Sometimes happends, especially to players on the west side of the map, that they build their bot- and vehicle-factories on the plain. Then they are easily destroyable by attack of twenty vehicles (do it yourself or ask an ally on the north) and get an advantage in the struggle for Southern Hills.
Observe the north
Whenever it happens that the northern hill lightly defended (an enemy supported battle on the plain while ago or he siply don’t guard this part), send there fast robots for combat reconnaissance. If this part is well fortified, sometimes try to lure a couple of robots to fight under the hill. Some players let bot fight.. and die under the hill (or even attack you:) and you will weaken his army with small losses.

Pows killing Pepe on this map.
více info »
DOWNLOAD (13.0 MB)