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SHORT HOT NEWS CHAT
Recent Comments
- Pepe Ampere: Oh yeah! Because you need that!
- pow: Very nice work polar!
- pow: Once again updated download link for automatic downloading of latest version.
- pow: *Windows download* link updated to 0.6.4 version.
- pow: I apologize for horrible formatting and rough writing. I was forced to do this by lazy mr danil(making excuses)...
Author Archives: Pepe Ampere
NOTA code on-line on project site
Works on game were fast in last month, so NOTA source code is under control of SVN on the project site now. You can check last changes, create own last nightly version of NOTA and test it or help us to fix bugs you hate the most ;).
NOTA on Facebook
NOTA has own Facebook page.
First ship textured – new skin for Excalibur!
First tries of texturing ARM-Excalibur.
Take a look! First model has been textured.
Plasma bug study in Spacebugs dev forum
Nice new Plasma bug study with kind permision of Skull2 you can see in our Spacebugs development forum thread.
NOTA gamepack v6 here with NOTA 1.67!
New game pack V6 for Windows users including latest game + NotaLobby + last stable version of engine and many prepared GUI features. More info in changelog. Get it in Download section.
NOTA v1.67 inside pack
- completely changed hitsphears of all planes
- changed hitsphears of both shipyards – elipsoid => box
- 50% reduction of dmg recived by hovers from torpedoes attacks
- fix – Samurai added into hovertank armor class
- +20% front armor for heavy tanks (Repaer, Goliath, Bulldog), +10% front armor for all light and medium tanks
- heightmod 1.1 handicap for bug2 and Spore tower AA. Bug2 is unable to shoot high attitude planes and def burrow have big problems with it now
- finished speedups for spacebugs
- fixed some AA that was able to be force to attack ground (Equalizer, Panther, Hermes, Horgue, Swatter, Slinger)
- fixed Jethro and Phalanx chasing ground units bug
- fixed spacebugs Queen crushing own Hives and Spore towers and Commtowers
- fixes spacebugs Queen was able to forceattack ground with AA missile
NOTA :: Lobby 2.2
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New version of NOTA :: Lobby, was released. Find out more…
- v. 2.2
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– Minor bugs fixed
– Fix: issue 016 – engine checking
New Game pack v5 released
New game pack V5 for Windows users including latest game + NotaLobby + last stable version of engine and many prepared GUI features. More info in changelog. Get it in Download section.
NOTA :: Lobby 2.1
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New version of NOTA :: Lobby, was released. Find out more…
- v. 2.1
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– Welcome page for a game
– Add support for Spring version check when in battle room
– Add support for Spring Command Line Argument ‘–safemode’
– Battle List filter
– Blocked users list
– Rapid Download System
– Font for text messages (more black)
– Map List (Selected map picture, Less memory consumption)
– Fixed many bugs
New Game pack v4 released
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!
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New, historical version of NOTA :: Lobby, was released. Find out more…
- v. 2.0
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– Friends list
– Channels list
– Chat ( private, channel )
– Plasma Download System
Visit Melvin’s model sandbox
First three tries of remodeling ARM-Excalibur.
Find out more… You can see the development process of possible new NOTA ship models.
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
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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.
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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.
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FFA tactics
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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.
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How to outsmart player_1 (the one with the bombers)?
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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)
Bot | Veh | ||||||||
Archers_valley_v5 (12×12)
2-25
–
– peperating
– porc-index
1v1 | 2v2 | 3v3 | 6p+ |
Tourney
|
FFA | KOTH |
Bugs
|
+++ | ++ | -- | --- | ++ | o | + | + |
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Small hills in the valley
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Important strategic places. Each of them can be hold up for long time against 1.5 times bigger army.
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Marginal mountains
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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.
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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.
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1v1, 2v2 tactic
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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)
Bot | Veh | ||||||||
Canyon_Redux-v01 (16×16)
10-30
–
– peperating
– porc-index
1v1 | 2v2 | 3v3 | 6p+ |
Tourney
|
FFA | KOTH |
Bugs
|
+++ | +++ | - | --- | +++ | - | - | o |
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Marginal plateaus
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They are suitable for the location of static defense, especially anti-aircraft guns. ARM figters can take ambush through them with beetle army.
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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.
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Fight as long as possible…
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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)
Bot | Veh | ||||||||
Coastlines-beta (32×24)
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Sometimes Coastline b2 NOTA map v2, too, special bigger versiom for NOTA.
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Big sea on the south
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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.
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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.
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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.
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Naval attack on the southern base
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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)
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There is also smaller “dry” version of the map Coastlines_Dry_V1 (20×14) . Suitable for combat of smaller teams.
- DOWNLOAD (21.4 MB)
5-15
22
– peperating
– porc-index
1v1 | 2v2 | 3v3 | 6p+ |
Tourney
|
FFA | KOTH |
Bugs
|
- | + | +++ | + | + | - | + | + |
Bot | Veh | ||||||||
Hover | Ship | ||||||||
Comet Catcher Redux (12×16)
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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
|
++ | ++ | - | --- | + | + | ++ | - |
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Flat lunar surface
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Everything quick is deadly here.
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Giant craters
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… are good for hidding your command tower. There is nothing more embarrassing than to die by weapon of twenty escaped tanks.
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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.
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Fast units destroying mines
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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.
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He is killing me with fast cars!
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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)
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Green rotated version greencometbasic (16×12). For those bored with gray or playing the top against down.
- DOWNLOAD (13.8 MB)
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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)
Bot | Veh | ||||||||