Well at least I didn't get downvoted for those logs I posted...
I'm back from the ravaged wastes of the painted desert pitting the Arm and Core against each other for my amusement with some thoughts on Total Annihilation: Steam edition.
So the Steam edition isn't really anything special, it's a rip of the GOG version that you can launch from your steam library, doesn't even support the steam overlay, but assuming you don't already have the GOG version and have a spare $3 it's a very compelling buy. TA is one of those "golden era" RTS games that most people remember fondly, Warcraft, Homeworld, Dawn of War, and TA all definitely qualify and are all showing their age despite their dedicated modding communities. Now TA was the first RTS game to present 3D graphics, albeit in a very 2D way with no zoom function (which is very jarring for more modern players), and had a very unique approach to battlefield physics that most games still don't bother to duplicate, namely giving everything a collision model, this allowed you to literally create walls of dead bots, and was the lynchpin holding together the games in-built wall system, as it caps you at 250 units per player (possible total of 1000 units on map at once) for performance reasons elaborate wall systems would really bite into that, so upon completion the game treats all wall segments as reclaimable wreckage. Now niche features aside TA will offer a lot of familiar things for any PA or SupCom players as it, aside from being the grandaddy of nearly all modern RTS games, is the most direct ancestor either of the aforementioned titles can claim to have, and indeed it should speak of TA's successes if even today companies are still trying to recreate it's tactical magic.
The Steam edition also comes with two expansion packs, that add a variety of new tactical options of varying degrees of absurdity, including mobile anti-nuke silos, mobile doomsday weapons, gatling-artillery pieces, pup-up heavy cannon emplacements, and that's just one of the game's two factions.
TA boasts a very generous selection of premade maps and comes with it's own map editor, although 32x32km may seem small to some people TA's lack of a zoom function and inevitably restrictive unit cap will certainly make it feel more difficult to fill out completely. There are also several different terrain types with many unique features that the maps use to direct and guide the base expansion of the various players, such as urban centers that force the player to congregate their economy in parks and artificial worlds that encourage the player to hunker down in a defensible position and not trouble themselves with expanding.
Early game you may find the pacing a bit slow, you'll almost certainly run out of resources before everything is up and running which only hurts the pacing even more, but you can probably take solace in the fact that your AI opponents are even more fiscally irresponsible than you are, yes TA really starts to suffer when you start wringing it's AI for a challenge, on medium difficulty the AI pads it's unit limit with engineering units and sheepishly sends underwhelming waves of uncoordinated units in your general direction hoping for the best, and completely falls apart when asked to conduct an amphibious or air assault.
I'm really starting to struggle to put together some coherent thoughts on the matter between it being 3AM and me having a somewhat bad headache, so I'll just leave this as a somewhat disorganized bullet list and perhaps revisit it later.