	1st Blood - by Meph (a5wihart@concentric.net)

	22:10 , METAL

	To Install:  extract to TA's main directory	

	This is my first humble map project.  It's not terribly
detailed, but designed for some serious porc.  Features were kept to
a minimum in order to reduce the memory requirements, allowing more
system resources to be used for the units in a large battle.  I used 
the Annihilator version 1.2 by Kinboat.  Some important points to 
note about this map:

	1)  Starting positions - Odd numbered players start in the
base on the left, even on the right.

	2)  Wind power is substantial, one might want to try windmills
(1600-5000).

	3)  Metal is not normal for a metal map, but somewhat 
restricted.  This is because the metal surface in this map is largely
composed of cheap, abundant metals, not the rare ones desired for 
nanolathing (actually because I wanted to limit resources somewhat, 
to enhance the defensive character of this map).  Expect rates around
1.0 or so.

	4)  The two sides are not identical.  The base on the right
has slightly less room because the walls were extended back to the
real edge of the map, not just the edge of what can be accessed during
the game.  This was done to avoid the possibility of units skirting
around the wall.

	5)  There is one steam vent on each side, but since you can
build 4 geothermal plants on each, that seems adequate.

	6)  The minimap is not quite accurate; this seems to be a
problem with Annihilator 1.2.  The minimap it draws is offset slightly
to the left from what it should be.  The two sides are more nearly
symmetrical than the minimap or the gif generated from it seem to
show.

	7)  Height editing was done on some of the walls, to make them
less like hills and more like walls.  This is to prevent oddities like
thuds climbing the walls.  This was done by making the slope much
steeper, rather than using void height, so that spiders will still be
able to scale the walls.  I believe that spiders will be the only units
capable of scaling the walls, though.
	This modification pertains only to the outer walls, and the
wall section just inside each entrance.  There are 2 places in each
fort on the inside of the outer wall, 1 at each place where the wall
meets the edge of the map, where the height was left unchanged.  This
is to allow the commander to scale the wall at this point, making it 
easier to build fortifications atop the wall.