*****Alien Desert*****

Author: Chris Pierro (Aka-C_A_P)
Tileset: Unique, Desert like...??
Size: 16 x 10
File Size:1.6 zipped...4.3 megs unzipped

*****Tools used:*****

3dstudioMAX2, Photoshop 4.1, PaintShopPro, Tabuilder 1, Annihilator
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3dstudio--used for textures
photoshop (eyecandy 3.1)--used to create 'platforms' and pools of green 'water'
tabuilder..used for tile placement and some height editing
Annihilator--used to import bitmaps and most of the height editing...
Paintshoppro--used to convert the textures to the TA color pallette

*****Map Requirements*****
I wouldnt play this on a machine that has less than a p166 w/16 megs of ram
or its apt to run like crap...

*****Map Notes*****
This map uses the 'alien desert' tileset i've been dickin w/for a while now. 

There are plenty of small 'hills' and 'water' pools....smaller units can NOT  cross these ..only advanced /vehicles and Thuds can (thuds can go just about anywhere the commander can go). So, the CORE players have a slight advantage w/the thuds because they can go over the 'mountains' and 'hills' while other units must go around...making it easy to create some nice kill zones with DT's. 

You wont be able to win this by only building land units and rushing..well..at least not against a good player (or switecks AI, which seems to only build THUDS if used as CORE). 

******Thanks!**********
TO Strategist, for puttin up w/my endless e-mails and enduring my 'learning experience' with previous maps...which i may finish fixing one day....

To everyone on IRC who helped me test this and my other map (Oxigen 11) for bugs and gave me valuable suggestions and comments...you know who you are!! 






