Anti Rushya Navy

Author name: Kewlgrandpa (Ralph Hamp)
Email: rhamp@tsnnet.com (Sorry, I keep looking for a better ISP)
   rmhceh@freewwweb.com  (This is free so I will likely keep it)
   kewlgrandpa@netzero.net (Also free)
Map name: Anti Rushya Navy
Map type: Metal - Water - Lava, but basically a metal map
Map size: 27 x 28
Number of Players: 2 to 8
Memory required: 64 MB
Uncompressed Size: 4.95 MB
Compressed Size: 4.95 MB
Tools used: Annihilator 1.5; Paint Shop Pro 6.01

Dedicated to my 13 year old grandson, Joshua (tester and inspiration)

Special Thanks to CoreRupt, (Kristofer J. Westphal) for his time and effort in testing and 
providing valuable input on this map. 

I have never been one to play water maps, but my 13 year old grandson Josh loves them, so
I decided to try something a little different with Anti Rushya Navy. On my first attempt there 
were elevation problems that affected gameplay and graphics flaws that didn't. I knew that
the graphics flaws could be corrected but would take lots of time. I wasn't sure if I wanted 
to spend the time to correct the the elevation problems. I sent an early copy to Josh, and the 
next time I saw him, he said "Grandpa, that is a cool map - it is worth fixing" So, after 
rebuilding the forts several times, and a few weeks later, the problems have been worked
out. But, if it hadn't been for Josh, I would likely not have spent the time needed to finish this
map. That is why this map is dedicated to Josh.

This is basically a metal - water map, but has again been disguised as a Green World as was 
Anti Rushya Disguise. The map contains sections from Metal, Green, and Lava, with features 
from two more.There are four large forts surrounded by high walls, which provide a safe harbor
for ship yards. There are five large island hills and several smaller islands. There are two steam vents 
behind each fort and also one on each island.

Anti Rushya Navy was designed mainly as a Multiplayer team map. Teams start in the same 
fort base, which offers several strategy options. One player might build defense and air, while 
his ally builds a navy. There are many possibilities, with the large islands offering another stategy 
option. Small islands can be used to build offensive weapons, but would have to be protected. 
Gravity has been adjusted so that Bertha's can't reach from one fort into the next, nor can they 
reach from the large islands to the forts. But, they can offer great defense on incoming ships and 
other units. 

Metal and tidal generators have been kept a decent levels so there is some need to manage 
resources. Extractors produce 1.4, advanced extractors produce 11.3, tidal generators produce 
15. Wind is moderate and variable.

Positions are numbered - top: 1 - 5, bottom: 2 - 6, left side: 3 - 7, right side: 4 - 8

For a team skirmish with the computer, set difficulty to hard, fixed positions, team yourself 
with #5, and team up 2 and 6, 3 and 7, and 4 and 8. I don't like to use nukes against the computer
as they won't build them and also don't build defense against nukes. Remember there are four teams
fighting against each other, so you aren't fighting against the whole map alone. Of course, it would be 
possible to team 2 on 2, 4 on 4, or any other way that works for you.

This map will play as a 2, 3, or 4 player free for all. With 5, 6, or 7 players, weaker or beginning 
players could team up against single stronger more experienced players.

I am now working on a map that will be called Anti Rushya Hills. It will again be a metal map, but 
with some differences. I hope to have it ready in a few weeks, as it is now only in development 
stage. 

Thanks for your support in the past and for those who have sent email. The large number of 
downloads on my Anti Rushya series tells me that there are many players who enjoy these maps. 
Let  me know what you would like to see in the future.

Ralph Hamp (Kewlgrandpa) (Also formerly Suwannee) 
  