Map Name:  Crimson Run
Creator:  Sage_Z (qonman@bellsouth.net)
Size:  14 X 7
Memory: 16mb 
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PRODUCTION: (Estimates)
Metal:  +2.3
Moho Metal: +??
Solar:  +20
Tidal: +??
Fusion:  +1015

Story
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It was by sheer luck that fabled 'Crimson' sector was discovered.  You, the commander, could not believe that you had happened upon one of the most strategic sectors ever thought of.  As you cross the 'Crimson Run'  you notice many rocks and mountains as you pass through the sector.  You reach the other end of the narrow peninsula, then suddenly see a enemy scout plane blaze overhead.  It hovers for a few seconds, then disappers as you are quick to fire your laser, destroying it on contact.  You stop where you stand, then immediately prepare to defend your ground.  It would not be long before more enemy units appear over the horizon, now that they knew about the 'Crimson' sector like you.  You know that if you do not stop your enemy here and now, there could easily be a turning point in the war.

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BEST PLAY MODE:  Unmapped, True 
REASON:  Playing games mapped, no matter what the line of sight is, sometimes degrades game play on 'Crimson Run'.  The Skirmish AI may really challenge you if you use my recommended line of sight and mapping.  Mapped, with line of sight 'True' may be ok if you are skeptical.  But for all of you that don't like playing human opponents and would like to have a challenging AI game, I recommend going unampped and true line of sight.

Crimson Run v. The AI
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Expect vicious encounters on this map with the AI. I have made this map superior to the other 'Crimson' sector maps.  I tried  my best to make the Skirmish AI  'Bring the Pain' so if you want a good game with it go for it.

The computer is strong on this map but very dumb (as usual).  I don't think it will survive a rush at all.  Do you?


Crimson Run v. Human
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There are a number of strategies that human commanders can employ against one another on this map.  Expect a full fledged land v. Sea v. Air war.  There is a possibility you will be attacked from all sides (if you don't guard your back to well).

My strategy was simple on this map.  Defense.  I tried to prepare for everything--land, sea, and air.  It may be wise to get some defense up quickly (and I'm not just talking missile towers either because believe me things are going to get rough).

HINTS AND STRATEGIES:
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Metal:  Try to get some pretty decent metal production quickly on this map.  Metal patches are pretty spread out and they are scarce, just like a map that came with the original TA that tested everyones abilities.  I think their are about 3 metals for each side, so plan accordingly when building.  Metal Makers may not be necessary if you can get 2 mohos per metal patch (and this works well.  Each one of my mohos on the single metal pactch produced about +8.2 per tick)

Energy:  Be careful here.  By leaving the land, your opponet could take over easily.  But, the water produces more eneryg in the beginning.  Tidal Generators are made rather quickly, and they all produce about +37 per tick. There are a few Geothermals, 1 right in the main base r others spread out across the peninisula.

Radars:  Radars can help you here, especially when numerous units are rushing you.  Advanced radars will be helpful here, but if you can slip a radar plane near the enemy base unnoticed, then commander you should have some very good target practice.

Anti-Ship Strategy:  This one is hard.  Get Energy weapons, rocket launchers (diplomats and such), and maybe a few gunship to take down ships.  Oh yeah, don't leave out the subs.  I fleet of subs should keep the water free from 'sharks' if you know what I mean. If ships get near you base, expect a quick hammering to follow.

Anti-Air Strategy:  Flakkers may not work to well here, so I would recommend mobie anti-air (samsons, crashers, mobile flak trucks, etc.)  Don't completely throught out stationary anti-air though.  Flakkers still serve their purpose and missile towers could pester gunships a little to keep them from discovering your fleet of missile ships sitting in the corner...

Anti-Rush/ Anti-land Strategy:  Rushing would seriously degrade the gameplay level of this map, but if your enemy just has to do that then why not rush back?  Better yet, build a picket fence. (yeah, I said picket fence but it is what you put behind it that counts!) Foritfy some laser towers, missiles towers, maybe a few plasma batteris and Energy weapons for some pretty solid anti-rush emplacements.  Don't forget anti-air stationary or mobile units or your defense may soon go boom.

Anti-Other strategies:  Use closure and improvise a lot!