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      A  T O T A L   A N N I H I L A T I O N   M A P  B Y  B I R D Y
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	General Info:
	Map Name: Dissension Heights
	Version: 1
	What does dissension mean?: Unrest (something like that)
	Author: Birdy
	Size: 10 x 10
	Memory: 32MB
	Tileset: Dissension
	Players: 2-6 
	Filesize: 700Kb (approx.)
	Format: UFO
	Tools: Annihilator, PSP 4, Microsoft Photo Editor
	Requires TACC: Well, Yes (but it does not have any features that requires TACC except Acid Profile)

Map Settings:
	Solar Strength: 20 (can you have a different one?)
	Tidal Strength: 80 - 90 (it will always be unless something makes me change my mind)
	Wind Speed (min/max): 0 - 4321
	Gravity: 100 (just less than normal)
	AI Profile: ACID
	Acidity: 3

Starting positions:

Land: 1 & 2: Mainland starts on opposite corners.
Air: 3 & 4: Start on seperate plateaus, with 3 being closer to 1 intended for teamplay and 4 nearer 2 for the same reason.
Hover: 5 & 6: Start on the two isles, 5 is a little closer to 1 than 2 and with 6 being a bit closer to 2.
It is generally not a good idea to put AI players in anything but 1&2, as it can not work out what to do on the hills and it gets bogged down with wreckage on the islands. Maybe if people changed the AI to air or made a better all situation one.
Teamplay ideas:

2 teams: odds vs. evens (not necessarily with all 6 players)
Hover (5&6) vs. Air (3&4)

3 teams: 1&3 vs. 2&4 vs. 5&6

Story to Dissension Tileset (prev. Corpsulus):

	(the story up till now (Last map Landing on Dissension (in Reclaimable)). Dissension was a peaceful Arm planet involved in High-Tech Weaponry Advancement (home of Fusion Technology) with a high amount of pollution and acid rain which was being corrected. Until one day the Core surrounded it. Being protected by the newest planetry defense systems the rest of the Arm ignored it, as the distress calls were blocked by Core interceptors. A long while later, no communication links had been established and the galactic gates were not functioning. So the Arm sent down a team of commanders to check the planet out. Immediately a foul stench of decay was detected as the commanders crunched on the underlying bones. The planet was a huge Arm graveyard with rivers of blood fused with the age-old pollution and the commanders saw the cause - an elite team Krogoths had completely terminated all life. The ones in the proximity had been eventually destroyed and the commanders survived - but the others still survived. They would have to be hunted. The only remaining maps were now almost completely outdated and obsilete, but they would have to do.

	Now the land has been scouted and many commanders has battled out of greed for the sole right to the land. Accepting their lost solitude they must now battle for strategic points. The formerly secret military establishment situated in the middle of the Aargonian Ocean is reported to be the final resting place of many secrets too sensitive to be communicated to the rest of the Arm in the final days before communication was lost, for fear of Core interceptors. Among these secrets was rumoured to be the Arm's ultimate weapon. Not much else was known apart from the fact it was not at all physical. The curious commanders would have to battle to be the one who won the war

Notes on Tileset:

	This is a completely original tileset, and I would like people to contact me before using it (ie making maps with it).
The small rivers of blood are transversible, as are the underwater passages.

Anti - Rushing features:

If you start on the plateaus you will have good defense against almost all land units (watch out for rockets and fire from other plateaus).
If you start on an island either kill the first attacker without the d-gun in the underwater passage so others will have to clear it before they pass. Or make your own small unit and kill it on the path.
Wherever you start you have enough metal nearby to build a tidal and anaircraft plant and transport and there will probably be spare metal. So you can head for the high ground, but what will the other commanders be thinking?

Strategy Tips:

The majority of units can not fire onto the middle of the piles of bones, so build punishers etc. there.
Bulldogs, Reapers, Sumos and the Advanced Construction Kbots can travel underwater through the blood.
Use hovercraft to protect the larger expanses of blood.
Building tidals (and to a lesser extent floating dragon's teeth) is a good strategical move (if at first you don't succeed - try again)

If you need more Dissension maps NOW, try the reclaimable maps section of TAMEC - under corpsulus (map name)/Birdy (author).