Exor 1.4

Author:			renrutal
Name of map:		Exor 1.4 (UFO)
Size of map:		24x13
Map Type:		METAL
Recommended AI:		SeaMetal (default), Metal, Windmet or Krogoth
Ram required:		32 megs (recommended 64 Mb)
Number of players:	2-10
Zipped size:		1,732 Kb (UFO, TXT, GIF)
Unzipped size:		1,726 Kb (UFO)

Map description: 
	Strong winds and tidal waves on Core Prime.

Strategic plans:
	Its a really good map for all the types of players and
	strategies. You can play with all the units and one type
	will be perfect to destroy another type.
	(Hint:  ground rush--> battleships--> air rush-->
	defense buildings--> nuke--> anti-nuke--> ground rush)
	Be prepared for EVERYTHING!

Author's notes:
  V1.4
	What happened to 1.3? Well, it was done but then I had to
	format my HDD, and I saved nothing. Then after I restored
	it, I build the map all again, even more than 1.3, I think
	the voiding of the map is perfect now.

  V1.2
	More minor changes, for me major :-)
	I discovered the switch colors feature in Annihilator 1.6,
	which helped me very much in void everything, transitions
	betwhen the upper floor and lower, some big holes in the
	lower to upper(different) and the lower to the water. A lot
	of time to do all that.

	The AI is still the krogoth, and still not building in the
	water. I have plans to mix Swis MH13 krogoth and seabattle
	AIs for a huge all-the-ways battle.

	The worse is that i dont know anything ( only a very little
	bit) about tileset making, and there is NO metal maps with
	that height transition described below.

	I also found a way to compress even more the map!
	Just hit the compress map button....(doh!)

	I think it will be the first TA map to go to its fourth
	edition.

	Please contact me for bugs, congratulations or anything about
	it.

  V1.1
	Some minor changes, only mechanical, first the AI... readme
	saying hover, the map windmet, all because I was using
	Switecks Mostly Harmless(right...) 13, I fixed using the
	Krogoth profile	(better than the metal, i think, but still
	not using the water).
	This map is better against a human player. YET.

	Another big change is that I used the void tool this time,
	covering water-land transition and land-upperland transition.
	Only some units keep being non-active on the upperland
	trying to go to the lower flat.

  Future plans:

	Maybe in the future i will make a custom AI, mixing Metal or
	Krogoth, put wind here, hover there, seabattle somewhere.

	Making an underwater bridge too, linking the western part to 
	the eastern part, land and sea units could pass through,
	improving how much early the AI will attack the player.
	I only need to find the right water depth, allowing both types
	to walk over. Upper part to the down as well.

	I need to make some special tiles too, as the CDs metal
	tileset only provides the height 255(the upperland) to the 139
	(land or lower flat) transition tile(CenterRamp139_255.sct).
 	Being very small i had to look for other, much better...
	Thanks Rex! Another height transition is what i want but
 	right-left and left-right, heh... i never saw one. It will
	solve all the stuck units problem.

	And find a way to compress even more the map.

  V 1.0
	Inside a hurricane on Core Primes sector 167-5543
	(sector X) , you will try to annihilate your enemy. 

	I just dont have much to say about this map, my third
	creation to go online (kamimetalkaze and watermetalkase
	in the recycling area). Everything works (it think), all the 
	GFX are of the metal pack of Cavedog (RIP) or based on it,
	Maybe the players 5 6 9 10 will have a tough time against
	1 2 3 4.
	Tidal generator and wind generator can be a very good
	source of energy in early game. And for being a metal map...
	HAVE FUN.		


Credits:   This map was created in Annihilator 1.6 by KinBoat

Contact:
	E-mail: renrutal@terra.com.br
	ICQ: 82067815
	IRC: irC://irc.gnug.org/wormhole