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		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16512</id>
		<title>SetupGuide</title>
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		<updated>2007-10-13T07:51:08Z</updated>

		<summary type="html">&lt;p&gt;Peter: /* Linux Setup Guide */ use /usr/local/src, not /tmp.  /tmp is wiped on every boot on e.g. Debian.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Which Version To Install ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0.75b2  has been released not so long ago. This affects some parts of this guide. Currently this guide is MOSTLY updated. I will remove this notice when the pages are fully up to date. Everything that is not especially marked as old should be up to date.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To play online, you must have the same version as everyone else in the game.&lt;br /&gt;
&lt;br /&gt;
Most people should get the current release, version 0.75b2. There are usually&lt;br /&gt;
between 100 and 200 people online in the lobby, and if you want to play with&lt;br /&gt;
them, you need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not use older than current release version&#039;&#039;&#039;, unless you really know what you are doing.&lt;br /&gt;
&lt;br /&gt;
If you want to see the bleeding edge, you can checkout svn head of spring, but&lt;br /&gt;
it can not be used to play with people who have the release, so you are&lt;br /&gt;
practically limited to playing against nemo. This is mainly interesting for&lt;br /&gt;
people who want to contribute to the project, for testing, finding bugs and&lt;br /&gt;
fixing them, and implementing new features. Head can be seriously broken from&lt;br /&gt;
time to time, or not even compile.&lt;br /&gt;
&lt;br /&gt;
=== Installing With Package Managers On Various Distributions ===&lt;br /&gt;
&lt;br /&gt;
If there is a package for your distributions preferred package manager, it is&lt;br /&gt;
recommended to use it instead of compiling the program yourself from sources.&lt;br /&gt;
&lt;br /&gt;
TODO Yokozar is the new official .deb maintainer, he should have debs for 0.75b2 in a repository sooner or later.&lt;br /&gt;
&lt;br /&gt;
==== 0.74b3 For Etch (Debian 4.0 Stable) With APT ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE THIS, IT IS FOR OLD VERSION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
echo &amp;quot;deb http://www.osrts.info/~tvo/deb etch spring&amp;quot; &amp;gt;&amp;gt; /etc/apt/sources.list&lt;br /&gt;
aptitude update&lt;br /&gt;
aptitude install spring spring-data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your paths are: Spring executable in &amp;lt;code&amp;gt;/usr/games/spring &amp;lt;/code&amp;gt; and&lt;br /&gt;
read-only data in &amp;lt;code&amp;gt;/usr/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== 0.74b3 For Sid (Debian Unstable) With APT ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE THIS, IT IS FOR OLD VERSION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The current .deb for Sid is broken, because it depends on some boost packages&lt;br /&gt;
of version 1.33 that are not installable on sid, which has only 1.34. A&lt;br /&gt;
slightly more complex way to install is necessary:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
echo &amp;quot;deb http://www.osrts.info/~tvo/deb sid spring&amp;quot; &amp;gt;&amp;gt; /etc/apt/sources.list&lt;br /&gt;
echo &amp;quot;deb-src http://www.osrts.info/~tvo/deb sid spring&amp;quot; &amp;gt;&amp;gt; /etc/apt/sources.list&lt;br /&gt;
aptitude update&lt;br /&gt;
aptitude install dpkg-dev devscripts&lt;br /&gt;
apt-get source spring&lt;br /&gt;
apt-get build-dep spring&lt;br /&gt;
cd spring-0.74~b3/&lt;br /&gt;
debuild -us -uc&lt;br /&gt;
debi&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your paths are: Spring executable in &amp;lt;code&amp;gt;/usr/games/spring &amp;lt;/code&amp;gt; and&lt;br /&gt;
read-only data in &amp;lt;code&amp;gt; /usr/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== 0.74b3 For Ubuntu (any version) With APT ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE THIS, IT IS FOR OLD VERSION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have boost 1.33, then all you need is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
echo &amp;quot;deb http://www.osrts.info/~tvo/deb edgy spring&amp;quot; &amp;gt;&amp;gt; /etc/apt/sources.list&lt;br /&gt;
aptitude update&lt;br /&gt;
aptitude install spring spring-data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have boost 1.34, you have to do it the same way as debian unstable:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
echo &amp;quot;deb http://www.osrts.info/~tvo/deb edgy spring&amp;quot; &amp;gt;&amp;gt; /etc/apt/sources.list&lt;br /&gt;
echo &amp;quot;deb-src http://www.osrts.info/~tvo/deb edgy spring&amp;quot; &amp;gt;&amp;gt; /etc/apt/sources.list&lt;br /&gt;
aptitude update&lt;br /&gt;
aptitude install dpkg-dev devscripts&lt;br /&gt;
apt-get source spring&lt;br /&gt;
apt-get build-dep spring&lt;br /&gt;
cd spring-0.74~b3/&lt;br /&gt;
debuild -us -uc&lt;br /&gt;
debi&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your paths are: Spring executable in &amp;lt;code&amp;gt;/usr/games/spring&amp;lt;/code&amp;gt; and&lt;br /&gt;
read-only data in &amp;lt;code&amp;gt;/usr/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== 0.75b2 For Gentoo With Portage ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The location of the overlay will change as soon as we get this in official portage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An overlay to use with layman is provided. If gentoo overlays and/or layman are new to you, [http://overlays.gentoo.org/ read about them], as they are an essential part of gentoo.&lt;br /&gt;
&lt;br /&gt;
This example assumes you never used layman before. If it&#039;s not your first time, you hopefully know what to do.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
emerge layman&lt;br /&gt;
layman -f -a spring-unofficial \&lt;br /&gt;
     -o http://svn.springlobby.info/trunk/gentoo/overlays.xml&lt;br /&gt;
echo &amp;quot;source /usr/portage/local/layman/make.conf&amp;quot; &amp;gt;&amp;gt; /etc/make.conf&lt;br /&gt;
echo &amp;quot;games-strategy/spring ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&lt;br /&gt;
emerge spring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layman makes upgrading really easy too:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
layman --sync ALL&lt;br /&gt;
emerge spring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your paths are: Spring executable in &amp;lt;code&amp;gt;/usr/games/bin/spring&amp;lt;/code&amp;gt; and&lt;br /&gt;
read-only data in &amp;lt;code&amp;gt;/usr/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Installing 0.75b2 From Source ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You might encounter sync errors in online play if you are not using the exact same version of the compiler and same compiler settings as used for prebuilt packages!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For 0.75b2 these are: TODO add them here.&lt;br /&gt;
&lt;br /&gt;
If there is no package tailored for your distribution, you have to install from sources manually. Doing this for distributions where packages are available is not recommended.&lt;br /&gt;
&lt;br /&gt;
==== Getting The Source ====&lt;br /&gt;
&lt;br /&gt;
You can either download the source as a 3.9MB tarball (recommended; v. 0.75b2) or get it from the subversion repository. Either way, the result is the same.&lt;br /&gt;
&lt;br /&gt;
===== Downloading A Tarball =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
cd /usr/local/src # or /var/tmp, or whatever&lt;br /&gt;
wget http://spring.clan-sy.com/dl/spring_0.75b2_src.tar.bz2&lt;br /&gt;
tar xjf spring_0.75b2_src.tar.bz2&lt;br /&gt;
cd spring_0.75b2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: The .zip release is for windows only. Linux users have to get .bz2 like shown above.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Checking Out From Subversion =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
aptitude install subversion # if you are not on debian, figure it out&lt;br /&gt;
svn co https://spring.clan-sy.com/svn/spring/tags/spring_0.75b2 /usr/local/src/spring_0.75b2&lt;br /&gt;
cd /usr/local/src/spring_0.75b2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Getting The Dependencies ====&lt;br /&gt;
&lt;br /&gt;
For Etch (debian 4.0 stable) and Sid (debian unstable), I&#039;ve confirmed the&lt;br /&gt;
following to be the minimal set that is necessary to get. I have not tested&lt;br /&gt;
with any version of Ubuntu, but the line is probably almost identical if not&lt;br /&gt;
the same. Quilted tested with ubuntu fiesty fawn on july 28 2007 WORKS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
aptitude install scons build-essential zlib1g-dev libfreetype6-dev&lt;br /&gt;
aptitude install libsdl1.2-dev libopenal-dev libglew-dev libboost-dev&lt;br /&gt;
aptitude install libboost-thread-dev libboost-regex-dev libdevil-dev&lt;br /&gt;
aptitude install python2.4-dev zip&lt;br /&gt;
aptitude install libsablevm1-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This has been tested to work with a clean install of gentoo 2007.0:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
emerge dev-util/scons \&amp;gt;=media-libs/freetype-2.0.0 \&amp;gt;=media-libs/libsdl-1.2.0&lt;br /&gt;
emerge media-libs/openal =dev-lang/python-2.4\* media-libs/glew dev-libs/boost&lt;br /&gt;
emerge media-libs/devil app-arch/zip&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of other distributions should be able to figure out the correct package&lt;br /&gt;
names from this. The scons configure will whine if you forget something, but it&lt;br /&gt;
does not check if you remembered to install zip, even though you still need it.&lt;br /&gt;
&lt;br /&gt;
==== Building And Installing ====&lt;br /&gt;
&lt;br /&gt;
The build will spew out warnings like the following, which you can safely ignore:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
warning: division by zero&lt;br /&gt;
warning: &#039;q&#039; may be used uninitialized in this function&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Configure, build and install:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scons configure&lt;br /&gt;
scons&lt;br /&gt;
scons install&lt;br /&gt;
mkdir -p /etc/spring&lt;br /&gt;
echo &#039;$HOME/.spring&#039; &amp;gt; /etc/spring/datadir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your paths are: Spring executable in &amp;lt;code&amp;gt;/usr/local/games/spring&amp;lt;/code&amp;gt; and&lt;br /&gt;
read-only data in &amp;lt;code&amp;gt;/usr/local/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Finalizing installation ==&lt;br /&gt;
&lt;br /&gt;
Now all the things you needed to run as root have been done. Some stuff needs to be done by the user who is going to play spring.&lt;br /&gt;
&lt;br /&gt;
I&#039;m assuming bash here, but you can use anything you like to do it of course.&lt;br /&gt;
&lt;br /&gt;
=== Making Data Directories ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
mkdir -p ~/.spring/{base,maps,mods}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Getting Maps ===&lt;br /&gt;
&lt;br /&gt;
You need at least one map to succesfully run spring.&lt;br /&gt;
&lt;br /&gt;
Go to [http://www.unknown-files.net/spring/category/13/Maps/ Unknown Files, Map Section] and download at least one map. Save it under ~/.spring/maps/ without unpacking the file in any way.&lt;br /&gt;
&lt;br /&gt;
Hint: If you know the map name you want, there is a Quick Search in the top right corner of the page. Just write a part of the name, like one word, and you&#039;ll easily find what you were looking for.&lt;br /&gt;
&lt;br /&gt;
=== Getting Mods ===&lt;br /&gt;
&lt;br /&gt;
You need at least one mod to successfully run spring.&lt;br /&gt;
&lt;br /&gt;
Go to [http://www.unknown-files.net/spring/category/14/Mods/ Unknown Files, Mod Section] and download at least one mod. Save it under ~/.spring/mods/ without unpacking the file in any way.&lt;br /&gt;
&lt;br /&gt;
Hint: If you know the mod name you want, there is a Quick Search in the top right corner of the page. Just write a part of the name, like one word, and you&#039;ll easily find what you were looking for.&lt;br /&gt;
&lt;br /&gt;
If you want to view unit stats of mods, [http://modinfo.unknown-files.net/modit/modit.php this] is the site for you.&lt;br /&gt;
&lt;br /&gt;
=== Getting OTA Content ===&lt;br /&gt;
&lt;br /&gt;
If you want to play mods based on Total Annihilation, for example XTA, AA, BA, then you have to do the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
wget http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip&lt;br /&gt;
unzip -d ~/.spring/base base-ota-content.zip&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that you need to own a copy of Total Annihilation, to download this file legally.&lt;br /&gt;
&lt;br /&gt;
=== Editing Settings === &lt;br /&gt;
Defaults should be usable, so you can ignore this until you want to maximise your eye candy or fps :)&lt;br /&gt;
&lt;br /&gt;
When you run spring the first time, it creates ~/.springrc which contains all the settings. It is a simple text file with name=value lines, most of which are pretty obvious and can be edited by hand.&lt;br /&gt;
&lt;br /&gt;
If you want a tool for editing the file, you can use Kloot&#039;s [http://members.chello.nl/mjtobi/Settings++.tar.gz Settings++]. Untar it anywhere and open it by typing &amp;quot;./Settings++&amp;quot; and edit away.&lt;br /&gt;
&lt;br /&gt;
=== Using LuaUI ===&lt;br /&gt;
&lt;br /&gt;
Spring UI is scriptable with Lua. This is called LuaUI, and it is not enabled per default.&lt;br /&gt;
&lt;br /&gt;
Replace LuaUI=0 with LuaUI=1 in your ~/.springrc to use LuaUI.&lt;br /&gt;
&lt;br /&gt;
Lua scripts for LuaUI can be found in [http://spring.unknown-files.net/category/19/Lua_Scripts/ Unknown Files LuaUI Section].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO need more stuff here.&lt;br /&gt;
&lt;br /&gt;
=== Installing Lobby Client ===&lt;br /&gt;
&lt;br /&gt;
To setup online games, you need a lobby client. There are several options to choose from.&lt;br /&gt;
&lt;br /&gt;
You can also use lobby client to setup single player matches against the AI. TODO more information about setting up tasclient to play against AI.&lt;br /&gt;
&lt;br /&gt;
Recommended lobby client for linux is either SpringLobby or AFLobby. You can use them in windows and mac too.&lt;br /&gt;
&lt;br /&gt;
==== Omni ====&lt;br /&gt;
&lt;br /&gt;
This project has been abandoned, and you should not use it.&lt;br /&gt;
&lt;br /&gt;
==== UnityLobby ====&lt;br /&gt;
&lt;br /&gt;
UnityLobby has been abandoned since april 2007, and you should not use it.&lt;br /&gt;
&lt;br /&gt;
==== [http://springlobby.info SpringLobby] ====&lt;br /&gt;
&lt;br /&gt;
SpringLobby is for (at least) Windows, Linux and Mac. It&#039;s now in a usable state and has a feature set close to that of TASClient for windows. Try it out! Bug reports and feature requests are very much welcome.&lt;br /&gt;
&lt;br /&gt;
Visit http://springlobby.info for all things SpringLobby.&lt;br /&gt;
&lt;br /&gt;
==== AFLobby ====&lt;br /&gt;
&lt;br /&gt;
This project is very promising, but is still in beta development. However, is usable for online multiplayer. See forum thread: http://spring.clan-sy.com/phpbb/viewtopic.php?t=8691&lt;br /&gt;
&lt;br /&gt;
==== TASClient ====&lt;br /&gt;
&lt;br /&gt;
I used to recommend wine+TASClient solution before, but now you should try SpringLobby or AFLobby first, before you go this route.&lt;br /&gt;
&lt;br /&gt;
Certain newish version of wine fails with tasclient, TODO can&#039;t remember which one. It should be fixed in the very latest version of wine.&lt;br /&gt;
&lt;br /&gt;
This is a windows program, but it works just fine under wine in linux, and can be used together with native linux spring. I used it myself before moving to SpringLobby.&lt;br /&gt;
&lt;br /&gt;
The only two downsides in using this are that you have to use wine (which should not be a big problem) and your rank won&#039;t increase as long as you use it (also because of win-linux binary interaction).&lt;br /&gt;
&lt;br /&gt;
Download the installer of Spring for Windows, and run it in wine:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
wget http://spring.clan-sy.com/dl/spring_0.75b2.exe&lt;br /&gt;
wine spring_0.75b2.exe&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No configuration of wine should be needed, if your distribution is sane.&lt;br /&gt;
&lt;br /&gt;
Complete the install, and let it install to the default location, which is Program Files\Spring.&lt;br /&gt;
&lt;br /&gt;
Assuming you completed the earlier step of creating the data directories, now we need to link the windows and linux data together:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
WINESPRING=~/.wine/drive_c/Program\ Files/Spring&lt;br /&gt;
NATIVE=~/.spring&lt;br /&gt;
&lt;br /&gt;
touch &amp;quot;${WINESPRING}/script.txt&amp;quot;&lt;br /&gt;
ln -s &amp;quot;${WINESPRING}/script.txt&amp;quot; &amp;quot;${NATIVE}/script.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rm -r &amp;quot;${WINESPRING}/maps&amp;quot;&lt;br /&gt;
ln -s &amp;quot;${NATIVE}/maps&amp;quot; &amp;quot;${WINESPRING}/maps&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rm -r &amp;quot;${WINESPRING}/mods&amp;quot;&lt;br /&gt;
ln -s &amp;quot;${NATIVE}/mods&amp;quot; &amp;quot;${WINESPRING}/mods&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rm -r &amp;quot;${WINESPRING}/base&amp;quot;&lt;br /&gt;
ln -s &amp;quot;${NATIVE}/base&amp;quot; &amp;quot;${WINESPRING}/base&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rm -r &amp;quot;${WINESPRING}/demos&amp;quot;&lt;br /&gt;
ln -s &amp;quot;${NATIVE}/demos&amp;quot; &amp;quot;${WINESPRING}/demos&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the windows-TASClient to be able to launch native linux spring, we need a wrapper exe in between them. Source code for wrapper exe is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;lt;windows.h&amp;gt;&lt;br /&gt;
#include &amp;lt;stdio.h&amp;gt;&lt;br /&gt;
#include &amp;lt;tchar.h&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#define NATIVE_SPRING_LOCATION TEXT(&amp;quot;/usr/games/spring&amp;quot;)&lt;br /&gt;
#define SPRING_VERSION_REPLY &amp;quot;Spring 0.75b2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
int main (int argc, char **argv)&lt;br /&gt;
{&lt;br /&gt;
  if (argc &amp;gt; 1 &amp;amp;&amp;amp; !strcmp(argv[1], &amp;quot;/V&amp;quot;))&lt;br /&gt;
  {&lt;br /&gt;
     puts(SPRING_VERSION_REPLY);&lt;br /&gt;
     return 0;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  STARTUPINFO si;&lt;br /&gt;
  ZeroMemory( &amp;amp;si, sizeof(si) );&lt;br /&gt;
  si.cb = sizeof(si);&lt;br /&gt;
&lt;br /&gt;
  PROCESS_INFORMATION pi;&lt;br /&gt;
  ZeroMemory( &amp;amp;pi, sizeof(pi) );&lt;br /&gt;
&lt;br /&gt;
  // Start the child process.&lt;br /&gt;
  if (!CreateProcess(&lt;br /&gt;
    _tcsdup(NATIVE_SPRING_LOCATION), // No module name (use command line)&lt;br /&gt;
    GetCommandLine(),                // Command line&lt;br /&gt;
    NULL,                            // Process handle not inheritable&lt;br /&gt;
    NULL,                            // Thread handle not inheritable&lt;br /&gt;
    FALSE,                           // Set handle inheritance to FALSE&lt;br /&gt;
    0,                               // No creation flags&lt;br /&gt;
    NULL,                            // Use parent&#039;s environment block&lt;br /&gt;
    NULL,                            // Use parent&#039;s starting directory&lt;br /&gt;
    &amp;amp;si,                             // Pointer to STARTUPINFO structure&lt;br /&gt;
    &amp;amp;pi))                            // Pointer to PROCESS_INFORMATION structure&lt;br /&gt;
    {&lt;br /&gt;
      printf( &amp;quot;CreateProcess failed (%d).\n&amp;quot;, GetLastError() );&lt;br /&gt;
      return 1;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
  // Wait until child process exits. Wine actually does not know how to wait&lt;br /&gt;
  // for native linux process, so this will return instantly and your gametime&lt;br /&gt;
  // counter does not increase so you don&#039;t get any rank.&lt;br /&gt;
  WaitForSingleObject( pi.hProcess, INFINITE );&lt;br /&gt;
&lt;br /&gt;
  // Close process and thread handles.&lt;br /&gt;
  CloseHandle( pi.hProcess );&lt;br /&gt;
  CloseHandle( pi.hThread );&lt;br /&gt;
&lt;br /&gt;
  return 0;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might need to modify the define-lines in the beginning to match your location and version. Remember, the version reply must be exactly right, or your game just breaks totally in multiplayer or you can&#039;t even login to lobby server.&lt;br /&gt;
&lt;br /&gt;
Save this code to spring.cc for example, and then we need to install a windows-crosscompiler and compile a windows binary from it inside our linux box like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
aptitude install mingw32&lt;br /&gt;
i586-mingw32msvc-g++ spring.cc -o ~/.wine/drive_c/Program\ Files/Spring/spring.exe&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This assumed debian for installing the crosscompiler, but mingw32 is probably simple to install on other distributions as well.&lt;br /&gt;
&lt;br /&gt;
TODO should provide binary packages for this launcher, as all people don&#039;t have the possibility to set up cross compiler.&lt;br /&gt;
&lt;br /&gt;
Then you should make a script for launching TASClient. The script can be named tasclient for example, and just put it somewhere in your path and make it executable. The script code is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
#!/usr/bin/env sh&lt;br /&gt;
cd ~/.wine/drive_c/Program\ Files/Spring&lt;br /&gt;
wine TASClient.exe&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you should be able to type tasclient on the command line, and the lobby appears. &#039;&#039;&#039;This cd operation is necessary. If your working directory is not the same as TASClient.exe&#039;s location, it will just give access violations to you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that every time when you have added new maps, the lobby client caches them and this will take some time, or a long time if you downloaded many maps since last time. Just wait patiently.&lt;br /&gt;
&lt;br /&gt;
Then you should register an account and login with it, and you should be ready to join an online multiplayer game from the list that appears.&lt;br /&gt;
&lt;br /&gt;
It&#039;s likely that you don&#039;t have the correct map or mod at this point, so just get them and join the game. You don&#039;t need to restart your lobby client after downloading the files.&lt;br /&gt;
&lt;br /&gt;
It&#039;s recommended that you spectate a couple of high rank games first, to get some idea of how the game should be played. Some hosts don&#039;t allow spectators, but most do.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
==== Missing Default Cursor ====&lt;br /&gt;
&lt;br /&gt;
This or any similar error of not being able to find a specific file are usually because the mod you are using needs ota content, download &amp;amp; install as explained [[SetupGuide#Getting_OTA_Content|earlier in this document]].&lt;br /&gt;
&lt;br /&gt;
==== game dies with sounds/button9.wav &amp;quot;cant find wav file&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Same problem as above.&lt;br /&gt;
&lt;br /&gt;
==== make_gamedata_arch.sh not found ====&lt;br /&gt;
&lt;br /&gt;
The .zip you downloaded is for windows, you must download a .bz2, instructions [[SetupGuide#Downloading_A_Tarball|earlier in this document]].&lt;br /&gt;
&lt;br /&gt;
==== GL_ARB_texture_compression not found ====&lt;br /&gt;
&lt;br /&gt;
This can be an issue with your gpu drivers. The drivers you are using do not support a feature that is required to run spring. You might have better luck with the closed source official drivers of nvidia or amd cards. If your gpu itself is really old, this might not help.&lt;br /&gt;
&lt;br /&gt;
==== If You Still Have Problems ====&lt;br /&gt;
&lt;br /&gt;
Join to #taspring on Freenode and tell me (semi_) that you have problems with installing, and I&#039;ll try to improve this guide to solve your problem, if I have time.&lt;br /&gt;
&lt;br /&gt;
However, generic linux problems not really related to installing this should be asked elsewhere.&lt;br /&gt;
&lt;br /&gt;
Prepare to tell me your distribution, which installation method you used, and what exactly is the error. Don&#039;t ask if I&#039;m here or not, just state your problem there and I&#039;ll look into it when I come back.&lt;br /&gt;
&lt;br /&gt;
Other common problems and solutions coming soon.&lt;br /&gt;
&lt;br /&gt;
==== Asking For Help ====&lt;br /&gt;
&lt;br /&gt;
Ok so you need human help. This is how &#039;&#039;&#039;NOT&#039;&#039;&#039; to do it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
15:54 -!- **** [n=****@*] has joined #taspring&lt;br /&gt;
15:54 &amp;lt; ****&amp;gt; Hi, i have a problem with compiling spring on debian&lt;br /&gt;
15:54 &amp;lt; ****&amp;gt; can anyone help me?&lt;br /&gt;
15:57 -!- **** [n=****@*] has quit [Client Quit]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t ask to ask, instead go straight to business by stating the exact problem you have, and giving all necessary information. What you were trying to achieve, how did you try to do it, what happened and what did you expect to happen.&lt;br /&gt;
&lt;br /&gt;
Then WAIT for someone to notice you.&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t See Configure Options Before Configuring ====&lt;br /&gt;
&lt;br /&gt;
If you want to see the configure options, because of a bug in the buildsystem you have to have spring configured first. But if configure fails, you are out of luck. So I have listed the options here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
$ scons --help&lt;br /&gt;
scons: Reading SConscript files ...&lt;br /&gt;
make: Nothing to be done for `all&#039;.&lt;br /&gt;
Succes building streflop!&lt;br /&gt;
Updating bitmaps.sdz&lt;br /&gt;
Updating springcontent.sdz&lt;br /&gt;
scons: done reading SConscript files.&lt;br /&gt;
&lt;br /&gt;
platform: Set to linux, freebsd or windows&lt;br /&gt;
    default: None&lt;br /&gt;
    actual: linux&lt;br /&gt;
&lt;br /&gt;
debug: Set to yes to produce a binary with debug information&lt;br /&gt;
    default: 0&lt;br /&gt;
    actual: 0&lt;br /&gt;
&lt;br /&gt;
syncdebug: Set to yes to enable the sync debugger&lt;br /&gt;
    default: False&lt;br /&gt;
    actual: False&lt;br /&gt;
&lt;br /&gt;
optimize: Enable processor optimizations during compilation&lt;br /&gt;
    default: 1&lt;br /&gt;
    actual: 2&lt;br /&gt;
&lt;br /&gt;
profile: Set to yes to produce a binary with profiling information&lt;br /&gt;
    default: False&lt;br /&gt;
    actual: False&lt;br /&gt;
&lt;br /&gt;
cpppath: Set path to extra header files&lt;br /&gt;
    default: []&lt;br /&gt;
    actual: &lt;br /&gt;
&lt;br /&gt;
libpath: Set path to extra libraries&lt;br /&gt;
    default: []&lt;br /&gt;
    actual: &lt;br /&gt;
&lt;br /&gt;
fpmath: Set to 387 or SSE on i386 and AMD64 architectures&lt;br /&gt;
    default: 387&lt;br /&gt;
    actual: 387&lt;br /&gt;
&lt;br /&gt;
prefix: Install prefix used at runtime&lt;br /&gt;
    default: /usr/local&lt;br /&gt;
    actual: /usr/local&lt;br /&gt;
&lt;br /&gt;
installprefix: Install prefix used for installion&lt;br /&gt;
    default: /usr/local&lt;br /&gt;
    actual: /usr/local&lt;br /&gt;
&lt;br /&gt;
datadir: Data directory (relative to prefix)&lt;br /&gt;
    default: share/games/spring&lt;br /&gt;
    actual: share/games/spring&lt;br /&gt;
&lt;br /&gt;
bindir: Directory for executables (rel. to prefix)&lt;br /&gt;
    default: games&lt;br /&gt;
    actual: games&lt;br /&gt;
&lt;br /&gt;
libdir: Directory for AI plugin modules (rel. to prefix)&lt;br /&gt;
    default: lib/spring&lt;br /&gt;
    actual: lib/spring&lt;br /&gt;
&lt;br /&gt;
strip: Discard symbols from the executable &lt;br /&gt;
(only when neither debugging nor profiling)&lt;br /&gt;
    default: True&lt;br /&gt;
    actual: True&lt;br /&gt;
&lt;br /&gt;
disable_avi: Set to no to turn on avi support&lt;br /&gt;
    default: False on windows, True otherwise&lt;br /&gt;
    actual: True&lt;br /&gt;
&lt;br /&gt;
use_tcmalloc: Use tcmalloc from goog-perftools for memory allocation&lt;br /&gt;
    default: False&lt;br /&gt;
    actual: False&lt;br /&gt;
&lt;br /&gt;
use_mmgr: Use memory manager&lt;br /&gt;
    default: False&lt;br /&gt;
    actual: False&lt;br /&gt;
&lt;br /&gt;
cachedir: Cache directory (see scons manual)&lt;br /&gt;
    default: None&lt;br /&gt;
    actual: &lt;br /&gt;
&lt;br /&gt;
Use scons -H for help about command-line options.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LuaUI Crash Ingame ====&lt;br /&gt;
&lt;br /&gt;
LuaUI can crash during game, because some lua script you use has a bug. 0.75 should be resistant to this problem, but 0.74b3 is not. After crash, you won&#039;t see the bottom left tooltip box and top right resource bar anymore. Fear not, help is near:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
/resbar 1&lt;br /&gt;
/tooltip 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These might not be necessary in 0.75 anymore at all.&lt;br /&gt;
&lt;br /&gt;
Also, you won&#039;t be able to change the build menu page with mouse anymore, but keys , and . do the trick.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section contains just some old crap I didn&#039;t write, and shouldn&#039;t be necessary.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc or ~/.openalrc, example: (&amp;quot;&#039;(&amp;quot; is not a typo)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;(define devices &#039;(alsa))&amp;lt;br&amp;gt;(define speaker-num 2)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
* If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
:* Just poke any developer on IRC:&lt;br /&gt;
::* channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
::* or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
:* Post it on [http://taspring.clan-sy.com/phpbb/ the forum]&lt;br /&gt;
:* or file a bug in our [http://taspring.clan-sy.com/mantis/ bug tracking system].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13198</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13198"/>
		<updated>2006-09-24T02:55:16Z</updated>

		<summary type="html">&lt;p&gt;Peter: /* Normal Maps */  add 2lakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Lakes===&lt;br /&gt;
&lt;br /&gt;
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5.  &lt;br /&gt;
&lt;br /&gt;
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 10x10;  Description=Made by CW83, Wind:1-25;&lt;br /&gt;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16;  Description=2 Highways through hilly terrain;&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  There&#039;s metal and geo vents for each player.  Too resource-rich for small games.&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13197</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13197"/>
		<updated>2006-09-24T01:37:10Z</updated>

		<summary type="html">&lt;p&gt;Peter: /* Normal Maps */  add Bypass v1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  It&#039;s not that large, but there&#039;s metal and geo vents for each player.  Too resource-rich for 1vs1.&lt;br /&gt;
stats:&lt;br /&gt;
        Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
        Gravity=150;        MapHardness=200;&lt;br /&gt;
        MaxMetal=.32;        ExtractorRadius=140;&lt;br /&gt;
        MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13196</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13196"/>
		<updated>2006-09-24T00:46:11Z</updated>

		<summary type="html">&lt;p&gt;Peter: /* Greenhaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  It&#039;s not that large, but there&#039;s metal and geo vents for each player.  Too resource-rich for 1vs1.&lt;br /&gt;
stats:&lt;br /&gt;
        Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
        Gravity=150;        MapHardness=200;&lt;br /&gt;
        MaxMetal=.32;        ExtractorRadius=140;&lt;br /&gt;
        MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13195</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13195"/>
		<updated>2006-09-24T00:40:27Z</updated>

		<summary type="html">&lt;p&gt;Peter: /* GreenHaven */ list some stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
It&#039;s not that large, but there&#039;s enough metal and geo vents for a lot of players (3 vs 3?).&lt;br /&gt;
stats:&lt;br /&gt;
        Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
        Gravity=150;        MapHardness=200;&lt;br /&gt;
        MaxMetal=.32;        ExtractorRadius=140;&lt;br /&gt;
        MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Peter</name></author>
	</entry>
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