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		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnitDefs&amp;diff=12152</id>
		<title>Lua UnitDefs</title>
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		<updated>2023-12-29T16:38:39Z</updated>

		<summary type="html">&lt;p&gt;Raaar: moved min/mid/max properties of the model inside the model subtable and name, type and path being outside of it to match what&amp;#039;s available on recent versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Were you looking for the unitDefs page for Game Developers?&#039;&#039;&#039; ([[Gamedev:UnitDefs]])&lt;br /&gt;
&lt;br /&gt;
==What is this==&lt;br /&gt;
The &#039;&#039;&#039;UnitDefs[]&#039;&#039;&#039; table holds information about the unit&#039;&#039;&#039;types&#039;&#039;&#039; used in the game. It is indexed by a number, and normally refered to as unitDefID. It is read-only. To access its tags you write, for example,&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    UnitDefs[unitDefID].name&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The name of the keys often vary from the ones in the [[Gamedev:UnitDefs]] files.&lt;br /&gt;
For example &#039;&#039;maxDamage&#039;&#039; is named &#039;&#039;health&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==UnitDefs reverse lookup: UnitDefNames==&lt;br /&gt;
The &#039;&#039;&#039;UnitDefNames[]&#039;&#039;&#039; table holds the unitdefs and can be used to get the unitdef table for a known unitname:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    local unitDef = UnitDefNames[&amp;quot;supertank&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Print all unitDefs==&lt;br /&gt;
This example code prints all unitdefs, with all keys and their values (but not their subtables).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  for id,unitDef in pairs(UnitDefs) do&lt;br /&gt;
    for name,param in unitDef:pairs() do&lt;br /&gt;
      Spring.Echo(name,param)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that unitDef is a metatable, and requires the special iterator unitDef:pairs()&lt;br /&gt;
&lt;br /&gt;
==Useful keys/snippets==&lt;br /&gt;
&amp;lt;code&amp;gt; UnitDefs[unitDefID].id &amp;lt;/code&amp;gt; - gives back the unitDefID &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; UnitDefs[unitDefID].name &amp;lt;/code&amp;gt; - the internal unit name&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; UnitDefs[unitDefID].humanName &amp;lt;/code&amp;gt; - the displayed unit name&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;UnitDefs[unitDefID].weapons&amp;lt;/code&amp;gt; - See [[Lua_WeaponDefs]], &amp;lt;code&amp;gt;UnitDefs[unitDefID].weapons[1].weaponDef&amp;lt;/code&amp;gt; returns the weaponDefID of the units first weapon, which apppears in the WeaponsDef table as &amp;lt;code&amp;gt;WeaponDefs[weaponDefID]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To read [[Gamedev:UnitDefs#customParams|custom parameters]] use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    local myCustomParameters = UnitDefs[unitDefID].customParams&lt;br /&gt;
    if (myCustomParameters) then&lt;br /&gt;
      blub = myCustomParameters.blubfactor&lt;br /&gt;
    end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Key-names of the customParams table written must be lowercase and their values can only be strings.&lt;br /&gt;
&lt;br /&gt;
===Types of Units===&lt;br /&gt;
Sometimes one wants to check type of unit. Like is it a factory, is it a transport and so on.&lt;br /&gt;
Complete list: &amp;lt;ref&amp;gt;&#039;&#039;Spring 95, commit message&#039;&#039;,{{Sourcelinkhash|4e58b8b0f7af04065878d34e5e17523246739b0c}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*isTransport&lt;br /&gt;
*isImmobile&lt;br /&gt;
*isBuilding&lt;br /&gt;
*isBuilder&lt;br /&gt;
*isMobileBuilder&lt;br /&gt;
*isStaticBuilder&lt;br /&gt;
*isFactory&lt;br /&gt;
*isExtractor&lt;br /&gt;
*isGroundUnit&lt;br /&gt;
*isAirUnit&lt;br /&gt;
*isStrafingAirUnit&lt;br /&gt;
*isHoveringAirUnit&lt;br /&gt;
*isFighterAirUnit&lt;br /&gt;
*isBomberAirUnit&lt;br /&gt;
&lt;br /&gt;
==Example UnitDef table==&lt;br /&gt;
In the form of key = value, where UnitDefs[unitDefID].key = value, with subtables at the bottom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    activateWhenBuilt = true,&lt;br /&gt;
    airLosRadius = 5.2734375,&lt;br /&gt;
    airStrafe = true,&lt;br /&gt;
    armorType = 3,&lt;br /&gt;
    armoredMultiple = 1,&lt;br /&gt;
    autoHeal = 2.5,&lt;br /&gt;
    bankingAllowed = true,&lt;br /&gt;
    buildDistance = 112,&lt;br /&gt;
    buildRange3D = false,&lt;br /&gt;
    buildSpeed = 300,&lt;br /&gt;
    buildTime = 75000,&lt;br /&gt;
    builder = false,&lt;br /&gt;
    buildingDecalDecaySpeed = 0.10000000149012,&lt;br /&gt;
    buildingDecalSizeX = 4,&lt;br /&gt;
    buildingDecalSizeY = 4,&lt;br /&gt;
    buildingDecalType = -1,&lt;br /&gt;
    buildpicname = &amp;quot;CORCOM.DDS&amp;quot;,&lt;br /&gt;
    canAssist = true,&lt;br /&gt;
    canAttack = true,&lt;br /&gt;
    canAttackWater = true,&lt;br /&gt;
    canBeAssisted = true,&lt;br /&gt;
    canCapture = true,&lt;br /&gt;
    canCloak = true,&lt;br /&gt;
    canCrash = false,&lt;br /&gt;
    canDGun = false,&lt;br /&gt;
    canDropFlare = false,&lt;br /&gt;
    canFight = true,&lt;br /&gt;
    canFireControl = true,&lt;br /&gt;
    canFly = false,&lt;br /&gt;
    canGuard = true,&lt;br /&gt;
    canKamikaze = false,&lt;br /&gt;
    canLoopbackAttack = false,&lt;br /&gt;
    canManualFire = true,&lt;br /&gt;
    canMove = true,&lt;br /&gt;
    canParalyze = false,&lt;br /&gt;
    canPatrol = true,&lt;br /&gt;
    canReclaim = true,&lt;br /&gt;
    canRepair = true,&lt;br /&gt;
    canRepeat = true,&lt;br /&gt;
    canRestore = true,&lt;br /&gt;
    canResurrect = false,&lt;br /&gt;
    canSelfD = true,&lt;br /&gt;
    canSelfRepair = false,&lt;br /&gt;
    canStockpile = false,&lt;br /&gt;
    canSubmerge = false,&lt;br /&gt;
    cantBeTransported = false,&lt;br /&gt;
    capturable = true,&lt;br /&gt;
    captureSpeed = 900,&lt;br /&gt;
    cloakCost = 100,&lt;br /&gt;
    cloakCostMoving = 1000,&lt;br /&gt;
    cloakTimeout = 128,&lt;br /&gt;
    cobID = -1,&lt;br /&gt;
    collide = true,&lt;br /&gt;
    cost = 3111.4499511719,&lt;br /&gt;
    crashDrag = 0.0049999998882413,&lt;br /&gt;
    deathExplosion = &amp;quot;commander_blast&amp;quot;,&lt;br /&gt;
    decloakDistance = 50,&lt;br /&gt;
    decloakOnFire = true,&lt;br /&gt;
    decloakSpherical = true,&lt;br /&gt;
    dlHoverFactor = -1,&lt;br /&gt;
    energyCost = 26667,&lt;br /&gt;
    energyMake = 25,&lt;br /&gt;
    energyStorage = 0,&lt;br /&gt;
    energyUpkeep = 0,&lt;br /&gt;
    extractRange = 0,&lt;br /&gt;
    extractsMetal = 0,&lt;br /&gt;
    factoryHeadingTakeoff = true,&lt;br /&gt;
    fallSpeed = 0.20000000298023,&lt;br /&gt;
    fireState = -1,&lt;br /&gt;
    flankingBonusDirX = 0,&lt;br /&gt;
    flankingBonusDirY = 0,&lt;br /&gt;
    flankingBonusDirZ = 1,&lt;br /&gt;
    flankingBonusMax = 1.8999999761581,&lt;br /&gt;
    flankingBonusMin = 0.89999997615814,&lt;br /&gt;
    flankingBonusMobilityAdd = 0.0099999997764826,&lt;br /&gt;
    flankingBonusMode = 1,&lt;br /&gt;
    flareDelay = 0.30000001192093,&lt;br /&gt;
    flareDropVectorX = 0,&lt;br /&gt;
    flareDropVectorY = 0,&lt;br /&gt;
    flareDropVectorZ = 0,&lt;br /&gt;
    flareEfficiency = 0.5,&lt;br /&gt;
    flareReloadTime = 5,&lt;br /&gt;
    flareSalvoDelay = 0,&lt;br /&gt;
    flareSalvoSize = 4,&lt;br /&gt;
    flareTime = 90,&lt;br /&gt;
    floatOnWater = false,&lt;br /&gt;
    floater = false,&lt;br /&gt;
    frontToSpeed = 0.10000000149012,&lt;br /&gt;
    fullHealthFactory = false,&lt;br /&gt;
    hasShield = false,&lt;br /&gt;
    health = 3000,&lt;br /&gt;
    height = 50,&lt;br /&gt;
    hideDamage = true,&lt;br /&gt;
    highTrajectoryType = 0,&lt;br /&gt;
    holdSteady = false,&lt;br /&gt;
    hoverAttack = false,&lt;br /&gt;
    humanName = &amp;quot;Commander&amp;quot;,&lt;br /&gt;
    iconType = &amp;quot;corcom.user&amp;quot;,&lt;br /&gt;
    id = 261,&lt;br /&gt;
    idleAutoHeal = 2.5,&lt;br /&gt;
    idleTime = 1800,&lt;br /&gt;
    isAirBase = false,&lt;br /&gt;
    isAirUnit = false,&lt;br /&gt;
    isBomberAirUnit = false,&lt;br /&gt;
    isBuilder = true,&lt;br /&gt;
    isBuilding = false,&lt;br /&gt;
    isCommander = false,&lt;br /&gt;
    isExtractor = false,&lt;br /&gt;
    isFactory = false,&lt;br /&gt;
    isFeature = false,&lt;br /&gt;
    isFighterAirUnit = false,&lt;br /&gt;
    isFirePlatform = false,&lt;br /&gt;
    isGroundUnit = true,&lt;br /&gt;
    isHoveringAirUnit = false,&lt;br /&gt;
    isImmobile = false,&lt;br /&gt;
    isMobileBuilder = true,&lt;br /&gt;
    isStaticBuilder = false,&lt;br /&gt;
    isStrafingAirUnit = false,&lt;br /&gt;
    isTransport = false,&lt;br /&gt;
    jammerRadius = 0,&lt;br /&gt;
    kamikazeDist = 0,&lt;br /&gt;
    kamikazeUseLOS = false,&lt;br /&gt;
    leaveTracks = false,&lt;br /&gt;
    levelGround = true,&lt;br /&gt;
    loadingRadius = 220,&lt;br /&gt;
    losHeight = 40,&lt;br /&gt;
    losRadius = 14.0625,&lt;br /&gt;
    makesMetal = 0,&lt;br /&gt;
    mass = 5000,&lt;br /&gt;
    maxAcc = 0.18000000715256,&lt;br /&gt;
    maxAileron = 0.014999999664724,&lt;br /&gt;
    maxBank = 0.80000001192093,&lt;br /&gt;
    maxCoverage = 0,&lt;br /&gt;
    maxDec = 1.125,&lt;br /&gt;
    maxElevator = 0.0099999997764826,&lt;br /&gt;
    maxFuel = 0,&lt;br /&gt;
    maxHeightDif = 14.558809280396,&lt;br /&gt;
    maxPitch = 0.44999998807907,&lt;br /&gt;
    maxRepairSpeed = 300,&lt;br /&gt;
    maxRudder = 0.0040000001899898,&lt;br /&gt;
    maxSlope = -1,&lt;br /&gt;
    maxThisUnit = 32000,&lt;br /&gt;
    maxWaterDepth = 35,&lt;br /&gt;
    maxWeaponRange = 300,&lt;br /&gt;
    metalCost = 2667,&lt;br /&gt;
    metalMake = 1.5,&lt;br /&gt;
    metalStorage = 0,&lt;br /&gt;
    metalUpkeep = 0,&lt;br /&gt;
    minAirBasePower = 0,&lt;br /&gt;
    minCollisionSpeed = 1,&lt;br /&gt;
    minWaterDepth = -10000000,&lt;br /&gt;
    modelname = &amp;quot;CORCOM.s3o&amp;quot;,&lt;br /&gt;
    modelpath = &amp;quot;objects3d/CORCOM.s3o&amp;quot;,&lt;br /&gt;
    modeltype = &amp;quot;s3o&amp;quot;,&lt;br /&gt;
    moveState = -1,&lt;br /&gt;
    myGravity = 0.40000000596046,&lt;br /&gt;
    name = &amp;quot;corcom&amp;quot;,&lt;br /&gt;
    nanoColorB = 0.20000000298023,&lt;br /&gt;
    nanoColorG = 0.69999998807907,&lt;br /&gt;
    nanoColorR = 0.20000000298023,&lt;br /&gt;
    needGeo = false,&lt;br /&gt;
    onOffable = false,&lt;br /&gt;
    power = 3111.4499511719,&lt;br /&gt;
    primaryWeapon = 2,&lt;br /&gt;
    rSpeed = 0,&lt;br /&gt;
    radarRadius = 700,&lt;br /&gt;
    radius = 22,&lt;br /&gt;
    reclaimSpeed = 300,&lt;br /&gt;
    reclaimable = false,&lt;br /&gt;
    refuelTime = 5,&lt;br /&gt;
    releaseHeld = false,&lt;br /&gt;
    reloadTime = 1,&lt;br /&gt;
    repairSpeed = 300,&lt;br /&gt;
    repairable = true,&lt;br /&gt;
    resurrectSpeed = 300,&lt;br /&gt;
    scriptName = &amp;quot;corcom.cob&amp;quot;,&lt;br /&gt;
    scriptPath = &amp;quot;corcom.cob&amp;quot;,&lt;br /&gt;
    seismicRadius = 0,&lt;br /&gt;
    seismicSignature = 0,&lt;br /&gt;
    selfDCountdown = 5,&lt;br /&gt;
    selfDExplosion = &amp;quot;commander_blast&amp;quot;,&lt;br /&gt;
    shieldPower = -1,&lt;br /&gt;
    showNanoFrame = true,&lt;br /&gt;
    showNanoSpray = true,&lt;br /&gt;
    showPlayerName = true,&lt;br /&gt;
    slideTolerance = 0,&lt;br /&gt;
    sonarJamRadius = 0,&lt;br /&gt;
    sonarRadius = 300,&lt;br /&gt;
    sonarStealth = false,&lt;br /&gt;
    speed = 37.5,&lt;br /&gt;
    speedToFront = 0.070000000298023,&lt;br /&gt;
    startCloaked = false,&lt;br /&gt;
    stealth = false,&lt;br /&gt;
    strafeToAttack = false,&lt;br /&gt;
    targfac = false,&lt;br /&gt;
    techLevel = 0,&lt;br /&gt;
    terraformSpeed = 1500,&lt;br /&gt;
    tidalGenerator = 0,&lt;br /&gt;
    tooltip = &amp;quot;Commander&amp;quot;,&lt;br /&gt;
    totalEnergyOut = 25,&lt;br /&gt;
    trackOffset = 0,&lt;br /&gt;
    trackStrength = 0,&lt;br /&gt;
    trackStretch = 1,&lt;br /&gt;
    trackType = -1,&lt;br /&gt;
    trackWidth = 32,&lt;br /&gt;
    transportByEnemy = false,&lt;br /&gt;
    transportCapacity = 0,&lt;br /&gt;
    transportMass = 100000,&lt;br /&gt;
    transportSize = 0,&lt;br /&gt;
    transportUnloadMethod = 0,&lt;br /&gt;
    turnInPlace = true,&lt;br /&gt;
    turnInPlaceSpeedLimit = 0.82499998807907,&lt;br /&gt;
    turnRadius = 500,&lt;br /&gt;
    turnRate = 1133,&lt;br /&gt;
    type = &amp;quot;&amp;quot;,&lt;br /&gt;
    unitFallSpeed = 0,&lt;br /&gt;
    upright = true,&lt;br /&gt;
    useBuildingGroundDecal = false,&lt;br /&gt;
    useSmoothMesh = true,&lt;br /&gt;
    verticalSpeed = 3,&lt;br /&gt;
    wantedHeight = 0,&lt;br /&gt;
    waterline = 0,&lt;br /&gt;
    windGenerator = 0,&lt;br /&gt;
    wingAngle = 0.079999998211861,&lt;br /&gt;
    wingDrag = 0.070000000298023,&lt;br /&gt;
    wreckName = &amp;quot;corcom_dead&amp;quot;,&lt;br /&gt;
    xsize = 4,&lt;br /&gt;
    zsize = 4,&lt;br /&gt;
&lt;br /&gt;
    buildOptions = {&lt;br /&gt;
        [1] = unitDefID1,&lt;br /&gt;
        [2] = unitDefID2,&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    collisionVolume = {&lt;br /&gt;
        boundingRadius = 1.0893974967364e-026,&lt;br /&gt;
        defaultToFootPrint = false,&lt;br /&gt;
        defaultToPieceTree = false,&lt;br /&gt;
        defaultToSphere = false,&lt;br /&gt;
        offsetX = 0,&lt;br /&gt;
        offsetY = 1,&lt;br /&gt;
        offsetZ = 1.089395031546e-026,&lt;br /&gt;
        scaleX = 6.4911419586111e-027,&lt;br /&gt;
        scaleY = 1.9340968033141e-038,&lt;br /&gt;
        scaleZ = 1.0894122878784e-026,&lt;br /&gt;
        type = &amp;quot;ellipsoid&amp;quot;,&lt;br /&gt;
    },&lt;br /&gt;
    customParams = {&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    modCategories = {&lt;br /&gt;
        all = true,&lt;br /&gt;
        commander = true,&lt;br /&gt;
        notair = true,&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    model = {&lt;br /&gt;
        minx = -16.537784576416,&lt;br /&gt;
        miny = 0.058725833892822,&lt;br /&gt;
        minz = -9.709508895874,&lt;br /&gt;
        midx = 0.66120779514313,&lt;br /&gt;
        midy = 19,&lt;br /&gt;
        midz = 1.7122877836227,&lt;br /&gt;
        maxx = 17.423709869385,&lt;br /&gt;
        maxy = 48.386325836182,&lt;br /&gt;
        maxz = 14.10532283783,&lt;br /&gt;
        textures = {&lt;br /&gt;
            tex1 = &amp;quot;Core_color.dds&amp;quot;,&lt;br /&gt;
            tex2 = &amp;quot;Core_other.dds&amp;quot;,&lt;br /&gt;
        },&lt;br /&gt;
    },&lt;br /&gt;
    moveDef = {&lt;br /&gt;
        crushStrength = 50,&lt;br /&gt;
        depth = 5000,&lt;br /&gt;
        depthMod = 0,&lt;br /&gt;
        family = &amp;quot;kbot&amp;quot;,&lt;br /&gt;
        heatMapping = false,&lt;br /&gt;
        heatMod = 0.0041666668839753,&lt;br /&gt;
        heatProduced = 60,&lt;br /&gt;
        id = 6,&lt;br /&gt;
        maxSlope = 0.41221469640732,&lt;br /&gt;
        name = &amp;quot;akbot2&amp;quot;,&lt;br /&gt;
        slopeMod = 9.6801977157593,&lt;br /&gt;
        type = &amp;quot;ground&amp;quot;,&lt;br /&gt;
        xsize = 3,&lt;br /&gt;
        zsize = 3,&lt;br /&gt;
    },&lt;br /&gt;
    noChaseCategories = {&lt;br /&gt;
        all = true,&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    sounds = {&lt;br /&gt;
        activate = {},&lt;br /&gt;
        arrived = {},&lt;br /&gt;
        build = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
                id = 208,&lt;br /&gt;
                name = &amp;quot;nanlath2&amp;quot;,&lt;br /&gt;
                volume = 1,&lt;br /&gt;
            },&lt;br /&gt;
            ...&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    weapons = {&lt;br /&gt;
        [1] = {&lt;br /&gt;
            fuelUsage = 0,&lt;br /&gt;
            mainDirX = 0,&lt;br /&gt;
            mainDirY = 0,&lt;br /&gt;
            mainDirZ = 0.99999564886093,&lt;br /&gt;
            maxAngleDif = -1,&lt;br /&gt;
            slavedTo = 0,&lt;br /&gt;
            weaponDef = 221,&lt;br /&gt;
            badTargets = {&lt;br /&gt;
                vtol = true,&lt;br /&gt;
            },&lt;br /&gt;
            onlyTargets = {&lt;br /&gt;
                all = true,&lt;br /&gt;
                antiemg = true,&lt;br /&gt;
                ...&lt;br /&gt;
            },&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit/Weapon damages and armor classes==&lt;br /&gt;
&lt;br /&gt;
For details on how to extract which units/weapons target/damage which units, see https://springrts.com/phpbb/viewtopic.php?f=44&amp;amp;t=34382&amp;amp;p=575738#p575738 (TODO: migrate info to wiki).&lt;br /&gt;
&lt;br /&gt;
==How to save unitDef tables to file==&lt;br /&gt;
To save all unitDefs to a file, including all tables, you can use&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    local unitDef = UnitDefs[unitDefID]&lt;br /&gt;
    local t = {}&lt;br /&gt;
    for k,v in unitDef:pairs() do&lt;br /&gt;
        t[k] = v&lt;br /&gt;
    end&lt;br /&gt;
    table.save(t, &amp;quot;lua_unitDef_&amp;quot; .. unitDef.name .. &amp;quot;.lua&amp;quot;, &amp;quot;-- generated by table.save&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The special iterator is needed because metatables. See https://springrts.com/phpbb/viewtopic.php?f=67&amp;amp;t=33778 for a widget to regenerate the example defs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11820</id>
		<title>Lua SyncedCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11820"/>
		<updated>2023-05-13T19:58:24Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Unit Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Game End =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = KillTeam&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 =&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|83.0}}&amp;lt;br&amp;gt; Will declare a team to be dead ( no further orders can be assigned to such teams&#039;s units ), Gaia team cannot be killed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GameOver&lt;br /&gt;
|arg1 = {{type|number}} allyTeamID1&lt;br /&gt;
|arg2 = {{type|number}} allyTeamID2&lt;br /&gt;
|arg3 = ...&lt;br /&gt;
|arg4 =&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|83.0}}&amp;lt;br&amp;gt; Will declare game over, a list of winning allyteams can be passed, if undecided ( like when dropped from the host ) it should be empty ( no winner ), in the case of a draw with multiple winners, all should be listed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= RulesParams =&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;String values are new since 95.0. Attention: Numeric paramValues in quotes will be converted to number.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitRulesParam&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} paramName&lt;br /&gt;
|arg3 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg4 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=note&amp;gt;Possible keys for the losAccess table are:&lt;br /&gt;
    `private` : only readable by the ally (default)&lt;br /&gt;
    `allied`  : readable by ally + ingame allied&lt;br /&gt;
    `inlos`   : readable if the unit is in LOS&lt;br /&gt;
    `inradar` : readable if the unit is in AirLOS&lt;br /&gt;
    `public`  : readable by all&lt;br /&gt;
   note: if one condition is fulfilled all beneath it are too (e.g. if an unit is in LOS it&amp;lt;br/&amp;gt;     can read params with `inradar=true` even if the param has `inlos=false`)&lt;br /&gt;
   note2: all GameRulesParam are public, TeamRulesParams can just be `private`,`allied`&amp;lt;br/&amp;gt;     and/or `public`&lt;br /&gt;
   note3: You can read RulesParams from &#039;&#039;&#039;any&#039;&#039;&#039; Lua enviroments! With those losAccess&amp;lt;br/&amp;gt;     policies you can limit their access.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureRulesParam&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|string}} paramName&lt;br /&gt;
|arg3 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg4 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=warning&amp;gt;New since 102.0.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;See above for further documentation of losAccess.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTeamRulesParam&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} paramName&lt;br /&gt;
|arg3 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg4 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = See above for further documentation of losAccess.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGameRulesParam&lt;br /&gt;
|arg1 = {{type|string}} paramName&lt;br /&gt;
|arg2 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg3 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = See above for further documentation of losAccess.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Adds metal or energy resources to the specified team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UseTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount {{pipe}} { metal = {{type|number}} amount, energy = {{type|number}} amount }&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} hadEnough&lt;br /&gt;
|info = Consumes metal and/or energy resources of the specified team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} res&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Possible values for res are:&amp;lt;br&amp;gt;&amp;quot;m&amp;quot;  = metal&amp;lt;br&amp;gt;&amp;quot;e&amp;quot;  = energy&amp;lt;br&amp;gt;&amp;quot;ms&amp;quot;  = metal storage&amp;lt;br&amp;gt;&amp;quot;es&amp;quot;  = energy storage&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTeamShareLevel&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Changes the resource amount for a team beyond which resources aren&#039;t stored but transferred to other allied teams if possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = ShareTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID_src&lt;br /&gt;
|arg2 = {{type|number}} teamID_recv&lt;br /&gt;
|arg3 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg4 = {{type|number}} amount&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Transfers resources between two teams.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Teams =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetAlly&lt;br /&gt;
|arg1 = {{type|number}} firstAllyTeamID&lt;br /&gt;
|arg2 = {{type|number}} secondAllyTeamID&lt;br /&gt;
|arg3 = {{type|bool}} ally&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|98.0}}&amp;lt;br&amp;gt;Changes the value of the (one-sided) alliance between: firstAllyTeamID -&amp;gt; secondAllyTeamID.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AssignPlayerToTeam&lt;br /&gt;
|arg1 = {{type|number}} playerID&lt;br /&gt;
|arg2 = {{type|number}} teamID&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|98.0}}&amp;lt;br&amp;gt;Assigns a player to a team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGlobalLos&lt;br /&gt;
|arg1 = {{type|number}} allyTeamID&lt;br /&gt;
|arg2 = {{type|bool}} globallos &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Changes access to global line of sight for a team and its allies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Unit Handling =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = CreateUnit&lt;br /&gt;
|arg1 = {{type|string}} &amp;quot;defName&amp;quot; {{pipe}} {{type|number }} unitDefID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} y&lt;br /&gt;
|arg4 = {{type|number}} z&lt;br /&gt;
|arg5 = {{type|string}} &amp;quot;facing&amp;quot; {{pipe}} {{type|number }} facing &lt;br /&gt;
|arg6 = {{type|number}} teamID {{bracket}}&lt;br /&gt;
|arg7 = {{type|bool}} build = false {{bracket}} &lt;br /&gt;
|arg8 = {{type|bool}} flattenGround = true {{bracket}} &lt;br /&gt;
|arg9 = {{type|number}} builderID {{rbracket}}{{rbracket}}{{rbracket}} &lt;br /&gt;
|return = {{type|number}} unitID {{pipe}} {{type|nil}} (meaning unit was not created)&lt;br /&gt;
|info = Offmap positions are clamped! Use MoveCtrl to move to such positions.&amp;lt;br&amp;gt;Possible values for facing are:&amp;lt;br&amp;gt;&amp;quot;south&amp;quot; {{pipe}} &amp;quot;s&amp;quot; {{pipe}} 0&amp;lt;br&amp;gt;&amp;quot;east&amp;quot;  {{pipe}} &amp;quot;e&amp;quot; {{pipe}} 1&amp;lt;br&amp;gt;&amp;quot;north&amp;quot; {{pipe}} &amp;quot;n&amp;quot; {{pipe}} 2&amp;lt;br&amp;gt;&amp;quot;west&amp;quot;  {{pipe}} &amp;quot;w&amp;quot; {{pipe}} 3&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If build is true, the unit is created in &amp;quot;being built&amp;quot; state with buildProgress = 0&amp;lt;br&amp;gt;unitID and builderID are {{new|92.0}}, the former allowing to spawn a unit with a specific ID.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = DestroyUnit&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}} &lt;br /&gt;
|arg2 = {{type|bool}} selfd = false {{bracket}} &lt;br /&gt;
|arg3 = {{type|bool}} reclaimed = false {{bracket}} &lt;br /&gt;
|arg4 = {{type|number}} attackerID {{rbracket}}{{rbracket}}{{rbracket}} &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = selfd := Makes the unit act like it self-destructed.&amp;lt;br&amp;gt;reclaimed := Don&#039;t show any DeathSequences, don&#039;t leave a wreckage. This does not give back the resources to the team!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = TransferUnit&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} newTeamID {{bracket}} &lt;br /&gt;
|arg3 = {{type|bool}} given = true {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = If given=false, the unit is captured.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unit Control ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCosts&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = { {{bracket}} buildTime = {{type|number}} amount {{rbracket}}&lt;br /&gt;
|arg3 = {{bracket}} metalCost = {{type|number}} amount  {{rbracket}}&lt;br /&gt;
|arg4 = {{bracket}} energyCost = {{type|number}} amount {{rbracket}} }&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTooltip&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;tooltip&amp;quot;&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitHealth&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} health {{pipe}} { {{bracket}} health = {{type|number}} health {{rbracket}}&lt;br /&gt;
|arg3 = {{bracket}} capture  = {{type|number}} capture  {{rbracket}}&lt;br /&gt;
|arg4 = {{bracket}} paralyze = {{type|number}} paralyze {{rbracket}}&lt;br /&gt;
|arg5 = {{bracket}} build    = {{type|number}} build {{rbracket}} }&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMaxHealth&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} maxHealth &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitDamage&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} damage {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} paralyze = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} attackerID = -1 {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} weaponID = -1 {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} impulse_x {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} impulse_y {{bracket}}&lt;br /&gt;
|arg8 = {{type|number}} impulse_z {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = The number in the paralyze parameter equals to the paralyzetime in the WeaponDef.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitStockpile&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} stockpile {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} buildPercent {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitExperience&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} experience &lt;br /&gt;
|arg3 = {{type|number}} buildPercent&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFuel&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} fuel &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCrashing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} crashing &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|83.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLineage&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} teamID {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} isRoot {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|83.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitNeutral&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} neutral&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|83.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTarget&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x {{pipe}} {{type|nil}} &lt;br /&gt;
|arg3 = {{type|number}} y &lt;br /&gt;
|arg4 = {{type|number}} z {{bracket}}&lt;br /&gt;
|arg5 = {{type|bool}} dgun = false {{bracket}}&lt;br /&gt;
|arg6 = {{type|bool}} userTarget = false {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} weaponNum = -1 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTarget&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} enemyUnitID {{pipe}} {{type|nil}} {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} dgun = false {{bracket}}&lt;br /&gt;
|arg4 = {{type|bool}} userTarget = false {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} weaponNum = -1 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = Defines a unit&#039;s target. Nil as 2nd argument drops the unit&#039;s current target.&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;UserTarget &amp;amp; success new in version 95.0, setting nil target new in version 99.0, weaponNum new in version 102.0.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMaxRange&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} maxRange&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMass&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} mass &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitBlocking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} isblocking&lt;br /&gt;
|arg3 = {{type|bool}} isSolidObjectCollidable&lt;br /&gt;
|arg4 = {{type|bool}} isProjectileCollidable&lt;br /&gt;
|arg5 = {{type|bool}} isRaySegmentCollidable&lt;br /&gt;
|arg6 = {{type|bool}} crushable&lt;br /&gt;
|arg7 = {{type|bool}} blockEnemyPushing&lt;br /&gt;
|arg8 = {{type|bool}} blockHeightChanges&lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&amp;lt;br&amp;gt;Changed parameters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMetalExtraction&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} depth {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} range {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Parameter &amp;quot;depth&amp;quot; corresponds to metal extraction rate. Range value is similar to &amp;quot;extractsMetal&amp;quot; in unitDefs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitBuildSpeed&lt;br /&gt;
|arg1 = {{type|number}} builderID&lt;br /&gt;
|arg2 = {{type|number}} buildSpeed {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} repairSpeed {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} reclaimSpeed{{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} resurrectSpeed {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} captureSpeed {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} terraformSpeed {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitNanoPieces&lt;br /&gt;
|arg1 = {{type|number}} builderID&lt;br /&gt;
|arg2 = {{type|table}} pieces&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|92.0}}&amp;lt;br&amp;gt;This saves a lot of engine calls, by replacing: function script.QueryNanoPiece() return currentpiece end&amp;lt;br&amp;gt;Use it!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitAttach&lt;br /&gt;
|arg1 = {{type|number}} transporterID&lt;br /&gt;
|arg2 = {{type|number}} passengerID&lt;br /&gt;
|arg3 = {{type|number}} pieceNum &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitDetach&lt;br /&gt;
|arg1 = {{type|number}} passengerID &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitDetachFromAir&lt;br /&gt;
|arg1 = {{type|number}} passengerID &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLoadingTransport&lt;br /&gt;
|arg1 = {{type|number}} passengerID &lt;br /&gt;
|arg2 = {{type|number}} transportID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Disables collisions between the two units to allow colvol intersection during the approach.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPieceParent&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} AlteredPiece&lt;br /&gt;
|arg3 = {{type|number}} ParentPiece &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Changes the pieces hierarchy of a unit by attaching a piece to a new parent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPieceMatrix&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} pieceNum&lt;br /&gt;
|arg3 = {{type|table }} matrix &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|104.0}}&amp;lt;br&amp;gt;Sets the local (i.e. parent-relative) matrix of the given piece if any of the first three elements are non-zero, and also blocks all script animations from modifying it until {0, 0, 0} is passed (matrix should be an array of 16 floats, but is not otherwise sanity-checked).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitArmored&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} armored {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} armorMultiple {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;armorMultiple new in version 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitShieldState&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} weaponID = -1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} enabled {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} power {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;mode&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} mode &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;moveFactor&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} factor&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;minDamage&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} minDamage &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;maxDamage&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} maxDamage &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;dir&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} x&lt;br /&gt;
|arg4 = {{type|number }} y&lt;br /&gt;
|arg5 = {{type|number }} z&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponState&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|table }} states &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponState&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|string }} key&lt;br /&gt;
|arg4 = {{type|number}} value&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Format of the states table:&lt;br /&gt;
    {&lt;br /&gt;
      [&amp;quot;reloadState&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;reloadFrame&amp;quot;     = number value,] (synonym for reloadState!)&lt;br /&gt;
      [&amp;quot;reloadTime&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;accuracy&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;sprayAngle&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;range&amp;quot;           = number value,] (*)&lt;br /&gt;
      [&amp;quot;projectileSpeed&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;burst&amp;quot;           = number value,]&lt;br /&gt;
      [&amp;quot;burstRate&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;projectiles&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;salvoLeft&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;nextSalvo&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;aimReady&amp;quot;        = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
    }&lt;br /&gt;
  (*) if you change the range of a weapon with dynamic damage&lt;br /&gt;
  make sure you use SetUnitWeaponDamages to change dynDamageRange as well.&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum {{pipe}} {{type|string}} &amp;quot;selfDestruct&amp;quot; {{pipe}} {{type|string}} &amp;quot;explode&amp;quot;&lt;br /&gt;
|arg3 = {{type|table}} damages &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum {{pipe}} {{type|string}} &amp;quot;selfDestruct&amp;quot; {{pipe}} {{type|string}} &amp;quot;explode&amp;quot;&lt;br /&gt;
|arg3 = {{type|string}} key&lt;br /&gt;
|arg4 = {{type|number}} value&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg3 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ&lt;br /&gt;
|arg4 = {{type|number}} vType&lt;br /&gt;
|arg5 = {{type|number}} tType&lt;br /&gt;
|arg6 = {{type|number}} Axis&lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;enum COLVOL_TYPES {&lt;br /&gt;
      COLVOL_TYPE_DISABLED = -1,&lt;br /&gt;
      COLVOL_TYPE_ELLIPSOID = 0,&lt;br /&gt;
      COLVOL_TYPE_CYLINDER,&lt;br /&gt;
      COLVOL_TYPE_BOX,&lt;br /&gt;
      COLVOL_TYPE_SPHERE,&lt;br /&gt;
      COLVOL_NUM_TYPES       // number of non-disabled collision volume types&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_TESTS {&lt;br /&gt;
      COLVOL_TEST_DISC = 0,&lt;br /&gt;
      COLVOL_TEST_CONT = 1,&lt;br /&gt;
      COLVOL_NUM_TESTS = 2   // number of tests&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_AXES {&lt;br /&gt;
      COLVOL_AXIS_X   = 0,&lt;br /&gt;
      COLVOL_AXIS_Y   = 1,&lt;br /&gt;
      COLVOL_AXIS_Z   = 2,&lt;br /&gt;
      COLVOL_NUM_AXES = 3    // number of collision volume axes&lt;br /&gt;
    };&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPieceCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} pieceIndex&lt;br /&gt;
|arg3 = {{type|bool}} enable&lt;br /&gt;
|arg4 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg5 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} volumeType {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} primaryAxis {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = As of 101.0 this is 1-based piece index argument (was 0-based).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTravel&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} travel {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} travelPeriod {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMoveGoal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} goalX, {{type|number}} goalY, {{type|number}} goalZ {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} goalRadius {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} moveSpeed {{bracket}}&lt;br /&gt;
|arg5 = {{type|bool}} moveRaw {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Used by default commands to get in build-, attackrange etc.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{new|98.0}} &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;moveRaw: [http://springrts.com/mantis/view.php?id=4412 allow unit to dumbly move to a coordinate without calculating path.]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLandGoal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} goalX, {{type|number}} goalY, {{type|number}} goalZ {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} goalRadius {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Used in conjunction with {{name|Spring.UnitAttach}} et al. to re-implement old airbase &amp;amp; fuel system in Lua.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = ClearUnitGoal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|102.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPhysics&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} posX, {{type|number}} posY, {{type|number}} posZ&lt;br /&gt;
|arg3 = {{type|number}} velX, {{type|number}} velY, {{type|number}} velZ&lt;br /&gt;
|arg4 = {{type|number}} rotX, {{type|number}} rotY, {{type|number}} rotZ&lt;br /&gt;
|arg5 = {{type|number}} dragX, {{type|number}} dragY, {{type|number}} dragZ&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Drag new in version 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPosition&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} z {{bracket}}&lt;br /&gt;
|arg4 = {{type|bool}} alwaysAboveSea {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitDirection&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} y&lt;br /&gt;
|arg4 = {{type|number}} z&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|90.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitVelocity&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} velX&lt;br /&gt;
|arg3 = {{type|number}} velY&lt;br /&gt;
|arg4 = {{type|number}} velZ&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitRotation&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} yaw&lt;br /&gt;
|arg3 = {{type|number}} pitch&lt;br /&gt;
|arg4 = {{type|number}} roll&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitImpulse&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} y&lt;br /&gt;
|arg4 = {{type|number}} z {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} decayRate {{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitSeismicPing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} pingSize &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGroundMoveTypeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|table}} properties&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this function to control movement properties for ground units. Known properties : maxSpeed, maxWantedSpeed, turnRate, ... (TODO fix/update)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetAirMoveTypeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|table}} properties&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this function to control movement properties for non-gunship air units. Known properties : maxSpeed, maxWantedSpeed, ... (TODO fix/update)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGunshipMoveTypeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|table}} properties&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this function to control movement properties for air gunships. Known properties : maxSpeed, maxWantedSpeed, turnRate, ... (TODO fix/update)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RemoveBuildingDecal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMidAndAimPos&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} mpX, {{type|number}} mpY, {{type|number}} mpZ&lt;br /&gt;
|arg3 = {{type|number}} apX, {{type|number}} apY, {{type|number}} apZ {{bracket}}&lt;br /&gt;
|arg4 = {{type|bool}} relative {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&amp;lt;br&amp;gt;mpx, mpy, mpz: New middle position of unit&amp;lt;br&amp;gt;apx, apy, apz: New position that enemies aim at on this unit&amp;lt;br&amp;gt;relative: Are the new coordinates relative to world (false) or unit (true) coordinates? Also, note that apy is inverted!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitRadiusAndHeight&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} radius&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitWeaponFire&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitWeaponHoldFire&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unit LOS ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCloak&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} cloaked {{pipe}} {{type|number}} scriptCloak {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} decloakAbs {{pipe}} {{type|number}} decloakDistance {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = If the 2nd argument is a number, the value works like this:&amp;lt;br&amp;gt;1:=normal cloak&amp;lt;br&amp;gt;2:=for free cloak (cost no E)&amp;lt;br&amp;gt;3:=for free + no decloaking (except the unit is stunned)&amp;lt;br&amp;gt;4:=ultimative cloak (no ecost, no decloaking, no stunned decloak)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The decloak distance is only changed:&amp;lt;br&amp;gt;- if the 3th argument is a number or a boolean.&amp;lt;br&amp;gt;- if the boolean is false it takes the default decloak distance for that unitdef,&amp;lt;br&amp;gt;- if the boolean is true it takes the absolute value of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitSonarStealth&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} sonarStealth &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitStealth&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} stealth &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitAlwaysVisible&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} alwaysVisible &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLosMask&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} allyTeam&lt;br /&gt;
|arg3 = {{type|number}} los  {{pipe}} {{type|table }} losTypes &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = The 3rd argument is either the bit-and combination of the following numbers:&amp;lt;br&amp;gt;LOS_INLOS     = 1&amp;lt;br&amp;gt;LOS_INRADAR   = 2&amp;lt;br&amp;gt;LOS_PREVLOS   = 4&amp;lt;br&amp;gt;LOS_CONTRADAR = 8&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;or a table of the following form:&amp;lt;br&amp;gt;losTypes = {&amp;lt;br&amp;gt;[los = boolean,]&amp;lt;br&amp;gt;[radar = boolean,]&amp;lt;br&amp;gt;[prevLos = boolean,]&amp;lt;br&amp;gt;[contRadar = boolean]&amp;lt;br&amp;gt;}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLosState&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} allyTeam&lt;br /&gt;
|arg3 = {{type|number}} los  {{pipe}} {{type|table }} losTypes &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = See above for more info on the arguments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitSensorRadius&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} type&lt;br /&gt;
|arg3 = {{type|number}} radius&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} newRadius&lt;br /&gt;
|info = Type can be:&amp;lt;br&amp;gt;&amp;quot;los&amp;quot;, &amp;quot;airLos&amp;quot;, &amp;quot;radar&amp;quot;, &amp;quot;sonar&amp;quot;, &amp;quot;seismic&amp;quot;, &amp;quot;radarJammer&amp;quot;, &amp;quot;sonarJammer&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetRadarErrorParams&lt;br /&gt;
|arg1 = {{type|number}} allyTeamID&lt;br /&gt;
|arg2 = {{type|number }} allyteamErrorSize {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} baseErrorSize {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} baseErrorMult {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPosErrorParams&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} posErrorVector.x, {{type|number}} posErrorVector.y, {{type|number}} posErrorVector.z,&lt;br /&gt;
|arg3 = {{type|number}} posErrorDelta.x, {{type|number}} number posErrorDelta.y, {{type|number}} posErrorDelta.z {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} nextPosErrorUpdate {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unit Resourcing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitResourcing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} res&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitResourcing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = { res = {{type|number}} amount, ... }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  Possible values for res are: &amp;quot;[u{{pipe}}c][u{{pipe}}m][m{{pipe}}e]&amp;quot;&amp;lt;br&amp;gt;unconditional {{pipe}} conditional&amp;lt;br&amp;gt;use {{pipe}} make&amp;lt;br&amp;gt;metal {{pipe}} energy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitResource&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} &amp;quot;m&amp;quot; {{pipe}} &amp;quot;e&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UseUnitResource&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} &amp;quot;m&amp;quot; {{pipe}} &amp;quot;e&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} okay&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UseUnitResource&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = { {{bracket}} &amp;quot;m&amp;quot; {{pipe}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;e&amp;quot; {{pipe}} &amp;quot;energy&amp;quot; {{rbracket}} = amount, ... }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} okay&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitHarvestStorage&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} metal&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  {{new|97.0}}&amp;lt;br&amp;gt;See also {{xtaglink|Gamedev:UnitDefs|harvestStorage}} UnitDef tag.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Feature Handling =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = CreateFeature&lt;br /&gt;
|arg1 = {{type|string}} &amp;quot;defName&amp;quot; {{pipe}} {{type|number}} featureDefID&lt;br /&gt;
|arg2 = {{type|number}} x, {{type|number}} y, {{type|number}} z {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} heading {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} AllyTeamID {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} featureID {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|number}} featureID&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = DestroyFeature&lt;br /&gt;
|arg1 = {{type|number}} featureDefID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = TransferFeature&lt;br /&gt;
|arg1 = {{type|number}} featureDefID&lt;br /&gt;
|arg2 = {{type|number}} teamID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Feature Control ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureHealth&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} health&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureResources&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} metal&lt;br /&gt;
|arg3 = {{type|number}} energy {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} reclaimTime {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} reclaimLeft {{rbracket}}{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  {{new|104.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureReclaim&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} reclaimLeft&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureResurrect&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} unitDefID {{pipe}} {{type|string}} unitDefName {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} facing {{pipe}} {{type|string}} &amp;quot;facing&amp;quot; {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} progress {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|104.0}} Second param can now be a number id instead of a string name, this also allows cancelling ressurection by passing {{value|-1}}. The level of progress can now be set via the additional 4th param.&amp;lt;br&amp;gt;Possible values for facing are:&amp;lt;br&amp;gt;&amp;quot;south&amp;quot; {{pipe}} &amp;quot;s&amp;quot; {{pipe}} 0&amp;lt;br&amp;gt;&amp;quot;east&amp;quot;  {{pipe}} &amp;quot;e&amp;quot; {{pipe}} 1&amp;lt;br&amp;gt;&amp;quot;north&amp;quot; {{pipe}} &amp;quot;n&amp;quot; {{pipe}} 2&amp;lt;br&amp;gt;&amp;quot;west&amp;quot;  {{pipe}} &amp;quot;w&amp;quot; {{pipe}} 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeaturePosition&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} x, {{type|number}} y, {{type|number}} z {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} snapToGround {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureDirection&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} dirX, {{type|number}} dirY, {{type|number}} dirZ&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureRotation&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} rotX, {{type|number}} rotY, {{type|number}} rotZ&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureVelocity&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} velX, {{type|number}} velY, {{type|number}} velZ&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{New|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPhysics&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} posX, {{type|number}} posY, {{type|number}} posZ&lt;br /&gt;
|arg3 = {{type|number}} velX, {{type|number}} velY, {{type|number}} velZ&lt;br /&gt;
|arg4 = {{type|number}} rotX, {{type|number}} rotY, {{type|number}} rotZ&lt;br /&gt;
|arg5 = {{type|number}} dragX, {{type|number}} dragY, {{type|number}} dragZ&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{New|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureMoveCtrl&lt;br /&gt;
|arg1 = {{type|number}} featureID {{bracket}}&lt;br /&gt;
|arg2 = {{type|bool}} enable {{bracket}}&lt;br /&gt;
|arg3 = {{type|number*}} args {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this callout to control feature movement. The number* arguments are parsed as follows and all optional:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If enable is true:&amp;lt;br&amp;gt;{{bracket}}, velVector(x,y,z) -- initial velocity for feature&amp;lt;br&amp;gt;{{bracket}}, accVector(x,y,z) -- acceleration added every frame{{rbracket}}{{rbracket}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If enable is false:&amp;lt;br&amp;gt;{{bracket}}, velocityMask(x,y,z) -- dimensions in which velocity is allowed to build when not using MoveCtrl&amp;lt;br&amp;gt;{{bracket}},  impulseMask(x,y,z) -- dimensions in which impulse is allowed to apply when not using MoveCtrl&amp;lt;br&amp;gt;{{bracket}}, movementMask(x,y,z) -- dimensions in which feature is allowed to move when not using MoveCtrl{{rbracket}}{{rbracket}}{{rbracket}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As of spring 103.0 it is necessary to unlock feature movement on x,z axis before changing feature physics. For example use &amp;quot;Spring.SetFeatureMoveCtrl(featureID,false,1,1,1,1,1,1,1,1,1)&amp;quot; to unlock all movement prior to making SetFeatureVelocity calls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureNoSelect&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|bool}} noSelect &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureAlwaysVisible&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|bool}} enable&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg3 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ&lt;br /&gt;
|arg4 = {{type|number}} vType&lt;br /&gt;
|arg5 = {{type|number}} tType&lt;br /&gt;
|arg6 = {{type|number}} Axis&lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Check Spring.SetUnitCollisionVolumeData for further explanation of the arguments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeaturePieceCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} pieceIndex&lt;br /&gt;
|arg3 = {{type|bool}} enable&lt;br /&gt;
|arg4 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg5 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ&lt;br /&gt;
|arg6 = {{type|number}} Axis&lt;br /&gt;
|arg7 = {{type|number}} volumeType {{bracket}}&lt;br /&gt;
|arg8 = {{type|number}} primaryAxis {{rbracket}}&lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureMidAndAimPos&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} mpX, {{type|number}} mpY, {{type|number}} mpZ&lt;br /&gt;
|arg3 = {{type|number}} apX, {{type|number}} apY, {{type|number}} apZ {{bracket}} &lt;br /&gt;
|arg4 = {{type|bool}} relative&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&amp;lt;br&amp;gt;Check Spring.SetUnitMidAndAimPos for further explanation of the arguments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureRadiusAndHeight&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} radius&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureMass&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} mass&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureBlocking&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|boolean}} isBlocking&lt;br /&gt;
|arg3 = {{type|boolean}} isSolidObjectCollidable&lt;br /&gt;
|arg4 = {{type|boolean}} isProjectileCollidable&lt;br /&gt;
|arg5 = {{type|boolean}} isRaySegmentCollidable&lt;br /&gt;
|arg6 = {{type|boolean}} crushable&lt;br /&gt;
|arg7 = {{type|boolean}} blockEnemyPushing&lt;br /&gt;
|arg8 = {{type|boolean}} blockHeightChanges&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&amp;lt;br&amp;gt; Changed parameters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Lua to COB =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = CallCOBScript&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} funcID {{pipe}} {{type|string}} funcName&lt;br /&gt;
|arg3 = {{type|number}} retArgs&lt;br /&gt;
|arg4 = COBArg1&lt;br /&gt;
|arg5 = COBArg2&lt;br /&gt;
|arg6 = ...&lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} returnValue, {{type|number}} retArg1, {{type|number}} retArg2, ...&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GetCOBScriptID&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} funcName&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} funcID&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GetUnitCOBValue&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|bool}} splitData=false {{rbracket}}&lt;br /&gt;
|arg3 = {{type|number}} COBValue {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} param1 {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} param2 {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} param3 {{bracket}}&lt;br /&gt;
|arg7 =  {{type|number}} param4 {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|number}} result {{pipe}} {{type|number}} result1, {{type|number}} result2&lt;br /&gt;
|info = Note: Don&#039;t use Spring.{{bracket}}Get{{pipe}}Set{{rbracket}}UnitCOBValue in LUS just because you are familar with it since bos/cob, use the LuaSpringAPI instead!&amp;lt;br&amp;gt;You can find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCOBValue&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} COBValue&lt;br /&gt;
|arg3 = {{type|number}} param1 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} param2 {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Note: Don&#039;t use Spring.{{bracket}}Get{{pipe}}Set{{rbracket}}UnitCOBValue in LUS just because you are familar with it since bos/cob, use the LuaSpringAPI instead!&amp;lt;br&amp;gt;You can find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Give Order =&lt;br /&gt;
&lt;br /&gt;
Options can also be a bitmask; e.g. 0 instead of an empty table (can avoid performance hit on table creation)&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Lua CMDs]] for relevant constants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderToUnit&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} cmdID&lt;br /&gt;
|arg3 = params = { number, etc...}&lt;br /&gt;
|arg4 = options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderToUnitMap&lt;br /&gt;
|arg1 = unitMap = { {{bracket}}unitID{{rbracket}} = example, etc... }&lt;br /&gt;
|arg2 = {{type|number}} cmdID&lt;br /&gt;
|arg3 = params = { number, etc...}&lt;br /&gt;
|arg4 = options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderToUnitArray&lt;br /&gt;
|arg1 = unitArray = { {{bracket}}1{{rbracket}} = unitID, etc... }&lt;br /&gt;
|arg2 = {{type|number}} cmdID&lt;br /&gt;
|arg3 = params = { number, etc...}&lt;br /&gt;
|arg4 = options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderArrayToUnitMap&lt;br /&gt;
|arg1 = unitMap = { {{bracket}}{{type|number}} unitID{{rbracket}} = example, etc... }&lt;br /&gt;
|arg2 = orderArray = { { {{type|number}} cmdID, params = { number, etc...}, options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} } }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderArrayToUnitArray&lt;br /&gt;
|arg1 = unitArray = { {{bracket}}1{{rbracket}} = {{type|number}} unitID, etc... }&lt;br /&gt;
|arg2 = orderArray = { { {{type|number}} cmdID, params = { number, etc...}, options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} } }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Ground=&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddGrass&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RemoveGrass&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Heightmap ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Note that x &amp;amp; z coords are in worldspace (Game.mapSizeX/Z), still the heightmap resolution is [[Lua_ConstGame|Game.squareSize]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = LevelHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AdjustHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = (heightmap[x][z] += height;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RevertHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} origFactor &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetHeightMapFunc&lt;br /&gt;
|arg1 = lua_function {{bracket}}&lt;br /&gt;
|arg2 = arg1 {{bracket}}&lt;br /&gt;
|arg3 = arg2 {{bracket}}&lt;br /&gt;
|arg4 = ... {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absTotalHeightMapAmountChanged&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
Example code:&amp;lt;pre&amp;gt;&lt;br /&gt;
Spring.SetHeightMapFunc(function()&lt;br /&gt;
	for z=0,Game.mapSizeZ, Game.squareSize do&lt;br /&gt;
		for x=0,Game.mapSizeX, Game.squareSize do&lt;br /&gt;
			Spring.SetHeightMap( x, z, 200 + 20 * math.cos((x + z) / 90) )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} newHeight&lt;br /&gt;
|info = Can only be called in SetHeightMapFunc()&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} terraform = 1 {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absHeightDiff&lt;br /&gt;
|info = Can only be called in SetHeightMapFunc(). The terraform argument is a scaling factor:&amp;lt;br&amp;gt;&lt;br /&gt;
If =0 nothing will be changed (the terraform starts) and if =1 the terraform will be finished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = LevelSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AdjustSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RevertSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} origFactor &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetSmoothMeshFunc&lt;br /&gt;
|arg1 = lua_function {{bracket}}&lt;br /&gt;
|arg2 = arg1 {{bracket}}&lt;br /&gt;
|arg3 = arg2 {{bracket}}&lt;br /&gt;
|arg4 = ... {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absTotalHeightMapAmountChanged&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} newHeight&lt;br /&gt;
|info = Can only be called in SetSmoothMeshFunc().&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} terraform = 1 {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absHeightDiff&lt;br /&gt;
|info = Can only be called in SetSmoothMeshFunc().&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== TerrainTypes ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetMapSquareTerrainType&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} newType&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} oldType&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTerrainTypeData&lt;br /&gt;
|arg1 = {{type|number}} typeIndex {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} speedTanks = nil {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} speedKBOts = nil {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} speedHovers = nil {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} speedShips = nil {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} true&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetSquareBuildingMask&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} mask &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|103.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
See also {{xtaglink|Gamedev:UnitDefs|buildingMask}} unitdef tag.&lt;br /&gt;
&lt;br /&gt;
== MetalAmount ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetMetalAmount&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} metalAmount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|83.0}}&amp;lt;br&amp;gt;x &amp;amp; z coords are in worldspace/16. metalAmount must be between 0 and 255*maxMetal (with maxMetal from the .smd or mapinfo.lua).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Command Descriptions =&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; style=&amp;quot;font-size:120%; font-weight:600&amp;quot;&amp;gt;Doesn&#039;t work in unsynced code!&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = EditUnitCmdDesc&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} cmdDescID&lt;br /&gt;
|arg3 = {{type|table}} cmdArray &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;structure of cmdArray:&lt;br /&gt;
  {&lt;br /&gt;
    [ id          = int ],&lt;br /&gt;
    [ type        = int ],&lt;br /&gt;
    [ name        = string ],&lt;br /&gt;
    [ action      = string ],&lt;br /&gt;
    [ tooltip     = string ],&lt;br /&gt;
    [ texture     = string ],&lt;br /&gt;
    [ cursor      = string ],&lt;br /&gt;
    [ queueing    = boolean ],&lt;br /&gt;
    [ hidden      = boolean ],&lt;br /&gt;
    [ disabled    = boolean ],&lt;br /&gt;
    [ showUnique  = boolean ],&lt;br /&gt;
    [ onlyTexture = boolean ],&lt;br /&gt;
    [ params      = { string = string, ... } ]&lt;br /&gt;
  }&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{var|queueing}} is {{new|101.0}} and allows custom commands to be non-queueing (handy for state toggles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = InsertUnitCmdDesc&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} cmdDescID {{rbracket}}&lt;br /&gt;
|arg3 = {{type|table}} cmdArray &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RemoveUnitCmdDesc&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} cmdDescID {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetNoPause&lt;br /&gt;
|arg1 = {{type|bool}} noPause &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitToFeature&lt;br /&gt;
|arg1 = {{type|bool}} tofeature &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = An ugly global switch that can be used to block units turning into features when they finish being built (like *A DT&#039;s do, which have the isFeature tag) [http://springrts.com/phpbb/viewtopic.php?f=14&amp;amp;p=481521 thread]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetExperienceGrade&lt;br /&gt;
|arg1 = {{type|number}} expGrade {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} ExpPowerScale {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} ExpHealthScale {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} ExpReloadScale {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = expGrade defines how often UnitExperience() will be called.&amp;lt;br&amp;gt;Prior to 104.0 it is based on the following equation:&amp;lt;br&amp;gt;(int) {{bracket}}exp/(exp+1){{rbracket}} / expGrade&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Post 104.0 it is the raw change.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnExplosion&lt;br /&gt;
|arg1 = {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0&lt;br /&gt;
|arg2 = {{type|number}} dirX = 0, {{type|number}} dirY = 0, {{type|number}} dirZ = 0&lt;br /&gt;
|arg3 = {{type|table}} explosionParams&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|104.0}}&lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;pre&amp;gt;Possible keys of explosionParams are:&lt;br /&gt;
    weaponDef = number,&lt;br /&gt;
    owner = number,&lt;br /&gt;
    hitUnit = number,&lt;br /&gt;
    hitFeature = number,&lt;br /&gt;
    craterAreaOfEffect = number,&lt;br /&gt;
    damageAreaOfEffect = number,&lt;br /&gt;
    edgeEffectiveness = number,&lt;br /&gt;
    explosionSpeed = number,&lt;br /&gt;
    gfxMod = number,&lt;br /&gt;
    impactOnly = boolean,&lt;br /&gt;
    ignoreOwner = boolean,&lt;br /&gt;
    damageGround = boolean&lt;br /&gt;
&lt;br /&gt;
Please note the explosion defaults to 1 damage regardless of what it&#039;s defined in the weaponDef.&lt;br /&gt;
The weapondefID is only used for visuals and for passing into callins like UnitDamaged.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnCEG&lt;br /&gt;
|arg1 = {{type|string}} &amp;quot;cegname&amp;quot; | {{type|number}} cegID&lt;br /&gt;
|arg2 = {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0&lt;br /&gt;
|arg3 = {{type|number}} dirX = 0, {{type|number}} dirY = 0, {{type|number}} dirZ = 0&lt;br /&gt;
|arg4 = {{type|number}} radius = 0&lt;br /&gt;
|arg5 = {{type|number}} damage = 0&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} success, {{type|number}} cegID&lt;br /&gt;
|info = cegID new in 95.0.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnSFX&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} sfxID&lt;br /&gt;
|arg3 = {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0&lt;br /&gt;
|arg4 = {{type|number}} dirX = 0, {{type|number}} dirY = 0, {{type|number}} dirZ = 0&lt;br /&gt;
|arg5 = {{type|number}} radius = 0&lt;br /&gt;
|arg6 = {{type|number}} damage = 0 {{bracket}}&lt;br /&gt;
|arg7 = {{type|bool}} absolute {{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} success&lt;br /&gt;
|info = {{new|104.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equal to the [[Animation-LuaCallouts#Effects|UnitScript versions of EmitSFX]], but takes position and direction arguments (in either unit- or piece-space) instead of a piece index.&lt;br /&gt;
&lt;br /&gt;
= Projectiles =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnProjectile&lt;br /&gt;
|arg1 = {{type|number}} weaponDefID&lt;br /&gt;
|arg2 = {{type|table}} projectileParams &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} projectileID&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;pre&amp;gt;Possible keys of projectileParams are:&lt;br /&gt;
    pos = {number x, number y, number z},&lt;br /&gt;
    end = {number x, number y, number z},&lt;br /&gt;
    speed = {number x, number y, number z},&lt;br /&gt;
    spread = {number x, number y, number z},&lt;br /&gt;
    error = {number x, number y, number z},&lt;br /&gt;
    owner = number,&lt;br /&gt;
    team = number,&lt;br /&gt;
    ttl = number,&lt;br /&gt;
    gravity = number,&lt;br /&gt;
    tracking = number,&lt;br /&gt;
    maxRange = number,&lt;br /&gt;
    startAlpha = number,&lt;br /&gt;
    endAlpha = number,&lt;br /&gt;
    model = string,&lt;br /&gt;
    cegTag = string&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = DeleteProjectile&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Silently removes projectiles (no explosion).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Pre 95.0:&amp;lt;/span&amp;gt;&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileTarget&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{bracket}} {{type|number}} targetID, {{type|string}} targetTypeStr {{rbracket}} {{pipe}} {{bracket}} {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} validTarget&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Post 95.0:&amp;lt;/span&amp;gt;&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileTarget&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{bracket}} {{type|number}} targetID, {{type|number}} targetType {{rbracket}} {{pipe}} {{bracket}} {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} validTarget&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;pre&amp;gt;targetTypeStr can be one of: &lt;br /&gt;
    &#039;u&#039; - unit&lt;br /&gt;
    &#039;f&#039; - feature&lt;br /&gt;
    &#039;p&#039; - projectile&lt;br /&gt;
  while targetTypeInt is one of:&lt;br /&gt;
    string.byte(&#039;g&#039;) := GROUND&lt;br /&gt;
    string.byte(&#039;u&#039;) := UNIT&lt;br /&gt;
    string.byte(&#039;f&#039;) := FEATURE&lt;br /&gt;
    string.byte(&#039;p&#039;) := PROJECTILE&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileIgnoreTrackingError&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{type|bool}} ignore &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileIsIntercepted&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|99.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileMoveControl&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{type|bool}} enable&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Disables engine movecontrol, so lua can fully control the physics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectilePosition&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} posX = 0 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} posY = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} posZ = 0 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileVelocity&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} velX = 0 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} velY = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} velZ = 0 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileCollision&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileGravity&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} grav = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileSpinAngle&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} spinAngle = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileSpinSpeed&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} speed = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileSpinVec&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} spinX = 0 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} spinY = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} spinZ = 0 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileCEG&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = {{type|string}} ceg_name &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetPieceProjectileParams&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} explosionFlags {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} spinAngle {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} spinSpeed {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} spinVector.x {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} spinVector.y {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} spinVector.z {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileAlwaysVisible&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = {{type|bool}} alwaysVisible&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|table}} damages &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|string}} key&lt;br /&gt;
|arg4 = {{type|number}} value &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;Format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11819</id>
		<title>Lua SyncedCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11819"/>
		<updated>2023-05-13T19:56:41Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Unit Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Game End =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = KillTeam&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 =&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|83.0}}&amp;lt;br&amp;gt; Will declare a team to be dead ( no further orders can be assigned to such teams&#039;s units ), Gaia team cannot be killed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GameOver&lt;br /&gt;
|arg1 = {{type|number}} allyTeamID1&lt;br /&gt;
|arg2 = {{type|number}} allyTeamID2&lt;br /&gt;
|arg3 = ...&lt;br /&gt;
|arg4 =&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|83.0}}&amp;lt;br&amp;gt; Will declare game over, a list of winning allyteams can be passed, if undecided ( like when dropped from the host ) it should be empty ( no winner ), in the case of a draw with multiple winners, all should be listed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= RulesParams =&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;String values are new since 95.0. Attention: Numeric paramValues in quotes will be converted to number.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitRulesParam&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} paramName&lt;br /&gt;
|arg3 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg4 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=note&amp;gt;Possible keys for the losAccess table are:&lt;br /&gt;
    `private` : only readable by the ally (default)&lt;br /&gt;
    `allied`  : readable by ally + ingame allied&lt;br /&gt;
    `inlos`   : readable if the unit is in LOS&lt;br /&gt;
    `inradar` : readable if the unit is in AirLOS&lt;br /&gt;
    `public`  : readable by all&lt;br /&gt;
   note: if one condition is fulfilled all beneath it are too (e.g. if an unit is in LOS it&amp;lt;br/&amp;gt;     can read params with `inradar=true` even if the param has `inlos=false`)&lt;br /&gt;
   note2: all GameRulesParam are public, TeamRulesParams can just be `private`,`allied`&amp;lt;br/&amp;gt;     and/or `public`&lt;br /&gt;
   note3: You can read RulesParams from &#039;&#039;&#039;any&#039;&#039;&#039; Lua enviroments! With those losAccess&amp;lt;br/&amp;gt;     policies you can limit their access.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureRulesParam&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|string}} paramName&lt;br /&gt;
|arg3 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg4 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=warning&amp;gt;New since 102.0.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;See above for further documentation of losAccess.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTeamRulesParam&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} paramName&lt;br /&gt;
|arg3 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg4 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = See above for further documentation of losAccess.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGameRulesParam&lt;br /&gt;
|arg1 = {{type|string}} paramName&lt;br /&gt;
|arg2 = {{type|number{{pipe}}string}} paramValue {{bracket}} &lt;br /&gt;
|arg3 = {{type|table}} losAccess {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = See above for further documentation of losAccess.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Adds metal or energy resources to the specified team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UseTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount {{pipe}} { metal = {{type|number}} amount, energy = {{type|number}} amount }&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} hadEnough&lt;br /&gt;
|info = Consumes metal and/or energy resources of the specified team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} res&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Possible values for res are:&amp;lt;br&amp;gt;&amp;quot;m&amp;quot;  = metal&amp;lt;br&amp;gt;&amp;quot;e&amp;quot;  = energy&amp;lt;br&amp;gt;&amp;quot;ms&amp;quot;  = metal storage&amp;lt;br&amp;gt;&amp;quot;es&amp;quot;  = energy storage&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTeamShareLevel&lt;br /&gt;
|arg1 = {{type|number}} teamID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Changes the resource amount for a team beyond which resources aren&#039;t stored but transferred to other allied teams if possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = ShareTeamResource&lt;br /&gt;
|arg1 = {{type|number}} teamID_src&lt;br /&gt;
|arg2 = {{type|number}} teamID_recv&lt;br /&gt;
|arg3 = {{type|string}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;energy&amp;quot;&lt;br /&gt;
|arg4 = {{type|number}} amount&lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Transfers resources between two teams.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Teams =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetAlly&lt;br /&gt;
|arg1 = {{type|number}} firstAllyTeamID&lt;br /&gt;
|arg2 = {{type|number}} secondAllyTeamID&lt;br /&gt;
|arg3 = {{type|bool}} ally&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|98.0}}&amp;lt;br&amp;gt;Changes the value of the (one-sided) alliance between: firstAllyTeamID -&amp;gt; secondAllyTeamID.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AssignPlayerToTeam&lt;br /&gt;
|arg1 = {{type|number}} playerID&lt;br /&gt;
|arg2 = {{type|number}} teamID&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|98.0}}&amp;lt;br&amp;gt;Assigns a player to a team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGlobalLos&lt;br /&gt;
|arg1 = {{type|number}} allyTeamID&lt;br /&gt;
|arg2 = {{type|bool}} globallos &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 =&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 =&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Changes access to global line of sight for a team and its allies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Unit Handling =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = CreateUnit&lt;br /&gt;
|arg1 = {{type|string}} &amp;quot;defName&amp;quot; {{pipe}} {{type|number }} unitDefID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} y&lt;br /&gt;
|arg4 = {{type|number}} z&lt;br /&gt;
|arg5 = {{type|string}} &amp;quot;facing&amp;quot; {{pipe}} {{type|number }} facing &lt;br /&gt;
|arg6 = {{type|number}} teamID {{bracket}}&lt;br /&gt;
|arg7 = {{type|bool}} build = false {{bracket}} &lt;br /&gt;
|arg8 = {{type|bool}} flattenGround = true {{bracket}} &lt;br /&gt;
|arg9 = {{type|number}} builderID {{rbracket}}{{rbracket}}{{rbracket}} &lt;br /&gt;
|return = {{type|number}} unitID {{pipe}} {{type|nil}} (meaning unit was not created)&lt;br /&gt;
|info = Offmap positions are clamped! Use MoveCtrl to move to such positions.&amp;lt;br&amp;gt;Possible values for facing are:&amp;lt;br&amp;gt;&amp;quot;south&amp;quot; {{pipe}} &amp;quot;s&amp;quot; {{pipe}} 0&amp;lt;br&amp;gt;&amp;quot;east&amp;quot;  {{pipe}} &amp;quot;e&amp;quot; {{pipe}} 1&amp;lt;br&amp;gt;&amp;quot;north&amp;quot; {{pipe}} &amp;quot;n&amp;quot; {{pipe}} 2&amp;lt;br&amp;gt;&amp;quot;west&amp;quot;  {{pipe}} &amp;quot;w&amp;quot; {{pipe}} 3&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If build is true, the unit is created in &amp;quot;being built&amp;quot; state with buildProgress = 0&amp;lt;br&amp;gt;unitID and builderID are {{new|92.0}}, the former allowing to spawn a unit with a specific ID.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = DestroyUnit&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}} &lt;br /&gt;
|arg2 = {{type|bool}} selfd = false {{bracket}} &lt;br /&gt;
|arg3 = {{type|bool}} reclaimed = false {{bracket}} &lt;br /&gt;
|arg4 = {{type|number}} attackerID {{rbracket}}{{rbracket}}{{rbracket}} &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = selfd := Makes the unit act like it self-destructed.&amp;lt;br&amp;gt;reclaimed := Don&#039;t show any DeathSequences, don&#039;t leave a wreckage. This does not give back the resources to the team!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = TransferUnit&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} newTeamID {{bracket}} &lt;br /&gt;
|arg3 = {{type|bool}} given = true {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = If given=false, the unit is captured.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unit Control ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCosts&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = { {{bracket}} buildTime = {{type|number}} amount {{rbracket}}&lt;br /&gt;
|arg3 = {{bracket}} metalCost = {{type|number}} amount  {{rbracket}}&lt;br /&gt;
|arg4 = {{bracket}} energyCost = {{type|number}} amount {{rbracket}} }&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTooltip&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;tooltip&amp;quot;&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitHealth&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} health {{pipe}} { {{bracket}} health = {{type|number}} health {{rbracket}}&lt;br /&gt;
|arg3 = {{bracket}} capture  = {{type|number}} capture  {{rbracket}}&lt;br /&gt;
|arg4 = {{bracket}} paralyze = {{type|number}} paralyze {{rbracket}}&lt;br /&gt;
|arg5 = {{bracket}} build    = {{type|number}} build {{rbracket}} }&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMaxHealth&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} maxHealth &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitDamage&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} damage {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} paralyze = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} attackerID = -1 {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} weaponID = -1 {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} impulse_x {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} impulse_y {{bracket}}&lt;br /&gt;
|arg8 = {{type|number}} impulse_z {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = The number in the paralyze parameter equals to the paralyzetime in the WeaponDef.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitStockpile&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} stockpile {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} buildPercent {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitExperience&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} experience &lt;br /&gt;
|arg3 = {{type|number}} buildPercent&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFuel&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} fuel &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCrashing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} crashing &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|83.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLineage&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} teamID {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} isRoot {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|83.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitNeutral&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} neutral&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|83.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTarget&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x {{pipe}} {{type|nil}} &lt;br /&gt;
|arg3 = {{type|number}} y &lt;br /&gt;
|arg4 = {{type|number}} z {{bracket}}&lt;br /&gt;
|arg5 = {{type|bool}} dgun = false {{bracket}}&lt;br /&gt;
|arg6 = {{type|bool}} userTarget = false {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} weaponNum = -1 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTarget&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} enemyUnitID {{pipe}} {{type|nil}} {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} dgun = false {{bracket}}&lt;br /&gt;
|arg4 = {{type|bool}} userTarget = false {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} weaponNum = -1 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = Defines a unit&#039;s target. Nil as 2nd argument drops the unit&#039;s current target.&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;UserTarget &amp;amp; success new in version 95.0, setting nil target new in version 99.0, weaponNum new in version 102.0.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMaxRange&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} maxRange&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMass&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} mass &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitBlocking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} isblocking&lt;br /&gt;
|arg3 = {{type|bool}} isSolidObjectCollidable&lt;br /&gt;
|arg4 = {{type|bool}} isProjectileCollidable&lt;br /&gt;
|arg5 = {{type|bool}} isRaySegmentCollidable&lt;br /&gt;
|arg6 = {{type|bool}} crushable&lt;br /&gt;
|arg7 = {{type|bool}} blockEnemyPushing&lt;br /&gt;
|arg8 = {{type|bool}} blockHeightChanges&lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&amp;lt;br&amp;gt;Changed parameters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMetalExtraction&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} depth {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} range {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 =&lt;br /&gt;
|arg7 =&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Parameter &amp;quot;depth&amp;quot; corresponds to metal extraction rate. Range value is similar to &amp;quot;extractsMetal&amp;quot; in unitDefs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitBuildSpeed&lt;br /&gt;
|arg1 = {{type|number}} builderID&lt;br /&gt;
|arg2 = {{type|number}} buildSpeed {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} repairSpeed {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} reclaimSpeed{{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} resurrectSpeed {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} captureSpeed {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} terraformSpeed {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitNanoPieces&lt;br /&gt;
|arg1 = {{type|number}} builderID&lt;br /&gt;
|arg2 = {{type|table}} pieces&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|92.0}}&amp;lt;br&amp;gt;This saves a lot of engine calls, by replacing: function script.QueryNanoPiece() return currentpiece end&amp;lt;br&amp;gt;Use it!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitAttach&lt;br /&gt;
|arg1 = {{type|number}} transporterID&lt;br /&gt;
|arg2 = {{type|number}} passengerID&lt;br /&gt;
|arg3 = {{type|number}} pieceNum &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitDetach&lt;br /&gt;
|arg1 = {{type|number}} passengerID &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitDetachFromAir&lt;br /&gt;
|arg1 = {{type|number}} passengerID &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLoadingTransport&lt;br /&gt;
|arg1 = {{type|number}} passengerID &lt;br /&gt;
|arg2 = {{type|number}} transportID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Disables collisions between the two units to allow colvol intersection during the approach.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPieceParent&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} AlteredPiece&lt;br /&gt;
|arg3 = {{type|number}} ParentPiece &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Changes the pieces hierarchy of a unit by attaching a piece to a new parent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPieceMatrix&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} pieceNum&lt;br /&gt;
|arg3 = {{type|table }} matrix &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|104.0}}&amp;lt;br&amp;gt;Sets the local (i.e. parent-relative) matrix of the given piece if any of the first three elements are non-zero, and also blocks all script animations from modifying it until {0, 0, 0} is passed (matrix should be an array of 16 floats, but is not otherwise sanity-checked).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitArmored&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} armored {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} armorMultiple {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;armorMultiple new in version 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitShieldState&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} weaponID = -1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} enabled {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} power {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;mode&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} mode &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;moveFactor&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} factor&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;minDamage&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} minDamage &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;maxDamage&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} maxDamage &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitFlanking&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} &amp;quot;dir&amp;quot;&lt;br /&gt;
|arg3 = {{type|number }} x&lt;br /&gt;
|arg4 = {{type|number }} y&lt;br /&gt;
|arg5 = {{type|number }} z&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponState&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|table }} states &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponState&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|string }} key&lt;br /&gt;
|arg4 = {{type|number}} value&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Format of the states table:&lt;br /&gt;
    {&lt;br /&gt;
      [&amp;quot;reloadState&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;reloadFrame&amp;quot;     = number value,] (synonym for reloadState!)&lt;br /&gt;
      [&amp;quot;reloadTime&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;accuracy&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;sprayAngle&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;range&amp;quot;           = number value,] (*)&lt;br /&gt;
      [&amp;quot;projectileSpeed&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;burst&amp;quot;           = number value,]&lt;br /&gt;
      [&amp;quot;burstRate&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;projectiles&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;salvoLeft&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;nextSalvo&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;aimReady&amp;quot;        = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
    }&lt;br /&gt;
  (*) if you change the range of a weapon with dynamic damage&lt;br /&gt;
  make sure you use SetUnitWeaponDamages to change dynDamageRange as well.&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum {{pipe}} {{type|string}} &amp;quot;selfDestruct&amp;quot; {{pipe}} {{type|string}} &amp;quot;explode&amp;quot;&lt;br /&gt;
|arg3 = {{type|table}} damages &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitWeaponDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum {{pipe}} {{type|string}} &amp;quot;selfDestruct&amp;quot; {{pipe}} {{type|string}} &amp;quot;explode&amp;quot;&lt;br /&gt;
|arg3 = {{type|string}} key&lt;br /&gt;
|arg4 = {{type|number}} value&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg3 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ&lt;br /&gt;
|arg4 = {{type|number}} vType&lt;br /&gt;
|arg5 = {{type|number}} tType&lt;br /&gt;
|arg6 = {{type|number}} Axis&lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;enum COLVOL_TYPES {&lt;br /&gt;
      COLVOL_TYPE_DISABLED = -1,&lt;br /&gt;
      COLVOL_TYPE_ELLIPSOID = 0,&lt;br /&gt;
      COLVOL_TYPE_CYLINDER,&lt;br /&gt;
      COLVOL_TYPE_BOX,&lt;br /&gt;
      COLVOL_TYPE_SPHERE,&lt;br /&gt;
      COLVOL_NUM_TYPES       // number of non-disabled collision volume types&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_TESTS {&lt;br /&gt;
      COLVOL_TEST_DISC = 0,&lt;br /&gt;
      COLVOL_TEST_CONT = 1,&lt;br /&gt;
      COLVOL_NUM_TESTS = 2   // number of tests&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_AXES {&lt;br /&gt;
      COLVOL_AXIS_X   = 0,&lt;br /&gt;
      COLVOL_AXIS_Y   = 1,&lt;br /&gt;
      COLVOL_AXIS_Z   = 2,&lt;br /&gt;
      COLVOL_NUM_AXES = 3    // number of collision volume axes&lt;br /&gt;
    };&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPieceCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} pieceIndex&lt;br /&gt;
|arg3 = {{type|bool}} enable&lt;br /&gt;
|arg4 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg5 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} volumeType {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} primaryAxis {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = As of 101.0 this is 1-based piece index argument (was 0-based).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitTravel&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} travel {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} travelPeriod {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMoveGoal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} goalX, {{type|number}} goalY, {{type|number}} goalZ {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} goalRadius {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} moveSpeed {{bracket}}&lt;br /&gt;
|arg5 = {{type|bool}} moveRaw {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Used by default commands to get in build-, attackrange etc.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;{{new|98.0}} &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;moveRaw: [http://springrts.com/mantis/view.php?id=4412 allow unit to dumbly move to a coordinate without calculating path.]&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLandGoal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} goalX, {{type|number}} goalY, {{type|number}} goalZ {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} goalRadius {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Used in conjunction with {{name|Spring.UnitAttach}} et al. to re-implement old airbase &amp;amp; fuel system in Lua.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = ClearUnitGoal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|102.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPhysics&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} posX, {{type|number}} posY, {{type|number}} posZ&lt;br /&gt;
|arg3 = {{type|number}} velX, {{type|number}} velY, {{type|number}} velZ&lt;br /&gt;
|arg4 = {{type|number}} rotX, {{type|number}} rotY, {{type|number}} rotZ&lt;br /&gt;
|arg5 = {{type|number}} dragX, {{type|number}} dragY, {{type|number}} dragZ&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Drag new in version 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPosition&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} z {{bracket}}&lt;br /&gt;
|arg4 = {{type|bool}} alwaysAboveSea {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitDirection&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} y&lt;br /&gt;
|arg4 = {{type|number}} z&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|90.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitVelocity&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} velX&lt;br /&gt;
|arg3 = {{type|number}} velY&lt;br /&gt;
|arg4 = {{type|number}} velZ&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitRotation&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} yaw&lt;br /&gt;
|arg3 = {{type|number}} pitch&lt;br /&gt;
|arg4 = {{type|number}} roll&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitImpulse&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} x&lt;br /&gt;
|arg3 = {{type|number}} y&lt;br /&gt;
|arg4 = {{type|number}} z {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} decayRate {{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitSeismicPing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} pingSize &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGroundMoveTypeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|table}} properties&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this callout to control movement properties for ground units. Known properties : maxSpeed, maxWantedSpeed, turnRate, ... (TODO fix/update)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetAirMoveTypeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|table}} properties&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this callout to control movement properties for non-gunship air units. Known properties : maxSpeed, maxWantedSpeed, ... (TODO fix/update)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetGunshipMoveTypeData&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|table}} properties&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this callout to control movement properties for air gunships. Known properties : maxSpeed, maxWantedSpeed, turnRate, ... (TODO fix/update)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RemoveBuildingDecal&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitMidAndAimPos&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} mpX, {{type|number}} mpY, {{type|number}} mpZ&lt;br /&gt;
|arg3 = {{type|number}} apX, {{type|number}} apY, {{type|number}} apZ {{bracket}}&lt;br /&gt;
|arg4 = {{type|bool}} relative {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&amp;lt;br&amp;gt;mpx, mpy, mpz: New middle position of unit&amp;lt;br&amp;gt;apx, apy, apz: New position that enemies aim at on this unit&amp;lt;br&amp;gt;relative: Are the new coordinates relative to world (false) or unit (true) coordinates? Also, note that apy is inverted!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitRadiusAndHeight&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} radius&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitWeaponFire&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UnitWeaponHoldFire&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unit LOS ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCloak&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} cloaked {{pipe}} {{type|number}} scriptCloak {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} decloakAbs {{pipe}} {{type|number}} decloakDistance {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = If the 2nd argument is a number, the value works like this:&amp;lt;br&amp;gt;1:=normal cloak&amp;lt;br&amp;gt;2:=for free cloak (cost no E)&amp;lt;br&amp;gt;3:=for free + no decloaking (except the unit is stunned)&amp;lt;br&amp;gt;4:=ultimative cloak (no ecost, no decloaking, no stunned decloak)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The decloak distance is only changed:&amp;lt;br&amp;gt;- if the 3th argument is a number or a boolean.&amp;lt;br&amp;gt;- if the boolean is false it takes the default decloak distance for that unitdef,&amp;lt;br&amp;gt;- if the boolean is true it takes the absolute value of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitSonarStealth&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} sonarStealth &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitStealth&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} stealth &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitAlwaysVisible&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|bool}} alwaysVisible &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLosMask&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} allyTeam&lt;br /&gt;
|arg3 = {{type|number}} los  {{pipe}} {{type|table }} losTypes &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = The 3rd argument is either the bit-and combination of the following numbers:&amp;lt;br&amp;gt;LOS_INLOS     = 1&amp;lt;br&amp;gt;LOS_INRADAR   = 2&amp;lt;br&amp;gt;LOS_PREVLOS   = 4&amp;lt;br&amp;gt;LOS_CONTRADAR = 8&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;or a table of the following form:&amp;lt;br&amp;gt;losTypes = {&amp;lt;br&amp;gt;[los = boolean,]&amp;lt;br&amp;gt;[radar = boolean,]&amp;lt;br&amp;gt;[prevLos = boolean,]&amp;lt;br&amp;gt;[contRadar = boolean]&amp;lt;br&amp;gt;}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitLosState&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} allyTeam&lt;br /&gt;
|arg3 = {{type|number}} los  {{pipe}} {{type|table }} losTypes &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = See above for more info on the arguments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitSensorRadius&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} type&lt;br /&gt;
|arg3 = {{type|number}} radius&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} newRadius&lt;br /&gt;
|info = Type can be:&amp;lt;br&amp;gt;&amp;quot;los&amp;quot;, &amp;quot;airLos&amp;quot;, &amp;quot;radar&amp;quot;, &amp;quot;sonar&amp;quot;, &amp;quot;seismic&amp;quot;, &amp;quot;radarJammer&amp;quot;, &amp;quot;sonarJammer&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetRadarErrorParams&lt;br /&gt;
|arg1 = {{type|number}} allyTeamID&lt;br /&gt;
|arg2 = {{type|number }} allyteamErrorSize {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} baseErrorSize {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} baseErrorMult {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPosErrorParams&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} posErrorVector.x, {{type|number}} posErrorVector.y, {{type|number}} posErrorVector.z,&lt;br /&gt;
|arg3 = {{type|number}} posErrorDelta.x, {{type|number}} number posErrorDelta.y, {{type|number}} posErrorDelta.z {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} nextPosErrorUpdate {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Unit Resourcing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitResourcing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} res&lt;br /&gt;
|arg3 = {{type|number}} amount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitResourcing&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = { res = {{type|number}} amount, ... }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  Possible values for res are: &amp;quot;[u{{pipe}}c][u{{pipe}}m][m{{pipe}}e]&amp;quot;&amp;lt;br&amp;gt;unconditional {{pipe}} conditional&amp;lt;br&amp;gt;use {{pipe}} make&amp;lt;br&amp;gt;metal {{pipe}} energy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddUnitResource&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} &amp;quot;m&amp;quot; {{pipe}} &amp;quot;e&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UseUnitResource&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string }} &amp;quot;m&amp;quot; {{pipe}} &amp;quot;e&amp;quot;&lt;br /&gt;
|arg3 = {{type|number}} amount &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} okay&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = UseUnitResource&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = { {{bracket}} &amp;quot;m&amp;quot; {{pipe}} &amp;quot;metal&amp;quot; {{pipe}} &amp;quot;e&amp;quot; {{pipe}} &amp;quot;energy&amp;quot; {{rbracket}} = amount, ... }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} okay&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitHarvestStorage&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} metal&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  {{new|97.0}}&amp;lt;br&amp;gt;See also {{xtaglink|Gamedev:UnitDefs|harvestStorage}} UnitDef tag.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Feature Handling =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = CreateFeature&lt;br /&gt;
|arg1 = {{type|string}} &amp;quot;defName&amp;quot; {{pipe}} {{type|number}} featureDefID&lt;br /&gt;
|arg2 = {{type|number}} x, {{type|number}} y, {{type|number}} z {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} heading {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} AllyTeamID {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} featureID {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|number}} featureID&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = DestroyFeature&lt;br /&gt;
|arg1 = {{type|number}} featureDefID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = TransferFeature&lt;br /&gt;
|arg1 = {{type|number}} featureDefID&lt;br /&gt;
|arg2 = {{type|number}} teamID &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Feature Control ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureHealth&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} health&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureResources&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} metal&lt;br /&gt;
|arg3 = {{type|number}} energy {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} reclaimTime {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} reclaimLeft {{rbracket}}{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =  {{new|104.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureReclaim&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} reclaimLeft&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureResurrect&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} unitDefID {{pipe}} {{type|string}} unitDefName {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} facing {{pipe}} {{type|string}} &amp;quot;facing&amp;quot; {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} progress {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|104.0}} Second param can now be a number id instead of a string name, this also allows cancelling ressurection by passing {{value|-1}}. The level of progress can now be set via the additional 4th param.&amp;lt;br&amp;gt;Possible values for facing are:&amp;lt;br&amp;gt;&amp;quot;south&amp;quot; {{pipe}} &amp;quot;s&amp;quot; {{pipe}} 0&amp;lt;br&amp;gt;&amp;quot;east&amp;quot;  {{pipe}} &amp;quot;e&amp;quot; {{pipe}} 1&amp;lt;br&amp;gt;&amp;quot;north&amp;quot; {{pipe}} &amp;quot;n&amp;quot; {{pipe}} 2&amp;lt;br&amp;gt;&amp;quot;west&amp;quot;  {{pipe}} &amp;quot;w&amp;quot; {{pipe}} 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeaturePosition&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} x, {{type|number}} y, {{type|number}} z {{bracket}}&lt;br /&gt;
|arg3 = {{type|bool}} snapToGround {{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureDirection&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} dirX, {{type|number}} dirY, {{type|number}} dirZ&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureRotation&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} rotX, {{type|number}} rotY, {{type|number}} rotZ&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureVelocity&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} velX, {{type|number}} velY, {{type|number}} velZ&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{New|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitPhysics&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} posX, {{type|number}} posY, {{type|number}} posZ&lt;br /&gt;
|arg3 = {{type|number}} velX, {{type|number}} velY, {{type|number}} velZ&lt;br /&gt;
|arg4 = {{type|number}} rotX, {{type|number}} rotY, {{type|number}} rotZ&lt;br /&gt;
|arg5 = {{type|number}} dragX, {{type|number}} dragY, {{type|number}} dragZ&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{New|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureMoveCtrl&lt;br /&gt;
|arg1 = {{type|number}} featureID {{bracket}}&lt;br /&gt;
|arg2 = {{type|bool}} enable {{bracket}}&lt;br /&gt;
|arg3 = {{type|number*}} args {{rbracket}}{{rbracket}}&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Use this callout to control feature movement. The number* arguments are parsed as follows and all optional:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If enable is true:&amp;lt;br&amp;gt;{{bracket}}, velVector(x,y,z) -- initial velocity for feature&amp;lt;br&amp;gt;{{bracket}}, accVector(x,y,z) -- acceleration added every frame{{rbracket}}{{rbracket}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If enable is false:&amp;lt;br&amp;gt;{{bracket}}, velocityMask(x,y,z) -- dimensions in which velocity is allowed to build when not using MoveCtrl&amp;lt;br&amp;gt;{{bracket}},  impulseMask(x,y,z) -- dimensions in which impulse is allowed to apply when not using MoveCtrl&amp;lt;br&amp;gt;{{bracket}}, movementMask(x,y,z) -- dimensions in which feature is allowed to move when not using MoveCtrl{{rbracket}}{{rbracket}}{{rbracket}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As of spring 103.0 it is necessary to unlock feature movement on x,z axis before changing feature physics. For example use &amp;quot;Spring.SetFeatureMoveCtrl(featureID,false,1,1,1,1,1,1,1,1,1)&amp;quot; to unlock all movement prior to making SetFeatureVelocity calls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureNoSelect&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|bool}} noSelect &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureAlwaysVisible&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|bool}} enable&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg3 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ&lt;br /&gt;
|arg4 = {{type|number}} vType&lt;br /&gt;
|arg5 = {{type|number}} tType&lt;br /&gt;
|arg6 = {{type|number}} Axis&lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Check Spring.SetUnitCollisionVolumeData for further explanation of the arguments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeaturePieceCollisionVolumeData&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} pieceIndex&lt;br /&gt;
|arg3 = {{type|bool}} enable&lt;br /&gt;
|arg4 = {{type|number}} scaleX, {{type|number}} scaleY, {{type|number}} scaleZ&lt;br /&gt;
|arg5 = {{type|number}} offsetX, {{type|number}} offsetY, {{type|number}} offsetZ&lt;br /&gt;
|arg6 = {{type|number}} Axis&lt;br /&gt;
|arg7 = {{type|number}} volumeType {{bracket}}&lt;br /&gt;
|arg8 = {{type|number}} primaryAxis {{rbracket}}&lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureMidAndAimPos&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} mpX, {{type|number}} mpY, {{type|number}} mpZ&lt;br /&gt;
|arg3 = {{type|number}} apX, {{type|number}} apY, {{type|number}} apZ {{bracket}} &lt;br /&gt;
|arg4 = {{type|bool}} relative&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&amp;lt;br&amp;gt;Check Spring.SetUnitMidAndAimPos for further explanation of the arguments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureRadiusAndHeight&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} radius&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|bool}} success&lt;br /&gt;
|info = {{new|89.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureMass&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|number}} mass&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetFeatureBlocking&lt;br /&gt;
|arg1 = {{type|number}} featureID&lt;br /&gt;
|arg2 = {{type|boolean}} isBlocking&lt;br /&gt;
|arg3 = {{type|boolean}} isSolidObjectCollidable&lt;br /&gt;
|arg4 = {{type|boolean}} isProjectileCollidable&lt;br /&gt;
|arg5 = {{type|boolean}} isRaySegmentCollidable&lt;br /&gt;
|arg6 = {{type|boolean}} crushable&lt;br /&gt;
|arg7 = {{type|boolean}} blockEnemyPushing&lt;br /&gt;
|arg8 = {{type|boolean}} blockHeightChanges&lt;br /&gt;
|arg9 =&lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}}&amp;lt;br&amp;gt; Changed parameters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Lua to COB =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = CallCOBScript&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} funcID {{pipe}} {{type|string}} funcName&lt;br /&gt;
|arg3 = {{type|number}} retArgs&lt;br /&gt;
|arg4 = COBArg1&lt;br /&gt;
|arg5 = COBArg2&lt;br /&gt;
|arg6 = ...&lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} returnValue, {{type|number}} retArg1, {{type|number}} retArg2, ...&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GetCOBScriptID&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|string}} funcName&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} funcID&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GetUnitCOBValue&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|bool}} splitData=false {{rbracket}}&lt;br /&gt;
|arg3 = {{type|number}} COBValue {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} param1 {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} param2 {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} param3 {{bracket}}&lt;br /&gt;
|arg7 =  {{type|number}} param4 {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|number}} result {{pipe}} {{type|number}} result1, {{type|number}} result2&lt;br /&gt;
|info = Note: Don&#039;t use Spring.{{bracket}}Get{{pipe}}Set{{rbracket}}UnitCOBValue in LUS just because you are familar with it since bos/cob, use the LuaSpringAPI instead!&amp;lt;br&amp;gt;You can find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitCOBValue&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} COBValue&lt;br /&gt;
|arg3 = {{type|number}} param1 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} param2 {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Note: Don&#039;t use Spring.{{bracket}}Get{{pipe}}Set{{rbracket}}UnitCOBValue in LUS just because you are familar with it since bos/cob, use the LuaSpringAPI instead!&amp;lt;br&amp;gt;You can find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Give Order =&lt;br /&gt;
&lt;br /&gt;
Options can also be a bitmask; e.g. 0 instead of an empty table (can avoid performance hit on table creation)&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Lua CMDs]] for relevant constants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderToUnit&lt;br /&gt;
|arg1 = {{type|number}} unitID &lt;br /&gt;
|arg2 = {{type|number}} cmdID&lt;br /&gt;
|arg3 = params = { number, etc...}&lt;br /&gt;
|arg4 = options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderToUnitMap&lt;br /&gt;
|arg1 = unitMap = { {{bracket}}unitID{{rbracket}} = example, etc... }&lt;br /&gt;
|arg2 = {{type|number}} cmdID&lt;br /&gt;
|arg3 = params = { number, etc...}&lt;br /&gt;
|arg4 = options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderToUnitArray&lt;br /&gt;
|arg1 = unitArray = { {{bracket}}1{{rbracket}} = unitID, etc... }&lt;br /&gt;
|arg2 = {{type|number}} cmdID&lt;br /&gt;
|arg3 = params = { number, etc...}&lt;br /&gt;
|arg4 = options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderArrayToUnitMap&lt;br /&gt;
|arg1 = unitMap = { {{bracket}}{{type|number}} unitID{{rbracket}} = example, etc... }&lt;br /&gt;
|arg2 = orderArray = { { {{type|number}} cmdID, params = { number, etc...}, options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} } }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = GiveOrderArrayToUnitArray&lt;br /&gt;
|arg1 = unitArray = { {{bracket}}1{{rbracket}} = {{type|number}} unitID, etc... }&lt;br /&gt;
|arg2 = orderArray = { { {{type|number}} cmdID, params = { number, etc...}, options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} } }&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Ground=&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddGrass&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RemoveGrass&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Heightmap ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Note that x &amp;amp; z coords are in worldspace (Game.mapSizeX/Z), still the heightmap resolution is [[Lua_ConstGame|Game.squareSize]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = LevelHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AdjustHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = (heightmap[x][z] += height;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RevertHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} origFactor &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetHeightMapFunc&lt;br /&gt;
|arg1 = lua_function {{bracket}}&lt;br /&gt;
|arg2 = arg1 {{bracket}}&lt;br /&gt;
|arg3 = arg2 {{bracket}}&lt;br /&gt;
|arg4 = ... {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absTotalHeightMapAmountChanged&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
Example code:&amp;lt;pre&amp;gt;&lt;br /&gt;
Spring.SetHeightMapFunc(function()&lt;br /&gt;
	for z=0,Game.mapSizeZ, Game.squareSize do&lt;br /&gt;
		for x=0,Game.mapSizeX, Game.squareSize do&lt;br /&gt;
			Spring.SetHeightMap( x, z, 200 + 20 * math.cos((x + z) / 90) )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} newHeight&lt;br /&gt;
|info = Can only be called in SetHeightMapFunc()&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetHeightMap&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} terraform = 1 {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absHeightDiff&lt;br /&gt;
|info = Can only be called in SetHeightMapFunc(). The terraform argument is a scaling factor:&amp;lt;br&amp;gt;&lt;br /&gt;
If =0 nothing will be changed (the terraform starts) and if =1 the terraform will be finished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = LevelSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AdjustSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} height &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RevertSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x1&lt;br /&gt;
|arg2 = {{type|number}} z1 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} x2 &lt;br /&gt;
|arg4 = {{type|number}} z2 {{rbracket}}&lt;br /&gt;
|arg5 = {{type|number}} origFactor &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetSmoothMeshFunc&lt;br /&gt;
|arg1 = lua_function {{bracket}}&lt;br /&gt;
|arg2 = arg1 {{bracket}}&lt;br /&gt;
|arg3 = arg2 {{bracket}}&lt;br /&gt;
|arg4 = ... {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absTotalHeightMapAmountChanged&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = AddSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} newHeight&lt;br /&gt;
|info = Can only be called in SetSmoothMeshFunc().&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetSmoothMesh&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} height {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} terraform = 1 {{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} absHeightDiff&lt;br /&gt;
|info = Can only be called in SetSmoothMeshFunc().&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== TerrainTypes ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetMapSquareTerrainType&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} newType&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} oldType&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetTerrainTypeData&lt;br /&gt;
|arg1 = {{type|number}} typeIndex {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} speedTanks = nil {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} speedKBOts = nil {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} speedHovers = nil {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} speedShips = nil {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} true&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetSquareBuildingMask&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} mask &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|103.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
See also {{xtaglink|Gamedev:UnitDefs|buildingMask}} unitdef tag.&lt;br /&gt;
&lt;br /&gt;
== MetalAmount ==&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetMetalAmount&lt;br /&gt;
|arg1 = {{type|number}} x&lt;br /&gt;
|arg2 = {{type|number}} z&lt;br /&gt;
|arg3 = {{type|number}} metalAmount&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|83.0}}&amp;lt;br&amp;gt;x &amp;amp; z coords are in worldspace/16. metalAmount must be between 0 and 255*maxMetal (with maxMetal from the .smd or mapinfo.lua).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Command Descriptions =&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; style=&amp;quot;font-size:120%; font-weight:600&amp;quot;&amp;gt;Doesn&#039;t work in unsynced code!&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = EditUnitCmdDesc&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} cmdDescID&lt;br /&gt;
|arg3 = {{type|table}} cmdArray &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;structure of cmdArray:&lt;br /&gt;
  {&lt;br /&gt;
    [ id          = int ],&lt;br /&gt;
    [ type        = int ],&lt;br /&gt;
    [ name        = string ],&lt;br /&gt;
    [ action      = string ],&lt;br /&gt;
    [ tooltip     = string ],&lt;br /&gt;
    [ texture     = string ],&lt;br /&gt;
    [ cursor      = string ],&lt;br /&gt;
    [ queueing    = boolean ],&lt;br /&gt;
    [ hidden      = boolean ],&lt;br /&gt;
    [ disabled    = boolean ],&lt;br /&gt;
    [ showUnique  = boolean ],&lt;br /&gt;
    [ onlyTexture = boolean ],&lt;br /&gt;
    [ params      = { string = string, ... } ]&lt;br /&gt;
  }&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{var|queueing}} is {{new|101.0}} and allows custom commands to be non-queueing (handy for state toggles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = InsertUnitCmdDesc&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} cmdDescID {{rbracket}}&lt;br /&gt;
|arg3 = {{type|table}} cmdArray &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = RemoveUnitCmdDesc&lt;br /&gt;
|arg1 = {{type|number}} unitID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} cmdDescID {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetNoPause&lt;br /&gt;
|arg1 = {{type|bool}} noPause &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetUnitToFeature&lt;br /&gt;
|arg1 = {{type|bool}} tofeature &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = An ugly global switch that can be used to block units turning into features when they finish being built (like *A DT&#039;s do, which have the isFeature tag) [http://springrts.com/phpbb/viewtopic.php?f=14&amp;amp;p=481521 thread]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetExperienceGrade&lt;br /&gt;
|arg1 = {{type|number}} expGrade {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} ExpPowerScale {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} ExpHealthScale {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} ExpReloadScale {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = expGrade defines how often UnitExperience() will be called.&amp;lt;br&amp;gt;Prior to 104.0 it is based on the following equation:&amp;lt;br&amp;gt;(int) {{bracket}}exp/(exp+1){{rbracket}} / expGrade&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Post 104.0 it is the raw change.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnExplosion&lt;br /&gt;
|arg1 = {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0&lt;br /&gt;
|arg2 = {{type|number}} dirX = 0, {{type|number}} dirY = 0, {{type|number}} dirZ = 0&lt;br /&gt;
|arg3 = {{type|table}} explosionParams&lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|104.0}}&lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;pre&amp;gt;Possible keys of explosionParams are:&lt;br /&gt;
    weaponDef = number,&lt;br /&gt;
    owner = number,&lt;br /&gt;
    hitUnit = number,&lt;br /&gt;
    hitFeature = number,&lt;br /&gt;
    craterAreaOfEffect = number,&lt;br /&gt;
    damageAreaOfEffect = number,&lt;br /&gt;
    edgeEffectiveness = number,&lt;br /&gt;
    explosionSpeed = number,&lt;br /&gt;
    gfxMod = number,&lt;br /&gt;
    impactOnly = boolean,&lt;br /&gt;
    ignoreOwner = boolean,&lt;br /&gt;
    damageGround = boolean&lt;br /&gt;
&lt;br /&gt;
Please note the explosion defaults to 1 damage regardless of what it&#039;s defined in the weaponDef.&lt;br /&gt;
The weapondefID is only used for visuals and for passing into callins like UnitDamaged.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnCEG&lt;br /&gt;
|arg1 = {{type|string}} &amp;quot;cegname&amp;quot; | {{type|number}} cegID&lt;br /&gt;
|arg2 = {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0&lt;br /&gt;
|arg3 = {{type|number}} dirX = 0, {{type|number}} dirY = 0, {{type|number}} dirZ = 0&lt;br /&gt;
|arg4 = {{type|number}} radius = 0&lt;br /&gt;
|arg5 = {{type|number}} damage = 0&lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} success, {{type|number}} cegID&lt;br /&gt;
|info = cegID new in 95.0.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnSFX&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} sfxID&lt;br /&gt;
|arg3 = {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0&lt;br /&gt;
|arg4 = {{type|number}} dirX = 0, {{type|number}} dirY = 0, {{type|number}} dirZ = 0&lt;br /&gt;
|arg5 = {{type|number}} radius = 0&lt;br /&gt;
|arg6 = {{type|number}} damage = 0 {{bracket}}&lt;br /&gt;
|arg7 = {{type|bool}} absolute {{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} success&lt;br /&gt;
|info = {{new|104.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Equal to the [[Animation-LuaCallouts#Effects|UnitScript versions of EmitSFX]], but takes position and direction arguments (in either unit- or piece-space) instead of a piece index.&lt;br /&gt;
&lt;br /&gt;
= Projectiles =&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SpawnProjectile&lt;br /&gt;
|arg1 = {{type|number}} weaponDefID&lt;br /&gt;
|arg2 = {{type|table}} projectileParams &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|number}} projectileID&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;pre&amp;gt;Possible keys of projectileParams are:&lt;br /&gt;
    pos = {number x, number y, number z},&lt;br /&gt;
    end = {number x, number y, number z},&lt;br /&gt;
    speed = {number x, number y, number z},&lt;br /&gt;
    spread = {number x, number y, number z},&lt;br /&gt;
    error = {number x, number y, number z},&lt;br /&gt;
    owner = number,&lt;br /&gt;
    team = number,&lt;br /&gt;
    ttl = number,&lt;br /&gt;
    gravity = number,&lt;br /&gt;
    tracking = number,&lt;br /&gt;
    maxRange = number,&lt;br /&gt;
    startAlpha = number,&lt;br /&gt;
    endAlpha = number,&lt;br /&gt;
    model = string,&lt;br /&gt;
    cegTag = string&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = DeleteProjectile&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&amp;lt;br&amp;gt;Silently removes projectiles (no explosion).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Pre 95.0:&amp;lt;/span&amp;gt;&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileTarget&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{bracket}} {{type|number}} targetID, {{type|string}} targetTypeStr {{rbracket}} {{pipe}} {{bracket}} {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} validTarget&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Post 95.0:&amp;lt;/span&amp;gt;&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileTarget&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{bracket}} {{type|number}} targetID, {{type|number}} targetType {{rbracket}} {{pipe}} {{bracket}} {{type|number}} posX = 0, {{type|number}} posY = 0, {{type|number}} posZ = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}} {{pipe}} {{type|bool}} validTarget&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
  &amp;lt;pre&amp;gt;targetTypeStr can be one of: &lt;br /&gt;
    &#039;u&#039; - unit&lt;br /&gt;
    &#039;f&#039; - feature&lt;br /&gt;
    &#039;p&#039; - projectile&lt;br /&gt;
  while targetTypeInt is one of:&lt;br /&gt;
    string.byte(&#039;g&#039;) := GROUND&lt;br /&gt;
    string.byte(&#039;u&#039;) := UNIT&lt;br /&gt;
    string.byte(&#039;f&#039;) := FEATURE&lt;br /&gt;
    string.byte(&#039;p&#039;) := PROJECTILE&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileIgnoreTrackingError&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{type|bool}} ignore &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileIsIntercepted&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|99.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileMoveControl&lt;br /&gt;
|arg1 = {{type|number}} projectileID &lt;br /&gt;
|arg2 = {{type|bool}} enable&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = Disables engine movecontrol, so lua can fully control the physics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectilePosition&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} posX = 0 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} posY = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} posZ = 0 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileVelocity&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} velX = 0 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} velY = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} velZ = 0 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileCollision&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileGravity&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} grav = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileSpinAngle&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} spinAngle = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileSpinSpeed&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} speed = 0 {{rbracket}}&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileSpinVec&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} spinX = 0 {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} spinY = 0 {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} spinZ = 0 {{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{removed|95.0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileCEG&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = {{type|string}} ceg_name &lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetPieceProjectileParams&lt;br /&gt;
|arg1 = {{type|number}} projectileID {{bracket}}&lt;br /&gt;
|arg2 = {{type|number}} explosionFlags {{bracket}}&lt;br /&gt;
|arg3 = {{type|number}} spinAngle {{bracket}}&lt;br /&gt;
|arg4 = {{type|number}} spinSpeed {{bracket}}&lt;br /&gt;
|arg5 = {{type|number}} spinVector.x {{bracket}}&lt;br /&gt;
|arg6 = {{type|number}} spinVector.y {{bracket}}&lt;br /&gt;
|arg7 = {{type|number}} spinVector.z {{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}{{rbracket}}&lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileAlwaysVisible&lt;br /&gt;
|arg1 = {{type|number}} projectileID&lt;br /&gt;
|arg2 = {{type|bool}} alwaysVisible&lt;br /&gt;
|arg3 = &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|95.0}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|table}} damages &lt;br /&gt;
|arg4 = &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{LuaCallout&lt;br /&gt;
|prefix = Spring.&lt;br /&gt;
|name = SetProjectileDamages&lt;br /&gt;
|arg1 = {{type|number}} unitID&lt;br /&gt;
|arg2 = {{type|number}} weaponNum&lt;br /&gt;
|arg3 = {{type|string}} key&lt;br /&gt;
|arg4 = {{type|number}} value &lt;br /&gt;
|arg5 = &lt;br /&gt;
|arg6 = &lt;br /&gt;
|arg7 = &lt;br /&gt;
|arg8 = &lt;br /&gt;
|arg9 = &lt;br /&gt;
|return = {{type|nil}}&lt;br /&gt;
|info = {{new|101.0}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;Format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Upspring&amp;diff=19157</id>
		<title>Upspring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Upspring&amp;diff=19157"/>
		<updated>2022-12-19T15:50:07Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Upspring.jpg|600px|center|]]&lt;br /&gt;
&amp;lt;center&amp;gt;Shot of the UpSpring ui&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upspring==&lt;br /&gt;
Upspring is a Model Converter/Editor for the Spring RTS Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
supported formats: &lt;br /&gt;
&lt;br /&gt;
*[[About s3o|.s3o]] &lt;br /&gt;
*.3do&lt;br /&gt;
*.3ds &lt;br /&gt;
*.obj &lt;br /&gt;
*.opk &lt;br /&gt;
*.c3o&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Win32 installer: &lt;br /&gt;
*[http://springfiles.com/spring/tools/upspring Spring files Mirror]&lt;br /&gt;
*[http://www.warriorhut.org/spring/tools/modelling/UpspringInstaller-1.54-EulerAngles.exe Warrior hut Mirror]&lt;br /&gt;
&#039;&#039;&#039;TODO as of 2022 the download links are broken&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Source Code:&lt;br /&gt;
*[https://github.com/spring/upspring Source Code]&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting_s3o_units]]&lt;br /&gt;
* [http://answers.springlobby.info/questions/690/why-does-upspring-mirror-my-model-when-i-import|Why does upspring mirror my model when I import?]&lt;br /&gt;
* [http://answers.springlobby.info/questions/398/upspring-how-to-set-piece-origin|upspring how to set piece origin]&lt;br /&gt;
=== Texture assignment not saved / models crash the engine ===&lt;br /&gt;
After loading a .s3o model, Upspring does not automatically reassign its texture.&lt;br /&gt;
Thus when you load and save a model, it will have no assigned texture. This can crash the engine.&lt;br /&gt;
&lt;br /&gt;
Solution:&lt;br /&gt;
* reassign the texture every time you edit your .s3o files.&lt;br /&gt;
or&lt;br /&gt;
* Open views.cfg and edit the &#039;&#039;springTexDir&#039;&#039; entry to point to the unittextures path of your mod&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=15106 Argh&#039;s UpSpring Easy Workflow Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category: 3D Models]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Upspring&amp;diff=19156</id>
		<title>Upspring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Upspring&amp;diff=19156"/>
		<updated>2022-12-19T15:49:43Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Upspring.jpg|600px|center|]]&lt;br /&gt;
&amp;lt;center&amp;gt;Shot of the UpSpring ui&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upspring==&lt;br /&gt;
Upspring is a Model Converter/Editor for the Spring RTS Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
supported formats: &lt;br /&gt;
&lt;br /&gt;
*[[About s3o|.s3o]] &lt;br /&gt;
*.3do&lt;br /&gt;
*.3ds &lt;br /&gt;
*.obj &lt;br /&gt;
*.opk &lt;br /&gt;
*.c3o&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Win32 installer: &lt;br /&gt;
*[http://springfiles.com/spring/tools/upspring Spring files Mirror]&lt;br /&gt;
*[http://www.warriorhut.org/spring/tools/modelling/UpspringInstaller-1.54-EulerAngles.exe Warrior hut Mirror]&lt;br /&gt;
&#039;&#039;&#039;TODO as of 2022 none of these links work&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Source Code:&lt;br /&gt;
*[https://github.com/spring/upspring Source Code]&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting_s3o_units]]&lt;br /&gt;
* [http://answers.springlobby.info/questions/690/why-does-upspring-mirror-my-model-when-i-import|Why does upspring mirror my model when I import?]&lt;br /&gt;
* [http://answers.springlobby.info/questions/398/upspring-how-to-set-piece-origin|upspring how to set piece origin]&lt;br /&gt;
=== Texture assignment not saved / models crash the engine ===&lt;br /&gt;
After loading a .s3o model, Upspring does not automatically reassign its texture.&lt;br /&gt;
Thus when you load and save a model, it will have no assigned texture. This can crash the engine.&lt;br /&gt;
&lt;br /&gt;
Solution:&lt;br /&gt;
* reassign the texture every time you edit your .s3o files.&lt;br /&gt;
or&lt;br /&gt;
* Open views.cfg and edit the &#039;&#039;springTexDir&#039;&#039; entry to point to the unittextures path of your mod&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=15106 Argh&#039;s UpSpring Easy Workflow Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category: 3D Models]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Upspring&amp;diff=19155</id>
		<title>Upspring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Upspring&amp;diff=19155"/>
		<updated>2022-12-19T15:49:19Z</updated>

		<summary type="html">&lt;p&gt;Raaar: put a note indicating that upspring installer download links are broken&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Upspring.jpg|600px|center|]]&lt;br /&gt;
&amp;lt;center&amp;gt;Shot of the UpSpring ui&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upspring==&lt;br /&gt;
Upspring is a Model Converter/Editor for the Spring RTS Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
supported formats: &lt;br /&gt;
&lt;br /&gt;
*[[About s3o|.s3o]] &lt;br /&gt;
*.3do&lt;br /&gt;
*.3ds &lt;br /&gt;
*.obj &lt;br /&gt;
*.opk &lt;br /&gt;
*.c3o&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Win32 installer: &lt;br /&gt;
*[http://springfiles.com/spring/tools/upspring Spring files Mirror]&lt;br /&gt;
*[http://www.warriorhut.org/spring/tools/modelling/UpspringInstaller-1.54-EulerAngles.exe Warrior hut Mirror]&lt;br /&gt;
&#039;&#039;&#039;TODO as of 2022 none of these links work&#039;&#039;&#039; &lt;br /&gt;
Source Code:&lt;br /&gt;
*[https://github.com/spring/upspring Source Code]&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
* [[Trouble-shooting_s3o_units]]&lt;br /&gt;
* [http://answers.springlobby.info/questions/690/why-does-upspring-mirror-my-model-when-i-import|Why does upspring mirror my model when I import?]&lt;br /&gt;
* [http://answers.springlobby.info/questions/398/upspring-how-to-set-piece-origin|upspring how to set piece origin]&lt;br /&gt;
=== Texture assignment not saved / models crash the engine ===&lt;br /&gt;
After loading a .s3o model, Upspring does not automatically reassign its texture.&lt;br /&gt;
Thus when you load and save a model, it will have no assigned texture. This can crash the engine.&lt;br /&gt;
&lt;br /&gt;
Solution:&lt;br /&gt;
* reassign the texture every time you edit your .s3o files.&lt;br /&gt;
or&lt;br /&gt;
* Open views.cfg and edit the &#039;&#039;springTexDir&#039;&#039; entry to point to the unittextures path of your mod&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=15106 Argh&#039;s UpSpring Easy Workflow Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category: 3D Models]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rapid_Tags&amp;diff=15653</id>
		<title>Rapid Tags</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rapid_Tags&amp;diff=15653"/>
		<updated>2022-07-21T16:26:12Z</updated>

		<summary type="html">&lt;p&gt;Raaar: added metalfactions:stable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of these tags are automaticly updated from [[Gamedev:PublicRepos]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Name&lt;br /&gt;
|-&lt;br /&gt;
| ba-tronic:latest || Balanced Annihilation Tronic&lt;br /&gt;
|-&lt;br /&gt;
| ba:stable || Balanced Annihilation&lt;br /&gt;
|-&lt;br /&gt;
| ba:test || Balanced Annihilation&lt;br /&gt;
|-&lt;br /&gt;
| bac:stable || BA Chicken Defense&lt;br /&gt;
|-&lt;br /&gt;
| bac:test || BA Chicken Defense&lt;br /&gt;
|-&lt;br /&gt;
| bar:test || Balanced Annihilation Reloaded&lt;br /&gt;
|-&lt;br /&gt;
| brickcraft:epenis || BrickCraft epenis&lt;br /&gt;
|-&lt;br /&gt;
| brickcraft:latest || BrickCraft &lt;br /&gt;
|-&lt;br /&gt;
| btl:latest || BattleTech: Legacy&lt;br /&gt;
|-&lt;br /&gt;
| ct:stable || Conflict Terra&lt;br /&gt;
|-&lt;br /&gt;
| ct:test || Conflict Terra&lt;br /&gt;
|-&lt;br /&gt;
| ea:latest || Eternal Annihilation&lt;br /&gt;
|-&lt;br /&gt;
| evo:stable || Evolution RTS&lt;br /&gt;
|-&lt;br /&gt;
| evo:test || Evolution RTS&lt;br /&gt;
|-&lt;br /&gt;
| ft:test || Frontier&lt;br /&gt;
|-&lt;br /&gt;
| jw:test || Journeywar&lt;br /&gt;
|-&lt;br /&gt;
| kp:latest || Kernel Panic&lt;br /&gt;
|-&lt;br /&gt;
| metalfactions:stable || Metal Factions&lt;br /&gt;
|-&lt;br /&gt;
| micromodules:latest || Micro Modules&lt;br /&gt;
|-&lt;br /&gt;
| mosaic:stable || MOSAIC&lt;br /&gt;
|-&lt;br /&gt;
| mw:latest || Micronwars&lt;br /&gt;
|-&lt;br /&gt;
| nota:latest || NOTA&lt;br /&gt;
|-&lt;br /&gt;
| nota:stable || NOTA&lt;br /&gt;
|-&lt;br /&gt;
| operationx:latest || Special BA&lt;br /&gt;
|-&lt;br /&gt;
| pa:latest || Progressive Annihilation&lt;br /&gt;
|-&lt;br /&gt;
| ra:latest || Research Annihilation Concept&lt;br /&gt;
|-&lt;br /&gt;
| s44-deployment:test || Spring: 1944&lt;br /&gt;
|-&lt;br /&gt;
| s44:latest || Spring: 1944&lt;br /&gt;
|-&lt;br /&gt;
| s44:stable || Spring: 1944&lt;br /&gt;
|-&lt;br /&gt;
| sa:latest || Supreme Annihilation&lt;br /&gt;
|-&lt;br /&gt;
| spring-features:stable || Spring Features&lt;br /&gt;
|-&lt;br /&gt;
| specialba:latest || Special BA&lt;br /&gt;
|-&lt;br /&gt;
| springtanks:latest || Spring Tanks&lt;br /&gt;
|-&lt;br /&gt;
| staticfriction:stable || Static Friction&lt;br /&gt;
|-&lt;br /&gt;
| staticfriction:testing || Static Friction&lt;br /&gt;
|-&lt;br /&gt;
| ta_factions:latest || TA : Factions&lt;br /&gt;
|-&lt;br /&gt;
| tc:stable || The Cursed&lt;br /&gt;
|-&lt;br /&gt;
| tc:test || The Cursed&lt;br /&gt;
|-&lt;br /&gt;
| void:latest || Void&lt;br /&gt;
|-&lt;br /&gt;
| xta:fixed || XTA&lt;br /&gt;
|-&lt;br /&gt;
| xta:latest || XTA&lt;br /&gt;
|-&lt;br /&gt;
| xta:test || XTA&lt;br /&gt;
|-&lt;br /&gt;
| xtar:latest || XTAR&lt;br /&gt;
|-&lt;br /&gt;
| zk:stable || Zero-K&lt;br /&gt;
|-&lt;br /&gt;
| zk:test || Zero-K&lt;br /&gt;
|-&lt;br /&gt;
| zkc:latest || Zero-K&lt;br /&gt;
|-&lt;br /&gt;
| zkdota:stable || Zero-K DOTA&lt;br /&gt;
|-&lt;br /&gt;
| zkdota:test || Zero-K DOTA&lt;br /&gt;
|-&lt;br /&gt;
| zkr:alpha || Zero-K Raid&lt;br /&gt;
|-&lt;br /&gt;
| zkr:latest || Zero-K Raid&lt;br /&gt;
|-&lt;br /&gt;
| zkr:test || Zero-K Raid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Download Systems]]&lt;br /&gt;
[[Category:Game Dev]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13062</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13062"/>
		<updated>2022-06-26T03:20:23Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has information about map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE].&lt;br /&gt;
Use it to get a fresh list of maps and keywords to use as a base for updates to the mapKeywords.txt file that&#039;s part of the [https://github.com/spring/upq spring upq project].&lt;br /&gt;
&lt;br /&gt;
After deploying the new file on the server, run &amp;quot;/usr/bin/python3 processMapKeywords.py&amp;quot; from /home/springfiles/upq/ to load the new keywords.&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords.&lt;br /&gt;
&lt;br /&gt;
Only maps on the list get their keywords updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The size-related keywords are added automatically when new maps are uploaded.&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13061</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13061"/>
		<updated>2022-06-23T04:57:46Z</updated>

		<summary type="html">&lt;p&gt;Raaar: Replaced content with &amp;quot;This page has information about map names and category-related keywords.  &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039;  &amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt; &amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;   (csv with...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has information about map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE].&lt;br /&gt;
Use it to get a fresh list of maps and keywords to use as a base for updates to the mapKeywords.txt file that&#039;s part of the [https://github.com/spring/upq spring upq project].&lt;br /&gt;
&lt;br /&gt;
After deploying the new file on the server, run &amp;quot;/usr/bin/python3 processMapKeywords.py&amp;quot; to load the new keywords.&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords.&lt;br /&gt;
&lt;br /&gt;
Only maps on the list get their keywords updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The size-related keywords are added automatically when new maps are uploaded.&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13060</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13060"/>
		<updated>2022-06-21T02:28:16Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s meant to be parsed automatically by springfiles daily, but not currently active for security reasons, pending testing/approval.&lt;br /&gt;
Keywords parsing can be triggered manually by running /home/springfiles/upq/processMapKeywords.sh on the server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The size-related keywords are added automatically when new maps are uploaded.&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;ffa;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;ffa;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;ffa;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen3;medium&lt;br /&gt;
Aberdeen6;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;ffa;large&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;ffa;medium&lt;br /&gt;
AltairHeckCrossing;ffa;small&lt;br /&gt;
AltairHeckCrossing 16x16;ffa;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;ffa;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;ffa;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;ffa;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;ffa;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis_V.85;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;ffa;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;ffa;medium&lt;br /&gt;
Aurelian vBeta4;ffa;medium&lt;br /&gt;
Aurelian vBeta5;ffa;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;metal;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;ffa;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;ffa;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;ffa;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large;metal&lt;br /&gt;
BlockWars-FFA;ffa;large;metal&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;ffa;large;metal&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);ffa;medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;ffa;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;ffa;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;ffa;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;ffa;medium&lt;br /&gt;
Castel_godsV21_fix;ffa;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;ffa;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;ffa;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;ffa;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;ffa;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;ffa;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;ffa;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;ffa;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;ffa;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium;metal&lt;br /&gt;
Core_Prime_Industrial_Area;medium;metal&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;ffa;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium;metal&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;ffa;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;ffa;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;ffa;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;ffa;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRe;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;ffa;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;ffa;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;ffa;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;ffa;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;ffa;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;ffa;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium;metal&lt;br /&gt;
Duggans-Metal-Two;medium;metal&lt;br /&gt;
duke nukem;ffa;metal;small&lt;br /&gt;
duke_nukem;ffa;metal;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;ffa;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;ffa;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;ffa;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;ffa;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;ffa;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;ffa;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;ffa;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
Forge;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium;metal&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFortress_v1;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;ffa;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;ffa;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;ffa;large&lt;br /&gt;
GeoGreenField_fix_final;ffa;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;ffa;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;ffa;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;ffa;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;ffa;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;ffa;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;ffa;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large;metal&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;ffa;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;ffa;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;ffa;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;ffa;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;ffa;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;ffa;small&lt;br /&gt;
Hydra_FFA;ffa;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;ffa;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;ffa;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;ffa;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;ffa;large&lt;br /&gt;
Ice_Mountain;ffa;medium&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;ffa;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;ffa;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;ffa;medium&lt;br /&gt;
IronHill;ffa;small&lt;br /&gt;
Iron_Craters;ffa;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogoro;ffa;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;ffa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;ffa;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;ffa;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;ffa;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;ffa;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;ffa;large&lt;br /&gt;
magnetic_Lands_smaller;ffa;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;ffa;large&lt;br /&gt;
Melt;ffa;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large;metal&lt;br /&gt;
Metal-Alley-Redux;medium;metal&lt;br /&gt;
Metal-Corners;large;metal&lt;br /&gt;
metal-islands;medium;metal&lt;br /&gt;
Metal-Isles;large;metal&lt;br /&gt;
Metal-Isles-Redux;large;metal&lt;br /&gt;
Metal-Pelt-Smoth;metal;small&lt;br /&gt;
MetalDream;medium;metal&lt;br /&gt;
MetalHeck;ffa;metal;small&lt;br /&gt;
MetalHeck-XL;ffa;metal;small&lt;br /&gt;
MetalHeckGreen;ffa;metal;small&lt;br /&gt;
MetalKing;metal;small&lt;br /&gt;
metalkings;large;metal&lt;br /&gt;
MetalOcean;metal;small&lt;br /&gt;
MetalPit;metal;small&lt;br /&gt;
MetalWall;metal;small&lt;br /&gt;
MetalWallLarge;large;metal&lt;br /&gt;
Metal_Castles;metal;small&lt;br /&gt;
metal_hell;medium;metal&lt;br /&gt;
Metal_Holms;ffa;large&lt;br /&gt;
Metal_Plate;ffa;large&lt;br /&gt;
MicroMetalAlpha;metal;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;metal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;metal;small&lt;br /&gt;
Mini_SpeedMetal_Wide;metal;small&lt;br /&gt;
Mini_SuperSpeedMetal;metal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;ffa;metal;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;metal;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;metal;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;metal;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;ffa;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;ffa;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large;metal&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;ffa;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;ffa;large&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;ffa;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;ffa;medium&lt;br /&gt;
Pentos;ffa;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;ffa;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;ffa;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;ffa;large&lt;br /&gt;
Raghnarok;ffa;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 TEST VERSION;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;ffa;large&lt;br /&gt;
RealSoutheastAsia;ffa;large&lt;br /&gt;
RealSoutheastAsiaV2;ffa;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;ffa;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;ffa;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;ffa;medium&lt;br /&gt;
Rogues River vBeta1;ffa;medium&lt;br /&gt;
Rogues River vBeta2;ffa;medium&lt;br /&gt;
Rogues River vBeta3;ffa;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;ffa;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;ffa;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;ffa;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;ffa;medium&lt;br /&gt;
Seatofpower_1.3;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;ffa;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large;metal&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;ffa;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;ffa;small&lt;br /&gt;
Shimmershore vBeta5;ffa;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;ffa;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;ffa;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;ffa;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;ffa;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;ffa;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;ffa;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;ffa;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;ffa;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;ffa;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium;metal&lt;br /&gt;
Speed2Metal;metal;small&lt;br /&gt;
SpeedBall_X20;ffa;large;metal&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium;metal&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;metal;small&lt;br /&gt;
SpeedMetal BAR;metal;small&lt;br /&gt;
SpeedMetalBacon A;medium;metal&lt;br /&gt;
SpeedMetalBig;medium;metal&lt;br /&gt;
SpeedMetalCorridor;metal;small&lt;br /&gt;
SpeedMetalDuo;medium;metal&lt;br /&gt;
SpeedMetalQuattro;large;metal&lt;br /&gt;
SpeedMetalX2SIze;medium;metal&lt;br /&gt;
Speedrnetall;medium;metal&lt;br /&gt;
SpeedSquare;metal;small&lt;br /&gt;
SpeedWaterDuo;medium;metal&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium;metal&lt;br /&gt;
Speedy_Metal2;metal;small&lt;br /&gt;
Speed_Ball;metal;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;metal;small&lt;br /&gt;
Speed_Balls_16_Way;ffa;metal;small&lt;br /&gt;
Speed_Balls_18_Way;ffa;medium;metal&lt;br /&gt;
Speed_Balls_6_Way;ffa;metal;small&lt;br /&gt;
Speed_Balls_DualCore;ffa;medium;metal&lt;br /&gt;
Speed_Balls_Star_6_Way;ffa;medium;metal&lt;br /&gt;
Speed_Ball_10x10_TechA;metal;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large;metal&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium;metal&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium;metal&lt;br /&gt;
Speed_Ball_Low;metal;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium;metal&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;metal;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;metal;small&lt;br /&gt;
Speed_Ball_Suicide;metal;small&lt;br /&gt;
Speed_Ball_TechA;metal;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium;metal&lt;br /&gt;
Speed_Donut;large;metal;small&lt;br /&gt;
Speed_Donut_10x10;metal;small&lt;br /&gt;
Speed_Donut_20x20;large;metal&lt;br /&gt;
Speed_Donut_20x20_Normal;large;metal&lt;br /&gt;
Speed_Dworld;large;metal&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large;metal&lt;br /&gt;
Speed_neurope;large;metal&lt;br /&gt;
Speed_Squares;metal;small&lt;br /&gt;
Speed_StormSiege;metal;small&lt;br /&gt;
Speed_StormSiegeDuo;medium;metal&lt;br /&gt;
Speed_StormSiegeDuoWet;medium;metal&lt;br /&gt;
Speed_Talus;medium;metal&lt;br /&gt;
Speed_TheRockJungle;medium;metal&lt;br /&gt;
Speed_Throne;large;metal&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;ffa;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large;metal&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;ffa;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;metal;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;ffa;medium&lt;br /&gt;
Talus-wet ZK;ffa;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;ffa;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;ffa;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;ffa;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;ffa;large&lt;br /&gt;
Tetrad;ffa;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;ffa;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;ffa;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;ffa;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;ffa;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;ffa;medium&lt;br /&gt;
Throne;ffa;large&lt;br /&gt;
Throne Acidic;ffa;large&lt;br /&gt;
Throne Acidic No Roads;ffa;large&lt;br /&gt;
Throne Doo Edit;ffa;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;ffa;large&lt;br /&gt;
TMA-0 v1;ffa;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;ffa;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;ffa;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valiant_Saltscape;medium&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
ValleyofDeath;medium&lt;br /&gt;
ValleyofWar;medium&lt;br /&gt;
VallysAndHills;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vantage vBeta1;small&lt;br /&gt;
Vantage vBeta2;small&lt;br /&gt;
Vapor2;medium&lt;br /&gt;
vauban;large&lt;br /&gt;
VaubanFortress;large&lt;br /&gt;
Vein;medium&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;ffa;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
VertigoThanatos;large&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;ffa;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;ffa;large&lt;br /&gt;
Violet Rampart Generator;ffa;large&lt;br /&gt;
Virid Lands;large&lt;br /&gt;
Virtual_fields;medium&lt;br /&gt;
VistaCanyon;small&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
volcanic basin;medium&lt;br /&gt;
volcanic basin planetd;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
VolcanoMountain;small&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;ffa;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;ffa;large&lt;br /&gt;
World_FFA;ffa;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;ffa;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;ffa;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13059</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13059"/>
		<updated>2022-06-21T02:16:55Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s meant to be parsed automatically by springfiles daily, but not currently active for security reasons, pending testing/approval.&lt;br /&gt;
Keywords parsing can be triggered manually by running /home/springfiles/upq/processMapKeywords.sh on the server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The size-related keywords are added automatically when new maps are uploaded.&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen3;medium&lt;br /&gt;
Aberdeen6;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis_V.85;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small;metal&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large;metal&lt;br /&gt;
BlockWars-FFA;large;metal&lt;br /&gt;
BlockWars-V1.1;large;metal&lt;br /&gt;
BlockWarsFFA;large;metal&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium;metal&lt;br /&gt;
Core_Prime_Industrial_Area;medium;metal&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium;metal&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRe;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium;metal&lt;br /&gt;
Duggans-Metal-Two;medium;metal&lt;br /&gt;
duke nukem;small;metal&lt;br /&gt;
duke_nukem;small;metal&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
Forge;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium;metal&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFortress_v1;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large;metal&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small;metal&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogoro;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large;metal&lt;br /&gt;
Metal-Alley-Redux;medium;metal&lt;br /&gt;
Metal-Corners;large;metal&lt;br /&gt;
metal-islands;medium;metal&lt;br /&gt;
Metal-Isles;large;metal&lt;br /&gt;
Metal-Isles-Redux;large;metal&lt;br /&gt;
Metal-Pelt-Smoth;small;metal&lt;br /&gt;
MetalDream;medium;metal&lt;br /&gt;
MetalHeck;small;metal&lt;br /&gt;
MetalHeck-XL;small;metal&lt;br /&gt;
MetalHeckGreen;small;metal&lt;br /&gt;
MetalKing;small;metal&lt;br /&gt;
metalkings;large;metal&lt;br /&gt;
MetalOcean;small;metal&lt;br /&gt;
MetalPit;small;metal&lt;br /&gt;
MetalWall;small;metal&lt;br /&gt;
MetalWallLarge;large;metal&lt;br /&gt;
Metal_Castles;small;metal&lt;br /&gt;
metal_hell;medium;metal&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small;metal&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small;metal&lt;br /&gt;
Mini_SpeedMetal_Duo;small;metal&lt;br /&gt;
Mini_SpeedMetal_Wide;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small;metal&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large;metal&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 TEST VERSION;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large;metal&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium;metal&lt;br /&gt;
Speed2Metal;small;metal&lt;br /&gt;
SpeedBall_X20;large;metal&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium;metal&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small;metal&lt;br /&gt;
SpeedMetal BAR;small;metal&lt;br /&gt;
SpeedMetalBacon A;medium;metal&lt;br /&gt;
SpeedMetalBig;medium;metal&lt;br /&gt;
SpeedMetalCorridor;small;metal&lt;br /&gt;
SpeedMetalDuo;medium;metal&lt;br /&gt;
SpeedMetalQuattro;large;metal&lt;br /&gt;
SpeedMetalX2SIze;medium;metal&lt;br /&gt;
Speedrnetall;medium;metal&lt;br /&gt;
SpeedSquare;small;metal&lt;br /&gt;
SpeedWaterDuo;medium;metal&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium;metal&lt;br /&gt;
Speedy-Waters;medium;metal&lt;br /&gt;
Speedy_Metal2;small;metal&lt;br /&gt;
Speed_Ball;small;metal&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small;metal&lt;br /&gt;
Speed_Balls_16_Way;small;metal&lt;br /&gt;
Speed_Balls_18_Way;medium;metal&lt;br /&gt;
Speed_Balls_6_Way;small;metal&lt;br /&gt;
Speed_Balls_DualCore;medium;metal&lt;br /&gt;
Speed_Balls_Star_6_Way;medium;metal&lt;br /&gt;
Speed_Ball_10x10_TechA;small;metal&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large;metal&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium;metal&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium;metal&lt;br /&gt;
Speed_Ball_Low;small;metal&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium;metal&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small;metal&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small;metal&lt;br /&gt;
Speed_Ball_Suicide;small;metal&lt;br /&gt;
Speed_Ball_TechA;small;metal&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium;metal&lt;br /&gt;
Speed_Donut;large;small;metal&lt;br /&gt;
Speed_Donut_10x10;small;metal&lt;br /&gt;
Speed_Donut_20x20;large;metal&lt;br /&gt;
Speed_Donut_20x20_Normal;large;metal&lt;br /&gt;
Speed_Dworld;large;metal&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large;metal&lt;br /&gt;
Speed_neurope;large;metal&lt;br /&gt;
Speed_Squares;small;metal&lt;br /&gt;
Speed_StormSiege;small;metal&lt;br /&gt;
Speed_StormSiegeDuo;medium;metal&lt;br /&gt;
Speed_StormSiegeDuoWet;medium;metal&lt;br /&gt;
Speed_Talus;medium;metal&lt;br /&gt;
Speed_TheRockJungle;medium;metal&lt;br /&gt;
Speed_Throne;large;metal&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large;metal&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small;metal&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small;metal&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0 v1;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valiant_Saltscape;medium&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
ValleyofDeath;medium&lt;br /&gt;
ValleyofWar;medium&lt;br /&gt;
VallysAndHills;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vantage vBeta1;small&lt;br /&gt;
Vantage vBeta2;small&lt;br /&gt;
Vapor2;medium&lt;br /&gt;
vauban;large&lt;br /&gt;
VaubanFortress;large&lt;br /&gt;
Vein;medium&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
VertigoThanatos;large&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Virid Lands;large&lt;br /&gt;
Virtual_fields;medium&lt;br /&gt;
VistaCanyon;small&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
volcanic basin;medium&lt;br /&gt;
volcanic basin planetd;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
VolcanoMountain;small&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13058</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13058"/>
		<updated>2022-06-21T00:25:24Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s meant to be parsed automatically by springfiles daily, but not currently active for security reasons, pending testing/approval.&lt;br /&gt;
Keywords parsing can be triggered manually by running /home/springfiles/upq/processMapKeywords.sh on the server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen3;medium&lt;br /&gt;
Aberdeen6;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis_V.85;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small;metal&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large;metal&lt;br /&gt;
BlockWars-FFA;large;metal&lt;br /&gt;
BlockWars-V1.1;large;metal&lt;br /&gt;
BlockWarsFFA;large;metal&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium;metal&lt;br /&gt;
Core_Prime_Industrial_Area;medium;metal&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium;metal&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRe;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium;metal&lt;br /&gt;
Duggans-Metal-Two;medium;metal&lt;br /&gt;
duke nukem;small;metal&lt;br /&gt;
duke_nukem;small;metal&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
Forge;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium;metal&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFortress_v1;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large;metal&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small;metal&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogoro;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large;metal&lt;br /&gt;
Metal-Alley-Redux;medium;metal&lt;br /&gt;
Metal-Corners;large;metal&lt;br /&gt;
metal-islands;medium;metal&lt;br /&gt;
Metal-Isles;large;metal&lt;br /&gt;
Metal-Isles-Redux;large;metal&lt;br /&gt;
Metal-Pelt-Smoth;small;metal&lt;br /&gt;
MetalDream;medium;metal&lt;br /&gt;
MetalHeck;small;metal&lt;br /&gt;
MetalHeck-XL;small;metal&lt;br /&gt;
MetalHeckGreen;small;metal&lt;br /&gt;
MetalKing;small;metal&lt;br /&gt;
metalkings;large;metal&lt;br /&gt;
MetalOcean;small;metal&lt;br /&gt;
MetalPit;small;metal&lt;br /&gt;
MetalWall;small;metal&lt;br /&gt;
MetalWallLarge;large;metal&lt;br /&gt;
Metal_Castles;small;metal&lt;br /&gt;
metal_hell;medium;metal&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small;metal&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small;metal&lt;br /&gt;
Mini_SpeedMetal_Duo;small;metal&lt;br /&gt;
Mini_SpeedMetal_Wide;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small;metal&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small;metal&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large;metal&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 TEST VERSION;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large;metal&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium;metal&lt;br /&gt;
Speed2Metal;small;metal&lt;br /&gt;
SpeedBall_X20;large;metal&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium;metal&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small;metal&lt;br /&gt;
SpeedMetal BAR;small;metal&lt;br /&gt;
SpeedMetalBacon A;medium;metal&lt;br /&gt;
SpeedMetalBig;medium;metal&lt;br /&gt;
SpeedMetalCorridor;small;metal&lt;br /&gt;
SpeedMetalDuo;medium;metal&lt;br /&gt;
SpeedMetalQuattro;large;metal&lt;br /&gt;
SpeedMetalX2SIze;medium;metal&lt;br /&gt;
Speedrnetall;medium;metal&lt;br /&gt;
SpeedSquare;small;metal&lt;br /&gt;
SpeedWaterDuo;medium;metal&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium;metal&lt;br /&gt;
Speedy-Waters;medium;metal&lt;br /&gt;
Speedy_Metal2;small;metal&lt;br /&gt;
Speed_Ball;small;metal&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small;metal&lt;br /&gt;
Speed_Balls_16_Way;small;metal&lt;br /&gt;
Speed_Balls_18_Way;medium;metal&lt;br /&gt;
Speed_Balls_6_Way;small;metal&lt;br /&gt;
Speed_Balls_DualCore;medium;metal&lt;br /&gt;
Speed_Balls_Star_6_Way;medium;metal&lt;br /&gt;
Speed_Ball_10x10_TechA;small;metal&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large;metal&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium;metal&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium;metal&lt;br /&gt;
Speed_Ball_Low;small;metal&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium;metal&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small;metal&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small;metal&lt;br /&gt;
Speed_Ball_Suicide;small;metal&lt;br /&gt;
Speed_Ball_TechA;small;metal&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium;metal&lt;br /&gt;
Speed_Donut;large;small;metal&lt;br /&gt;
Speed_Donut_10x10;small;metal&lt;br /&gt;
Speed_Donut_20x20;large;metal&lt;br /&gt;
Speed_Donut_20x20_Normal;large;metal&lt;br /&gt;
Speed_Dworld;large;metal&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large;metal&lt;br /&gt;
Speed_neurope;large;metal&lt;br /&gt;
Speed_Squares;small;metal&lt;br /&gt;
Speed_StormSiege;small;metal&lt;br /&gt;
Speed_StormSiegeDuo;medium;metal&lt;br /&gt;
Speed_StormSiegeDuoWet;medium;metal&lt;br /&gt;
Speed_Talus;medium;metal&lt;br /&gt;
Speed_TheRockJungle;medium;metal&lt;br /&gt;
Speed_Throne;large;metal&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large;metal&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small;metal&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small;metal&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0 v1;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valiant_Saltscape;medium&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
ValleyofDeath;medium&lt;br /&gt;
ValleyofWar;medium&lt;br /&gt;
VallysAndHills;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vantage vBeta1;small&lt;br /&gt;
Vantage vBeta2;small&lt;br /&gt;
Vapor2;medium&lt;br /&gt;
vauban;large&lt;br /&gt;
VaubanFortress;large&lt;br /&gt;
Vein;medium&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
VertigoThanatos;large&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Virid Lands;large&lt;br /&gt;
Virtual_fields;medium&lt;br /&gt;
VistaCanyon;small&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
volcanic basin;medium&lt;br /&gt;
volcanic basin planetd;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
VolcanoMountain;small&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13057</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13057"/>
		<updated>2022-06-20T21:58:12Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s meant to be parsed automatically by springfiles daily, but not currently active for security reasons, pending testing/approval.&lt;br /&gt;
Keywords parsing can be triggered manually by running /home/springfiles/upq/processMapKeywords.sh on the server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen3;medium&lt;br /&gt;
Aberdeen6;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis_V.85;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRe;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFortress_v1;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogoro;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 TEST VERSION;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0 v1;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valiant_Saltscape;medium&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
ValleyofDeath;medium&lt;br /&gt;
ValleyofWar;medium&lt;br /&gt;
VallysAndHills;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vantage vBeta1;small&lt;br /&gt;
Vantage vBeta2;small&lt;br /&gt;
Vapor2;medium&lt;br /&gt;
vauban;large&lt;br /&gt;
VaubanFortress;large&lt;br /&gt;
Vein;medium&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
VertigoThanatos;large&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Virid Lands;large&lt;br /&gt;
Virtual_fields;medium&lt;br /&gt;
VistaCanyon;small&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
volcanic basin;medium&lt;br /&gt;
volcanic basin planetd;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
VolcanoMountain;small&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13056</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13056"/>
		<updated>2022-06-19T14:01:28Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen3;medium&lt;br /&gt;
Aberdeen6;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis_V.85;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRe;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFortress_v1;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogoro;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 TEST VERSION;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0 v1;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valiant_Saltscape;medium&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
ValleyofDeath;medium&lt;br /&gt;
ValleyofWar;medium&lt;br /&gt;
VallysAndHills;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vantage vBeta1;small&lt;br /&gt;
Vantage vBeta2;small&lt;br /&gt;
Vapor2;medium&lt;br /&gt;
vauban;large&lt;br /&gt;
VaubanFortress;large&lt;br /&gt;
Vein;medium&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
VertigoThanatos;large&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Virid Lands;large&lt;br /&gt;
Virtual_fields;medium&lt;br /&gt;
VistaCanyon;small&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
volcanic basin;medium&lt;br /&gt;
volcanic basin planetd;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
VolcanoMountain;small&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13055</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13055"/>
		<updated>2022-06-18T21:43:04Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// traversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Final;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Inverted;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Redux;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Remake Final;medium;land;obstructed&lt;br /&gt;
1944 - Westerplatte;large;amphibious;open&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Aberdeenv3;medium&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
aliant_Saltscape;medium&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
alleyofDeath;medium&lt;br /&gt;
alleyofWar;medium&lt;br /&gt;
allysAndHills;small&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
antage vBeta1;small&lt;br /&gt;
antage vBeta2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
apor2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small;ffa&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
auban;large&lt;br /&gt;
aubanFortress;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRev;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
ein;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
ertigoThanatos;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
ictoria Crater;small&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large;amphibious;ffa&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
irid Lands;large&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
irtual_fields;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
istaCanyon;small&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogorov;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR.2;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
olcanic basin;medium&lt;br /&gt;
olcanic basin planetd;medium&lt;br /&gt;
olcanoMountain;small&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 Test Version;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen2x2 TEST VERSION;large&lt;br /&gt;
RandomMapGen4x4 TEST VERSION;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3_;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield Special;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan Singu Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vauban;large&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
Volcanic Basin;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13054</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13054"/>
		<updated>2022-06-18T20:42:52Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// transversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Final;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Inverted;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Redux;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium;land;obstructed&lt;br /&gt;
1 Pass Greenland Remake Final;medium;land;obstructed&lt;br /&gt;
1944 - Westerplatte;large;amphibious;open&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Aberdeenv3;medium&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
aliant_Saltscape;medium&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
alleyofDeath;medium&lt;br /&gt;
alleyofWar;medium&lt;br /&gt;
allysAndHills;small&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
antage vBeta1;small&lt;br /&gt;
antage vBeta2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
apor2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small;ffa&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
auban;large&lt;br /&gt;
aubanFortress;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRev;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
ein;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
ertigoThanatos;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
ictoria Crater;small&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large;amphibious;ffa&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
irid Lands;large&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
irtual_fields;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
istaCanyon;small&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogorov;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR.2;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
olcanic basin;medium&lt;br /&gt;
olcanic basin planetd;medium&lt;br /&gt;
olcanoMountain;small&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 Test Version;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen2x2 TEST VERSION;large&lt;br /&gt;
RandomMapGen4x4 TEST VERSION;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3_;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield Special;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan Singu Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vauban;large&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
Volcanic Basin;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13053</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13053"/>
		<updated>2022-06-18T20:05:20Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// transversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the keywords and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Aberdeenv3;medium&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
aliant_Saltscape;medium&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
alleyofDeath;medium&lt;br /&gt;
alleyofWar;medium&lt;br /&gt;
allysAndHills;small&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
antage vBeta1;small&lt;br /&gt;
antage vBeta2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
apor2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
auban;large&lt;br /&gt;
aubanFortress;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRev;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
ein;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
ertigoThanatos;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
ictoria Crater;small&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
irid Lands;large&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
irtual_fields;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
istaCanyon;small&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogorov;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR.2;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
olcanic basin;medium&lt;br /&gt;
olcanic basin planetd;medium&lt;br /&gt;
olcanoMountain;small&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 Test Version;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen2x2 TEST VERSION;large&lt;br /&gt;
RandomMapGen4x4 TEST VERSION;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3_;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield Special;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan Singu Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vauban;large&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
Volcanic Basin;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13052</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13052"/>
		<updated>2022-06-18T20:04:30Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// size &lt;br /&gt;
	small: &amp;quot;Map area &amp;lt;= 12x12&amp;quot;, &lt;br /&gt;
	medium: &amp;quot;12x12 &amp;lt; map area &amp;lt;= 18x18&amp;quot;,&lt;br /&gt;
	large: &amp;quot;Map area &amp;gt; 18x18&amp;quot;,&lt;br /&gt;
// land / water&lt;br /&gt;
	land: &amp;quot;Mostly land&amp;quot;,&lt;br /&gt;
	amphibious: &amp;quot;Mixed land and water areas, land-only or water-only units may not be viable&amp;quot;,&lt;br /&gt;
	water: &amp;quot;Mostly water&amp;quot;,&lt;br /&gt;
// transversability&lt;br /&gt;
	open: &amp;quot;Mostly open, few or easily crossable terrain features&amp;quot;,&lt;br /&gt;
	obstructed: &amp;quot;Many steep hills, chasms, land/water transitions or other choke points&amp;quot;,&lt;br /&gt;
	lava: &amp;quot;Has lava instead of water&amp;quot;,&lt;br /&gt;
	acid: &amp;quot;Has damage-dealing acid instead of water&amp;quot;,&lt;br /&gt;
	&amp;quot;void&amp;quot;: &amp;quot;Has void instead of water&amp;quot;,&lt;br /&gt;
	air: &amp;quot;Key areas only reachable by air units&amp;quot;,&lt;br /&gt;
// other&lt;br /&gt;
	metal: &amp;quot;Continuous metal yield across the surface instead of discrete metal spots&amp;quot;,&lt;br /&gt;
	ffa: &amp;quot;Map suitable for free-for-all battles&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Aberdeenv3;medium&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
aliant_Saltscape;medium&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
alleyofDeath;medium&lt;br /&gt;
alleyofWar;medium&lt;br /&gt;
allysAndHills;small&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
antage vBeta1;small&lt;br /&gt;
antage vBeta2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
apor2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
auban;large&lt;br /&gt;
aubanFortress;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRev;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
ein;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
ertigoThanatos;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
ictoria Crater;small&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
irid Lands;large&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
irtual_fields;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
istaCanyon;small&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogorov;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR.2;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
olcanic basin;medium&lt;br /&gt;
olcanic basin planetd;medium&lt;br /&gt;
olcanoMountain;small&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 Test Version;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen2x2 TEST VERSION;large&lt;br /&gt;
RandomMapGen4x4 TEST VERSION;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3_;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield Special;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan Singu Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vauban;large&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
Volcanic Basin;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13051</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13051"/>
		<updated>2022-06-18T19:46:19Z</updated>

		<summary type="html">&lt;p&gt;Raaar: first test of full map list with some keywords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
1 Pass Greenland;medium&lt;br /&gt;
1 Pass Greenland Final;medium&lt;br /&gt;
1 Pass Greenland Inverted;medium&lt;br /&gt;
1 Pass Greenland Redux;medium&lt;br /&gt;
1 Pass Greenland Redux Superspeed;medium&lt;br /&gt;
1 Pass Greenland Remake Final;medium&lt;br /&gt;
1944 - Westerplatte;large&lt;br /&gt;
1944_Antwerp_Alpha2;large&lt;br /&gt;
1944_BloodBay;small&lt;br /&gt;
1944_BocageSkirmish;small&lt;br /&gt;
1944_BocageSmall;small&lt;br /&gt;
1944_Caucasus_Skirmish;small&lt;br /&gt;
1944_Cooper_Hill;small&lt;br /&gt;
1944_FloodBank;medium&lt;br /&gt;
1944_Hill;large&lt;br /&gt;
1944_Keep_Off_The_Grass;small&lt;br /&gt;
1944_Kiev;medium&lt;br /&gt;
1944_Liege;large&lt;br /&gt;
1944_Moro_River;large&lt;br /&gt;
1944_Plateau;large&lt;br /&gt;
1944_Prokhorovka;medium&lt;br /&gt;
1944_Prokhorovka_Tactics;medium&lt;br /&gt;
1944_Red_Planet;small&lt;br /&gt;
1944_Red_Planet_Tactics;small&lt;br /&gt;
1944_River_Valley;large&lt;br /&gt;
1944_Road_To_Rome;medium&lt;br /&gt;
1944_Sierra_Tactics;medium&lt;br /&gt;
1944_Terra_Firma;medium&lt;br /&gt;
1944_Titan;medium&lt;br /&gt;
1944_Village_Crossing;small&lt;br /&gt;
1longpass tiberiumland;large&lt;br /&gt;
1v1_test;medium&lt;br /&gt;
2B4-Core-Proto-Planet;large&lt;br /&gt;
2Lakes;small&lt;br /&gt;
2_Continents_Remake;large&lt;br /&gt;
2_Mountains_Battlefield;medium&lt;br /&gt;
2_Mountains_Battlefield_v2_(polar_edition);medium&lt;br /&gt;
2_Valleys;medium&lt;br /&gt;
2_Valleys_V.3-By_Wired;small&lt;br /&gt;
3 Pass Greenland;medium&lt;br /&gt;
3 Way Red Sea;medium&lt;br /&gt;
3_Bridges;medium&lt;br /&gt;
4 Way Battle;large&lt;br /&gt;
4B_facility;medium&lt;br /&gt;
4Skulls;small&lt;br /&gt;
4way noname;large&lt;br /&gt;
4_bases;small&lt;br /&gt;
5;medium&lt;br /&gt;
aaa;medium&lt;br /&gt;
Aavikko;large&lt;br /&gt;
Abductors;small&lt;br /&gt;
Aberdeen;medium;small&lt;br /&gt;
Aberdeen6v6_Fix;large&lt;br /&gt;
Aberdeenv3;medium&lt;br /&gt;
Absolute_Zero;medium&lt;br /&gt;
Absolution;medium&lt;br /&gt;
acidbridge;large&lt;br /&gt;
AcidicQuarry;small&lt;br /&gt;
acidquadratic;large&lt;br /&gt;
acidredux;medium&lt;br /&gt;
aconpeak;small&lt;br /&gt;
Adamantine Mountain;small&lt;br /&gt;
Adamantine_Mountian;small&lt;br /&gt;
Adansonia;medium&lt;br /&gt;
Aetherian Void;large&lt;br /&gt;
AFBAKERMANsLAIR;small&lt;br /&gt;
africa;small&lt;br /&gt;
Aftermath;large&lt;br /&gt;
aftershock;large&lt;br /&gt;
AI: Proving Grounds;small&lt;br /&gt;
airport;small&lt;br /&gt;
Akilon Wastelands;medium&lt;br /&gt;
Akilon Wastelands ZK;medium&lt;br /&gt;
Akilon Wastes;medium&lt;br /&gt;
Al Anih - Ila Tion;medium&lt;br /&gt;
Alaska;medium&lt;br /&gt;
Albion;large&lt;br /&gt;
aliant_Saltscape;medium&lt;br /&gt;
AlienDesert;small&lt;br /&gt;
All That Glitters;medium&lt;br /&gt;
alleyofDeath;medium&lt;br /&gt;
alleyofWar;medium&lt;br /&gt;
allysAndHills;small&lt;br /&gt;
Alpha-Site;medium&lt;br /&gt;
AlphaSiegeDry;medium&lt;br /&gt;
Alpine way;medium&lt;br /&gt;
Altair;medium&lt;br /&gt;
AltairHeckCrossing;small&lt;br /&gt;
AltairHeckCrossing 16x16;medium&lt;br /&gt;
Altair_Crossing;small&lt;br /&gt;
Altair_Pass;small&lt;br /&gt;
Altored Divide Bar Remake;medium&lt;br /&gt;
Altored Divide Flooded beta;medium&lt;br /&gt;
Altored Divide Remake;medium&lt;br /&gt;
Altored Divide Remake V1 fix;medium&lt;br /&gt;
Altored Divide Remake V1 fix2;medium&lt;br /&gt;
Altored_Arctic;medium&lt;br /&gt;
Altored_Divide;medium&lt;br /&gt;
Altored_Earth;large&lt;br /&gt;
Amalthea;medium&lt;br /&gt;
Amarante;medium&lt;br /&gt;
AmazonDelta;medium&lt;br /&gt;
AncientArena;large&lt;br /&gt;
Angel Crossing;medium&lt;br /&gt;
Angel Pass;medium&lt;br /&gt;
Anglo-saxon Starfish Redux;large&lt;br /&gt;
angryDUCK;small&lt;br /&gt;
angryDUCKb2;small&lt;br /&gt;
antage vBeta1;small&lt;br /&gt;
antage vBeta2;small&lt;br /&gt;
Anteer Strait;medium&lt;br /&gt;
Anteer Strait RC;medium&lt;br /&gt;
Anteer-Strait-2-rc;medium&lt;br /&gt;
anyville;large&lt;br /&gt;
Aortic_Delta;small&lt;br /&gt;
aPathBetween;small&lt;br /&gt;
apb;small&lt;br /&gt;
Apophis;medium&lt;br /&gt;
Apophis v2;medium&lt;br /&gt;
apor2;medium&lt;br /&gt;
Applesauce;small&lt;br /&gt;
AppleVille-Two;large&lt;br /&gt;
AquariusCrossing;small&lt;br /&gt;
Aquatic Divide Revised;small&lt;br /&gt;
Aquatic_Divide_TNM05;small&lt;br /&gt;
Aqua_Castles;medium&lt;br /&gt;
Arachnophobia;small&lt;br /&gt;
Archers Battlefield;medium&lt;br /&gt;
Archers_Valley;small&lt;br /&gt;
Archipelago;medium&lt;br /&gt;
Archsimkats_Valley;medium&lt;br /&gt;
Arctic Inferno;small&lt;br /&gt;
ArcticPlains;medium&lt;br /&gt;
ArcticZone;large&lt;br /&gt;
Arctic_Pass;small&lt;br /&gt;
Area 17;large&lt;br /&gt;
arena;medium;small&lt;br /&gt;
Ares;small&lt;br /&gt;
Arizona;medium&lt;br /&gt;
Arkadash Desert;small&lt;br /&gt;
Armoduland;medium&lt;br /&gt;
ARock;small&lt;br /&gt;
AS-BAF2;small&lt;br /&gt;
Ashap_Plateau;small&lt;br /&gt;
Ashap_Plateau_III;small&lt;br /&gt;
Ashpen;small&lt;br /&gt;
Asscension10;medium&lt;br /&gt;
Asteriod-Dilo22;large&lt;br /&gt;
asteroid;large&lt;br /&gt;
Asteroid Defense;large&lt;br /&gt;
Asteroid-P23845;medium&lt;br /&gt;
Asteroid-P23845-Redux;medium&lt;br /&gt;
AsteroidBelt;medium&lt;br /&gt;
asteroid_def;large&lt;br /&gt;
Asteroid_Defense;large&lt;br /&gt;
Asteroid_Mines;small&lt;br /&gt;
Astral Valley;small&lt;br /&gt;
AstroTurf;large&lt;br /&gt;
AstroTurf v2;large&lt;br /&gt;
Atlantic;large&lt;br /&gt;
Atlantis;medium&lt;br /&gt;
Atuminoa;large&lt;br /&gt;
auban;large&lt;br /&gt;
aubanFortress;large&lt;br /&gt;
Aum;medium&lt;br /&gt;
Aurelian;medium&lt;br /&gt;
Aurelian vBeta1;medium&lt;br /&gt;
Aurelian vBeta2;medium&lt;br /&gt;
Aurelian vBeta3;medium&lt;br /&gt;
Aurelian vBeta4;medium&lt;br /&gt;
Aurelian vBeta5;medium&lt;br /&gt;
Ausnahmezustand;medium&lt;br /&gt;
australia7castles;small&lt;br /&gt;
AutumnWood;medium&lt;br /&gt;
Avalanche;small&lt;br /&gt;
Avalancher;small&lt;br /&gt;
Avenge The Fallen;medium&lt;br /&gt;
AVGSuperSpeedMetal_Xtrem;small&lt;br /&gt;
AWallDividesIt;medium&lt;br /&gt;
Azure Rampart;medium&lt;br /&gt;
Azure Rampart 1.1 acidic;medium&lt;br /&gt;
AzureFields;medium&lt;br /&gt;
A_Football_Field.;small&lt;br /&gt;
A_Valley_Beta;small&lt;br /&gt;
BA-Waterways;large&lt;br /&gt;
Babelon;small&lt;br /&gt;
Badlands;small&lt;br /&gt;
BallerBurg(en);large&lt;br /&gt;
Balls map;medium&lt;br /&gt;
Banana Republic;small&lt;br /&gt;
BananaDunes;small&lt;br /&gt;
BananaValley;medium&lt;br /&gt;
banana_split;small&lt;br /&gt;
Banana_Split_Fusion;small&lt;br /&gt;
Bandit_Plains;medium&lt;br /&gt;
Barbary Coves;medium&lt;br /&gt;
BarR;small&lt;br /&gt;
BarracudaBay;small&lt;br /&gt;
Barreer;small&lt;br /&gt;
Barren;small&lt;br /&gt;
Bastion;medium&lt;br /&gt;
Battle for Planet XIV;medium&lt;br /&gt;
Battle for PlanetXVII;small&lt;br /&gt;
Battle Range;small&lt;br /&gt;
BattleCity;medium&lt;br /&gt;
BattleForTheEmpire;small&lt;br /&gt;
Battletude;large&lt;br /&gt;
Battle_for_Eidola_Prime;large&lt;br /&gt;
Battle_for_Moon-XO;small&lt;br /&gt;
Battle_Grounds;small&lt;br /&gt;
Battle_Holms;large&lt;br /&gt;
Battle_Lines;medium&lt;br /&gt;
battle_platform;small&lt;br /&gt;
Bay_Battle;medium&lt;br /&gt;
BA_BlueBend_ChallengeMap;medium&lt;br /&gt;
Beach2;small&lt;br /&gt;
Beach_Invasion_beta12;small&lt;br /&gt;
Bear_Canyon;medium&lt;br /&gt;
BeastBattlefield;small&lt;br /&gt;
BellicoseIslands;small&lt;br /&gt;
BellicoseIslands_ZK;small&lt;br /&gt;
Bethezda;medium&lt;br /&gt;
Big Road;small&lt;br /&gt;
bigmap;medium&lt;br /&gt;
Bilateral;large&lt;br /&gt;
Black Mescalin;small&lt;br /&gt;
BlackLake_Swamp;medium&lt;br /&gt;
BlackLake_Swamp_v;small&lt;br /&gt;
BlackStar;medium&lt;br /&gt;
Blank;small&lt;br /&gt;
blauezwiebel;medium&lt;br /&gt;
Blend Warland;small&lt;br /&gt;
Blindside;large&lt;br /&gt;
BlockFort;small&lt;br /&gt;
BlockWars;large&lt;br /&gt;
BlockWars-FFA;large&lt;br /&gt;
BlockWars-V1.1;large&lt;br /&gt;
BlockWarsFFA;large&lt;br /&gt;
Blue Comet;medium&lt;br /&gt;
Blue fields;large&lt;br /&gt;
Blue Lagoon;medium;small&lt;br /&gt;
Blue Lagoon v4 (Large);medium&lt;br /&gt;
Blue Planet;medium&lt;br /&gt;
BlueBend;medium&lt;br /&gt;
bluer_fields_no_wind;large&lt;br /&gt;
bluetardfields;large&lt;br /&gt;
blue_fields;large&lt;br /&gt;
Blue_Lagoon;small&lt;br /&gt;
Bora-Bora;large&lt;br /&gt;
Boulder_Beach;medium&lt;br /&gt;
Brazillian_Battlefield;small&lt;br /&gt;
Brazillian_Battlefield_Remake;small&lt;br /&gt;
Brickland;small&lt;br /&gt;
Bridge;small&lt;br /&gt;
Bridge Fix;small&lt;br /&gt;
Bridge map;large&lt;br /&gt;
Bridging_the_Divide;medium&lt;br /&gt;
brun;small&lt;br /&gt;
Bryce_Arena;small&lt;br /&gt;
Bryce_Arena_fixed;medium&lt;br /&gt;
Bryce_Canyon;small&lt;br /&gt;
Bryce_Canyon_fixed;medium&lt;br /&gt;
Bryce_Valley;small&lt;br /&gt;
Bryce_Valley_fixed;medium&lt;br /&gt;
bsmap;large&lt;br /&gt;
buisb2;small&lt;br /&gt;
BumpyBrawl;small&lt;br /&gt;
Bunny;small&lt;br /&gt;
Busan;medium&lt;br /&gt;
Bypass;medium&lt;br /&gt;
Caduceus vBeta1;small&lt;br /&gt;
Caduceus vBeta2;small&lt;br /&gt;
Caeserea;small&lt;br /&gt;
Cage Fight 1.0-KotH;medium&lt;br /&gt;
Cage Fight 1.1-KotH;medium&lt;br /&gt;
Cage Fight 1.2-KotH;medium&lt;br /&gt;
Calamity;medium&lt;br /&gt;
Calayo;small&lt;br /&gt;
Calayo2;small&lt;br /&gt;
Caldera;small&lt;br /&gt;
Callisto;medium&lt;br /&gt;
CanonCanal;large&lt;br /&gt;
Cany Waters Beta;small&lt;br /&gt;
Canyon;large&lt;br /&gt;
canyonduo;medium&lt;br /&gt;
Canyon_Crossing;medium&lt;br /&gt;
Canyon_Redux;medium&lt;br /&gt;
Canyon_Wasteland;medium&lt;br /&gt;
Cape_Violet;medium&lt;br /&gt;
Castel_gods;medium&lt;br /&gt;
Castel_godsV21_fix;medium&lt;br /&gt;
Castle Well;small&lt;br /&gt;
Castles;medium&lt;br /&gt;
Castles16x16flat;medium&lt;br /&gt;
cathralda;medium&lt;br /&gt;
Cattle and Loveplay;medium&lt;br /&gt;
Cattle and Loveplay NO WORMS;medium&lt;br /&gt;
cattle_and_loveplay;medium&lt;br /&gt;
Catwalk;small&lt;br /&gt;
CausticPasses;medium&lt;br /&gt;
CausticRealm;medium&lt;br /&gt;
Caustic_Park;small&lt;br /&gt;
CDay;small&lt;br /&gt;
Centerrock;medium&lt;br /&gt;
Centerrock Remake;medium&lt;br /&gt;
Centerrock Remake Dry;medium&lt;br /&gt;
CenterRock River;medium&lt;br /&gt;
Centerrock_ZK;medium&lt;br /&gt;
Central Hub;small&lt;br /&gt;
Centre-command;small&lt;br /&gt;
Centrecommand_beta;small&lt;br /&gt;
Cervino;medium&lt;br /&gt;
Charlie in the Hills;medium&lt;br /&gt;
Chas-One;small&lt;br /&gt;
Chasm;small&lt;br /&gt;
Checker Ponds Remake;small&lt;br /&gt;
Chernobyl;small&lt;br /&gt;
Chess;medium&lt;br /&gt;
Chess_b1;small&lt;br /&gt;
Chess_b2;small&lt;br /&gt;
chezmorgen;small&lt;br /&gt;
Chicken attack;small&lt;br /&gt;
Chicken Nuggets;small&lt;br /&gt;
Chicken Scratch;small&lt;br /&gt;
Chicken Volcano Beta;large&lt;br /&gt;
ChickenFABS;small&lt;br /&gt;
ChickenNest;large&lt;br /&gt;
Chicken_Farm;small&lt;br /&gt;
Chicken_Nuggets;small&lt;br /&gt;
Chicken_Roast;small&lt;br /&gt;
Chinollar;small&lt;br /&gt;
Chocolate Hills;small&lt;br /&gt;
Chocolate_Rain;large&lt;br /&gt;
Christmas Comet;medium&lt;br /&gt;
Christmas Horse;small&lt;br /&gt;
circled;small&lt;br /&gt;
Cirme5;small&lt;br /&gt;
CityConflict;small&lt;br /&gt;
CityControl;small&lt;br /&gt;
Clashtle;small&lt;br /&gt;
ClayHills;small&lt;br /&gt;
Claymore;large&lt;br /&gt;
CLEARaDITCH;large&lt;br /&gt;
cliffdown;medium&lt;br /&gt;
CliffHanger;large&lt;br /&gt;
CloseCombat;small&lt;br /&gt;
CloseDestruction;small&lt;br /&gt;
Cloud9;medium&lt;br /&gt;
Clover;large&lt;br /&gt;
Clover_Isle_Basic;small&lt;br /&gt;
Clover_Isle_Basic fix;small&lt;br /&gt;
coagulation;small&lt;br /&gt;
Coagulation Marsh;medium;small&lt;br /&gt;
Coast To Coast Remake;small&lt;br /&gt;
Coastal;small&lt;br /&gt;
CoastalDry;small&lt;br /&gt;
Coastlines-beta;large&lt;br /&gt;
Coastlines_Dry;medium&lt;br /&gt;
Coastline_Dry;medium&lt;br /&gt;
Coasts;small&lt;br /&gt;
Codar;small&lt;br /&gt;
Cold Snap;small&lt;br /&gt;
coldsnap;small&lt;br /&gt;
Cold_Koom;large&lt;br /&gt;
Cold_Koom Water;large&lt;br /&gt;
cold_snap;small&lt;br /&gt;
Colorado;medium&lt;br /&gt;
Colorado_V2;medium&lt;br /&gt;
Colors;small&lt;br /&gt;
Columbia Basin;medium&lt;br /&gt;
Comet Catcher Prime;medium&lt;br /&gt;
Comet Catcher Redux;medium&lt;br /&gt;
Comet Catcher Reloaded;medium&lt;br /&gt;
Comet Catcher Remake;medium&lt;br /&gt;
CometCatcher;small&lt;br /&gt;
CometCatcherFlooded;medium&lt;br /&gt;
Comet_crack;medium&lt;br /&gt;
Complex_Contact;small&lt;br /&gt;
ConfusionLabyrinth;large&lt;br /&gt;
ConquerorsIsle;large&lt;br /&gt;
ConquerorsIsle-dry;large&lt;br /&gt;
Conquest_of_Paradise;medium&lt;br /&gt;
ContestedCanyon;small&lt;br /&gt;
Continental;large&lt;br /&gt;
contiworldbig;large&lt;br /&gt;
Conversation;small&lt;br /&gt;
CookieMonster;small&lt;br /&gt;
cooler_fields;large&lt;br /&gt;
Cooper Hill;small&lt;br /&gt;
Cooper_Hill_TNM02;small&lt;br /&gt;
Cooper_Range;medium&lt;br /&gt;
Core Platform;medium&lt;br /&gt;
Core Platform AVWMS;medium&lt;br /&gt;
Core-Creek;medium&lt;br /&gt;
Core-P4354;medium&lt;br /&gt;
Core-Prime-Mini;small&lt;br /&gt;
CoreCourtyard;medium&lt;br /&gt;
CorePrimeCorrida;small&lt;br /&gt;
CorePrimeCorridor;small&lt;br /&gt;
CorePrimeCorridor-V1.3;small&lt;br /&gt;
CorePrime_re;large&lt;br /&gt;
CorePrime_revision1;large&lt;br /&gt;
corepyramid;large&lt;br /&gt;
Core_Faf;small&lt;br /&gt;
Core_Prime_Bridges;medium&lt;br /&gt;
Core_Prime_Industrial_Area;medium&lt;br /&gt;
core_ssm_labyrinth;large&lt;br /&gt;
Corium-Mars;medium&lt;br /&gt;
Corpse_Queen_Fields;large&lt;br /&gt;
Corpse_Queen_Fields_v1;large&lt;br /&gt;
CorrosivePits;large&lt;br /&gt;
Corrupted Core;small&lt;br /&gt;
Corspe Turbo;large&lt;br /&gt;
Cosmos;large&lt;br /&gt;
CostalDry;small&lt;br /&gt;
County_Crossing;small&lt;br /&gt;
Courtyard;large&lt;br /&gt;
Cow;small&lt;br /&gt;
Coyote_Creek;small&lt;br /&gt;
CPI-Impact;medium&lt;br /&gt;
CPU;medium&lt;br /&gt;
Craggy Hills;large&lt;br /&gt;
CrampMetal;medium&lt;br /&gt;
crater;large;medium&lt;br /&gt;
Crater Islands Remake;small&lt;br /&gt;
CrazyMase;small&lt;br /&gt;
Crescent_Bay;large&lt;br /&gt;
Crestfallen-Metropolis;medium&lt;br /&gt;
Crimson Comet;small&lt;br /&gt;
Crimson Crater;small&lt;br /&gt;
Crimson_Paradise;medium&lt;br /&gt;
Crimson_Paradise_lr;medium&lt;br /&gt;
Crossfire;small&lt;br /&gt;
Crossing;medium&lt;br /&gt;
Crossing_4_final;small&lt;br /&gt;
CrossWar;large&lt;br /&gt;
Crubick Plains;medium&lt;br /&gt;
Crucible;small&lt;br /&gt;
Crucifix;large&lt;br /&gt;
Crust;medium&lt;br /&gt;
CrustyCrust;small&lt;br /&gt;
Crystal-Bridges;medium&lt;br /&gt;
Crystal-Harbor;medium&lt;br /&gt;
Crystal-World;small&lt;br /&gt;
CT_Archway;medium&lt;br /&gt;
CT_Conflict_Luna;medium&lt;br /&gt;
CT_Eitbyeit_Gorge;small&lt;br /&gt;
CT_Eureka;medium&lt;br /&gt;
CT_Fishbone_Ridge;medium&lt;br /&gt;
CT_PathWinder;large&lt;br /&gt;
CT_Threeway;medium&lt;br /&gt;
CT_Tumblebrush_Basin;medium&lt;br /&gt;
Cull;small&lt;br /&gt;
Curved_Focus;small&lt;br /&gt;
CybranLogo;large&lt;br /&gt;
DamageRounded;large&lt;br /&gt;
Dark Water Wasteland;small&lt;br /&gt;
Darkroom;small&lt;br /&gt;
DarkSide Remake;small&lt;br /&gt;
Daruga;small&lt;br /&gt;
Data Cache L1;small&lt;br /&gt;
Daybreak Canyon;small&lt;br /&gt;
DDAY;small&lt;br /&gt;
DDAY_CHX;small&lt;br /&gt;
Dead Reef;medium&lt;br /&gt;
Dead Reef Dry;medium&lt;br /&gt;
DeadLands;small&lt;br /&gt;
DeadLandsUnbalancedCommandersBeta7;small&lt;br /&gt;
Deadlock;large&lt;br /&gt;
Dead_Vally;small&lt;br /&gt;
Death Valley;medium&lt;br /&gt;
Deaths_Half_Mile;medium&lt;br /&gt;
DeathValley;medium&lt;br /&gt;
DeepSpaceConflict;large&lt;br /&gt;
DeepWater;small&lt;br /&gt;
Defender&#039;&#039;s Advantage;small&lt;br /&gt;
Delta Seige Dry Reloaded vBETA4;medium&lt;br /&gt;
Delta Siege Dry Reloaded vBETA4;medium&lt;br /&gt;
DeltaSiege;medium&lt;br /&gt;
DeltaSiege Morph;medium&lt;br /&gt;
DeltaSiege Special;medium&lt;br /&gt;
DeltaSiege Special Water;medium&lt;br /&gt;
DeltaSiegecry;medium&lt;br /&gt;
DeltaSiegeDGun;medium&lt;br /&gt;
DeltaSiegeDry;large;medium&lt;br /&gt;
DeltaSiegeDry Deluxe;medium&lt;br /&gt;
DeltaSiegeDry G;medium&lt;br /&gt;
DeltaSiegeDry Hacked;medium&lt;br /&gt;
DeltaSiegeDry Red Alert Edition;medium&lt;br /&gt;
DeltaSiegeDry Remix Fix;medium&lt;br /&gt;
DeltaSiegeDry Revolution;medium&lt;br /&gt;
DeltaSiegeDry S;medium&lt;br /&gt;
DeltaSiegeDry Special;medium&lt;br /&gt;
DeltaSiegeDry Special Final;medium&lt;br /&gt;
DeltaSiegeDry Special Remix;medium&lt;br /&gt;
DeltaSiegeDry X;medium&lt;br /&gt;
DeltaSiegeDry Xmas;medium&lt;br /&gt;
DeltaSiegeDry16th;medium&lt;br /&gt;
DeltaSiegeDry16th DaBomb;medium&lt;br /&gt;
DeltaSiegeDryExtended;medium&lt;br /&gt;
DeltaSiegeDryFATALITY;medium&lt;br /&gt;
DeltaSiegeDryRandomized;medium&lt;br /&gt;
DeltaSiegeDryRandomizedNOBA;medium&lt;br /&gt;
DeltaSiegeDryRevX;large&lt;br /&gt;
DeltaSiegeDrySuperSpeed;medium&lt;br /&gt;
DeltaSiegeDry_DamageDeal;medium&lt;br /&gt;
DeltaSiegeDry_Fixed;medium&lt;br /&gt;
DeltaSiegeDry_NoCombomb;medium&lt;br /&gt;
DeltaSiegeDry_Reloaded_vBETA3;medium&lt;br /&gt;
DeltaSiegeDuoX;large&lt;br /&gt;
DeltaSiegeGRID;medium&lt;br /&gt;
DeltaSiegePrime;medium&lt;br /&gt;
DeltaSiegePrime Ultimate;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta 19 UglyCore;medium&lt;br /&gt;
DeltaSiegePrime UnbalancedCommanders beta5;medium&lt;br /&gt;
DeltaSiegeRev;large&lt;br /&gt;
DeltaSiegeRevX;large&lt;br /&gt;
DeltaSiegeTest;medium&lt;br /&gt;
DeltaSiegeX;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta12;medium&lt;br /&gt;
DeltaSiegeXUnbalancedCommandersBeta13;medium&lt;br /&gt;
DeltaSiege_Island_8_Way;large&lt;br /&gt;
Delta_Highgrounds_B1;large&lt;br /&gt;
Desert;medium&lt;br /&gt;
Desert Dev;medium&lt;br /&gt;
Desert Needle Small;medium&lt;br /&gt;
DesertCliffs;small&lt;br /&gt;
desertdunes;medium&lt;br /&gt;
deserteagle;large&lt;br /&gt;
Deserted Third;small&lt;br /&gt;
DesertedCrossing;small&lt;br /&gt;
Deserted_Gully;medium&lt;br /&gt;
Desertforts;medium&lt;br /&gt;
Desertmountain;small&lt;br /&gt;
Desertmountain17_Fix;small&lt;br /&gt;
DesertNeedleSmall;medium&lt;br /&gt;
DesertPlateaus;medium&lt;br /&gt;
DesertSiege;medium&lt;br /&gt;
DesertTriad;small&lt;br /&gt;
DesertTriadFlooded	;small&lt;br /&gt;
DesertTriadFlooded;small&lt;br /&gt;
DesertVally;medium&lt;br /&gt;
Desert_Delta_Siege;large&lt;br /&gt;
Desert_Plateaus;small&lt;br /&gt;
Desert_storm;medium&lt;br /&gt;
Desolate;medium&lt;br /&gt;
DesolateBattlefield;medium&lt;br /&gt;
Desolation;small&lt;br /&gt;
Dessicated Sinkhole b1;large&lt;br /&gt;
Detroit;large&lt;br /&gt;
DianaBeach;medium&lt;br /&gt;
DigitalDivide_PT2;small&lt;br /&gt;
Digital_Siege;small&lt;br /&gt;
DigSite;medium&lt;br /&gt;
Direct Memory Access 0.5c (beta);medium&lt;br /&gt;
Direct Memory Access 0.5e (beta);medium&lt;br /&gt;
DireStrights;large&lt;br /&gt;
DistrictWar;large&lt;br /&gt;
Ditched;small&lt;br /&gt;
Divided_Shores;medium&lt;br /&gt;
Divided_Shores-Dry;medium&lt;br /&gt;
Dividing_Wall;medium&lt;br /&gt;
DockMetal;large&lt;br /&gt;
Dockside;medium&lt;br /&gt;
Doo&#039;&#039;s SeaBalancing testmap SSB2;medium&lt;br /&gt;
Doomed;large&lt;br /&gt;
Dota;small&lt;br /&gt;
DoubleLLTAComplex;large&lt;br /&gt;
DownCount;small&lt;br /&gt;
Downpour;medium&lt;br /&gt;
DownRiver;medium&lt;br /&gt;
DownRiver_Beta;medium&lt;br /&gt;
Downs_of_Destruction;medium&lt;br /&gt;
Downs_of_Destruction_Fix;medium&lt;br /&gt;
DOXTA;small&lt;br /&gt;
Drab;small&lt;br /&gt;
DragonEye;small&lt;br /&gt;
DragonEyeArctic;small&lt;br /&gt;
DragonEyeTemperate;small&lt;br /&gt;
Dragons HQ;medium&lt;br /&gt;
Drake_Mountains;medium&lt;br /&gt;
DryDeltaSiege Special;medium&lt;br /&gt;
DryLakeBed;medium&lt;br /&gt;
DryRiver;small&lt;br /&gt;
Dry_lands;small&lt;br /&gt;
DSD 8 Way;large&lt;br /&gt;
DSD Capture The Flag;medium&lt;br /&gt;
DSD4l1f3;medium&lt;br /&gt;
DSD4lif3;medium&lt;br /&gt;
DSD4life;medium&lt;br /&gt;
DSD4lyfe;medium&lt;br /&gt;
DSDR;medium&lt;br /&gt;
DSD_Balanced;medium&lt;br /&gt;
DSD_BA_T1_ONLY;medium&lt;br /&gt;
Dual Core;small&lt;br /&gt;
Dual Icy Run;small&lt;br /&gt;
DualingKiwis;large&lt;br /&gt;
duck;small&lt;br /&gt;
duckfusions;small&lt;br /&gt;
duckfusionsfix;small&lt;br /&gt;
Duckquest;small&lt;br /&gt;
Duel;small&lt;br /&gt;
Dueling_Bases;small&lt;br /&gt;
Dueling_Forts;small&lt;br /&gt;
DuelRift;small&lt;br /&gt;
Duggans-Metal-Map;medium&lt;br /&gt;
Duggans-Metal-Two;medium&lt;br /&gt;
duke nukem;small&lt;br /&gt;
duke_nukem;small&lt;br /&gt;
Dune;medium&lt;br /&gt;
DunePatrolRC1;small&lt;br /&gt;
DunePatrolRedux;small&lt;br /&gt;
DunePatrol_wip;small&lt;br /&gt;
Dune_Desert;small&lt;br /&gt;
Dust_Bowl;large&lt;br /&gt;
DWDeadDesert;medium&lt;br /&gt;
Dworld;large&lt;br /&gt;
Dworld Acidic;large&lt;br /&gt;
DworldDuo;large&lt;br /&gt;
Earatope;small&lt;br /&gt;
Earth FFA;large&lt;br /&gt;
Easter Bunny v1 Horse;medium&lt;br /&gt;
Easter Bunny v2 Horse;medium&lt;br /&gt;
Echo Canyon;small&lt;br /&gt;
EE-DeltaGlade;medium&lt;br /&gt;
EE-Deserted_Sinkhole;large&lt;br /&gt;
EE-DustBowl;medium&lt;br /&gt;
EE-RiverGlade;medium&lt;br /&gt;
EE-Waterways;large&lt;br /&gt;
EgoGreenFields;medium&lt;br /&gt;
Egypt;medium&lt;br /&gt;
ein;medium&lt;br /&gt;
Eisenwald;medium&lt;br /&gt;
Eisland;large&lt;br /&gt;
Elements3;medium&lt;br /&gt;
Emain Macha;medium&lt;br /&gt;
EmainMacha Remake;medium&lt;br /&gt;
Emerald Escarpment;medium&lt;br /&gt;
Emerald Island;small&lt;br /&gt;
Emereld;large&lt;br /&gt;
EmmanuelFarm;small&lt;br /&gt;
Enceladus;medium&lt;br /&gt;
Enclaves;medium&lt;br /&gt;
Energy Spire Plain;small&lt;br /&gt;
EnhancedSiegedry;medium&lt;br /&gt;
Entrenched_Plains;medium&lt;br /&gt;
Epic;large&lt;br /&gt;
Epic Water dragon later;large&lt;br /&gt;
Epic-EE-CrossingGlade;small&lt;br /&gt;
Epic40x40;large&lt;br /&gt;
EpicLawn;large&lt;br /&gt;
EpicShore;large&lt;br /&gt;
EpicShore2;large&lt;br /&gt;
EpicShoreLongcat;medium&lt;br /&gt;
Epic_Water_v1_x80;large&lt;br /&gt;
EpsilonSiegeDry_alpha6;medium&lt;br /&gt;
erml;medium&lt;br /&gt;
Errotep_Crossing;large&lt;br /&gt;
ertigoThanatos;large&lt;br /&gt;
escalante_beta3;medium&lt;br /&gt;
Escarpment;medium&lt;br /&gt;
EternityOcean;large&lt;br /&gt;
Etorrep_Glacier;medium&lt;br /&gt;
EU1;large&lt;br /&gt;
Eureka;medium&lt;br /&gt;
Euro-Risk;large&lt;br /&gt;
EuroGreen;small&lt;br /&gt;
EuroGreen-Redux;small&lt;br /&gt;
Europe_a1;large&lt;br /&gt;
Europe_a2;large&lt;br /&gt;
Evad River Confluence;small&lt;br /&gt;
Evad_River_Confluence;small&lt;br /&gt;
Evergreen_Haven;small&lt;br /&gt;
Evergreen_Haven-Redux;medium&lt;br /&gt;
Evil Eyes;medium&lt;br /&gt;
Evolution in War;small&lt;br /&gt;
Evolutionary;small&lt;br /&gt;
EvoRTS - Altored Divide;medium;small&lt;br /&gt;
EvoRTS - Craggy Creek;medium;small&lt;br /&gt;
EvoRTS - Delta Siege;medium&lt;br /&gt;
EvoRTS - Division;small&lt;br /&gt;
EvoRTS - Eye of Horus;medium&lt;br /&gt;
EvoRTS - Glacier Pass;medium&lt;br /&gt;
EvoRTS - Higher Grounds;medium&lt;br /&gt;
EvoRTS - New Iammas;medium;small&lt;br /&gt;
EvoRTS - Pockmark Valley;medium;small&lt;br /&gt;
EvoRTS - Proving Grounds;medium;small&lt;br /&gt;
EvoRTS - RiverGlade;medium;small&lt;br /&gt;
EvoRTS - Winter Basin;medium&lt;br /&gt;
EvoRTS-Altored_Divide;small&lt;br /&gt;
EvoRTS-A_House_Divided;medium&lt;br /&gt;
EvoRTS-CaisRevenge;medium&lt;br /&gt;
EvoRTS-Deserted_Gully;medium&lt;br /&gt;
EvoRTS-Division;small&lt;br /&gt;
EvoRTS-New_Iammas;medium;small&lt;br /&gt;
EvoRTS-Pockmark_Valley;small&lt;br /&gt;
EvoRTS-Riverdale;medium&lt;br /&gt;
EvoRTS-RiverGlade;small&lt;br /&gt;
EvoRTS-SwampValley;medium&lt;br /&gt;
EvoRTS-Tale_of_Two_Hills;medium&lt;br /&gt;
EvoRTS-TwinPeaks;medium&lt;br /&gt;
Expandation;medium&lt;br /&gt;
ExpandedTropics;large&lt;br /&gt;
Expanded_Confluence;large&lt;br /&gt;
Expanded_Confluence_dry;large&lt;br /&gt;
Eye Of Horus;medium&lt;br /&gt;
Eye_Of_Horus;medium&lt;br /&gt;
Fairyland;small&lt;br /&gt;
Fallendell;small&lt;br /&gt;
Fastest Map;medium&lt;br /&gt;
Fastest Map - Big;large&lt;br /&gt;
FastestMapForever;medium&lt;br /&gt;
FataMorgana;medium&lt;br /&gt;
Faya;large&lt;br /&gt;
Fetid Marsh;medium&lt;br /&gt;
FF-AsteroidBattle;large&lt;br /&gt;
FF-SpeedPlatforms;large&lt;br /&gt;
FF-Surrounded;large&lt;br /&gt;
FHBeta;small&lt;br /&gt;
Fields_Of_Isis;small&lt;br /&gt;
Fields_of_silver;large&lt;br /&gt;
Field_of_Isis;medium&lt;br /&gt;
Fifteen Platforms;small&lt;br /&gt;
FinalTestMap;small&lt;br /&gt;
Finnish Flag;small&lt;br /&gt;
FinnsRevengeR;medium&lt;br /&gt;
Finns_Revenge;small&lt;br /&gt;
FireAtWill;medium&lt;br /&gt;
Firebreak;small&lt;br /&gt;
Firebreak vBeta1;small&lt;br /&gt;
Firebreak vBeta2;small&lt;br /&gt;
Firebreak vBeta3;small&lt;br /&gt;
first;small&lt;br /&gt;
Fishbone_Ridge;medium&lt;br /&gt;
Fissure_wip;small&lt;br /&gt;
FizzyLakes;medium&lt;br /&gt;
Flannel-World;large&lt;br /&gt;
Flat-Map;medium&lt;br /&gt;
Flathill Islands;small&lt;br /&gt;
Flatlands;medium&lt;br /&gt;
Flats and Forests Remake;large&lt;br /&gt;
FlattyPatty;small&lt;br /&gt;
FlattyPatty1.1;small&lt;br /&gt;
Floating_CastleBETA;medium&lt;br /&gt;
Flooded Valley;small&lt;br /&gt;
FloodedDesert;medium&lt;br /&gt;
Flooded_Valley;small&lt;br /&gt;
Floppy Dgun;small&lt;br /&gt;
Flower B1;large&lt;br /&gt;
FolsomDam;medium;small&lt;br /&gt;
FolsomDamCore;small&lt;br /&gt;
FolsomDamDeluxe;medium&lt;br /&gt;
FolsomDamFinal;medium&lt;br /&gt;
FolsomDamFlooded;medium&lt;br /&gt;
FolsomDamR;medium&lt;br /&gt;
Foothills;small&lt;br /&gt;
Foothill_Basin;small&lt;br /&gt;
Foothill_Basin_Redux;medium&lt;br /&gt;
ForgottenTemple;small&lt;br /&gt;
Forgotten_Atoll;medium&lt;br /&gt;
Forgotten_Crossing;small&lt;br /&gt;
FortifiedIsland BETA;large&lt;br /&gt;
FortifiedIslandSmall BETA;medium&lt;br /&gt;
Fortress;medium&lt;br /&gt;
Fortress of Hadez;large&lt;br /&gt;
Fort_Delta;medium&lt;br /&gt;
four islands;large&lt;br /&gt;
Four_Lakes;medium&lt;br /&gt;
Fracture beta;medium&lt;br /&gt;
Fractured_Continents;medium&lt;br /&gt;
Fractured_Eyes;small&lt;br /&gt;
Fractured_Faces;medium&lt;br /&gt;
Free-Zone;medium&lt;br /&gt;
French Flag;small&lt;br /&gt;
French Flag beta;small&lt;br /&gt;
French Flag test;small&lt;br /&gt;
French Flag test beta;small&lt;br /&gt;
French Flag v1.34 Fixed;small&lt;br /&gt;
French Flag v1.37 Fixed;small&lt;br /&gt;
French Flag v1.4 Fixed;small&lt;br /&gt;
FroobMetal;medium&lt;br /&gt;
FrostBite;small&lt;br /&gt;
Frostburn;small&lt;br /&gt;
FrostyCove;small&lt;br /&gt;
FrozenFortress;medium&lt;br /&gt;
FrozenFourway;medium&lt;br /&gt;
FrozenPlanet;small&lt;br /&gt;
Frozen_Ford;small&lt;br /&gt;
Frozen_Gauntlet_TNM03;small&lt;br /&gt;
FTIG_Battlefield;small&lt;br /&gt;
FujiMount;medium&lt;br /&gt;
Full_Moon;small&lt;br /&gt;
Gaatskaan;medium&lt;br /&gt;
Ganymede;medium&lt;br /&gt;
GargantuanEpicShore;large&lt;br /&gt;
GargantuanFieldsOfIsis;large&lt;br /&gt;
GargantuanIcyRun;large&lt;br /&gt;
Garlic;medium;small&lt;br /&gt;
Gasfornuis;medium&lt;br /&gt;
Gecko Isle;medium&lt;br /&gt;
Gehenna Rising;medium&lt;br /&gt;
GenBloods-Crossing;small&lt;br /&gt;
GengDoWoingDin;large&lt;br /&gt;
Gentle Romp;small&lt;br /&gt;
Geo Green Fields;large&lt;br /&gt;
GeoGreenFields X;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown;medium&lt;br /&gt;
GeoGreenFields X v4 Countdown Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA;medium&lt;br /&gt;
GeoGreenFieldsTechA Final;medium&lt;br /&gt;
GeoGreenFieldsTechA Fix;medium&lt;br /&gt;
GeoGreenFieldsTechA X;medium&lt;br /&gt;
GeoGreenField_fix;large&lt;br /&gt;
GeoGreenField_fix_final;large&lt;br /&gt;
GeoGreenField_fix_v4-notidals;large&lt;br /&gt;
GeoGreenField_fix_v5-notidals;large&lt;br /&gt;
GeoGreenWideFields X;large&lt;br /&gt;
Georgian_war;medium&lt;br /&gt;
geo_green;large&lt;br /&gt;
geo_green_widepass;large&lt;br /&gt;
ger_vs_nk;medium&lt;br /&gt;
Geyser_Plains_TNM04;small&lt;br /&gt;
Geyser_Plains_ZK;small&lt;br /&gt;
Ghenna Rising;medium&lt;br /&gt;
GhostPeak;medium&lt;br /&gt;
Giant Hills and Valleys b2;large&lt;br /&gt;
Glacier;small&lt;br /&gt;
Glacier Pass;small&lt;br /&gt;
Glacier_Pass;medium&lt;br /&gt;
Glacier_Plateau;large&lt;br /&gt;
Glacies;small&lt;br /&gt;
Glass_Dreams;large&lt;br /&gt;
Gods Of War 2;medium&lt;br /&gt;
Gods Of War 2 Remake;medium&lt;br /&gt;
Goldrush;medium&lt;br /&gt;
Gornhole;medium&lt;br /&gt;
grad;medium&lt;br /&gt;
GrainyCrossing;small&lt;br /&gt;
GrandCanyon_Final;medium&lt;br /&gt;
GrandRiver;large;small&lt;br /&gt;
GrassyPlain;small&lt;br /&gt;
Grassy_Paradox;small&lt;br /&gt;
GravitySiegeDry;medium&lt;br /&gt;
Graystone;medium&lt;br /&gt;
Great Divide;small&lt;br /&gt;
Great_Pyramid_Desert;small&lt;br /&gt;
Green Comet;medium&lt;br /&gt;
Green Comet Basic;medium&lt;br /&gt;
Green Debug Build units;large&lt;br /&gt;
Green Farms Concept;large&lt;br /&gt;
Green fields mk2;large&lt;br /&gt;
Green Flat x34;large&lt;br /&gt;
Green River Confluence;medium&lt;br /&gt;
Green-Canyon;small&lt;br /&gt;
Greener Fields Big;large&lt;br /&gt;
Greener_Fields;medium&lt;br /&gt;
Greener_Fields no wind;medium&lt;br /&gt;
Greenest Fields;medium&lt;br /&gt;
GreenFields_Island;large&lt;br /&gt;
GreenHaven;medium&lt;br /&gt;
Greenhaven Remake;medium&lt;br /&gt;
GreenHaven-Redux;medium&lt;br /&gt;
Greenhaven_Remake;large&lt;br /&gt;
Greenheaven;large&lt;br /&gt;
greenriver;medium&lt;br /&gt;
Greensnap;small&lt;br /&gt;
GreenStress;medium&lt;br /&gt;
GreenValley;medium&lt;br /&gt;
Greenwold_Ghaut;small&lt;br /&gt;
Green_Cool_Fields;large&lt;br /&gt;
Green_Fields;medium&lt;br /&gt;
Green_Fields_fix;medium&lt;br /&gt;
Green_Fields_For_CA;medium&lt;br /&gt;
Green_Geo_Fields;large&lt;br /&gt;
Green_Pharms_R3.5a;large&lt;br /&gt;
green_river_confluence;medium&lt;br /&gt;
GreyHillValley;medium&lt;br /&gt;
Grts_Cookedwell;large&lt;br /&gt;
Grts_DesertValley;large&lt;br /&gt;
Grts_Gantelope;medium&lt;br /&gt;
Grts_Gunmetal_Harbor;large&lt;br /&gt;
Grts_Messa;large&lt;br /&gt;
Grts_Northernmountains;large&lt;br /&gt;
Grts_RiverMouth;large&lt;br /&gt;
Grts_RiverValley;large&lt;br /&gt;
GRTS_River_Valley;large&lt;br /&gt;
Grts_Rocky_Glacier;medium&lt;br /&gt;
Gunmetal_Harbor;large&lt;br /&gt;
Gyser_Plains_TNM04;small&lt;br /&gt;
Halean Ruins;small&lt;br /&gt;
HallstattLake;medium&lt;br /&gt;
Halowarz;large&lt;br /&gt;
HamburgerHill;large&lt;br /&gt;
Harbinger;large&lt;br /&gt;
hardnips;large&lt;br /&gt;
Hard_Charge;small&lt;br /&gt;
haunteddowns;medium&lt;br /&gt;
HazardDesert;medium&lt;br /&gt;
hazarddesert002;medium&lt;br /&gt;
Heartbreaker;medium&lt;br /&gt;
Heat;large&lt;br /&gt;
Heavy_Metal;large&lt;br /&gt;
Hell;medium&lt;br /&gt;
Hellite;small&lt;br /&gt;
Hells Pass;medium&lt;br /&gt;
Hells_Teeth;small&lt;br /&gt;
Hex Farm;large;small&lt;br /&gt;
Hexian Arena;large&lt;br /&gt;
Hexiwars;large&lt;br /&gt;
Hide and Seek;medium&lt;br /&gt;
Hide_and_Seek;medium&lt;br /&gt;
High Forts;medium&lt;br /&gt;
Higher_Grounds;medium&lt;br /&gt;
Highfield;medium&lt;br /&gt;
HighGround;medium&lt;br /&gt;
HighGroundsDelta;large&lt;br /&gt;
HighJump;medium&lt;br /&gt;
HighJumpNoLava;medium&lt;br /&gt;
highland;large&lt;br /&gt;
HighNoon-Redux;medium&lt;br /&gt;
HighTides;small&lt;br /&gt;
Hightops3;small&lt;br /&gt;
Highway 95;medium&lt;br /&gt;
Highway 95 East;medium&lt;br /&gt;
Highway 95 West;medium&lt;br /&gt;
Highway To Skull Beta;small&lt;br /&gt;
High_And_Low;large&lt;br /&gt;
High_and_Low_Redux;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro;large&lt;br /&gt;
Hikinen_ja_Oksettava_Kaurapuuro-5v5;medium&lt;br /&gt;
Hills_And_Passes;medium&lt;br /&gt;
Hills_and_Valleys;medium&lt;br /&gt;
HnH_beta;small&lt;br /&gt;
Hohenheim;large&lt;br /&gt;
HoldTheFire;small&lt;br /&gt;
HolyWater;small&lt;br /&gt;
Hooked;small&lt;br /&gt;
Horrors_of_War;medium&lt;br /&gt;
HorstAndGraben;large&lt;br /&gt;
Hostil Planet;large&lt;br /&gt;
HostilPlanet;small&lt;br /&gt;
hotlips001;large&lt;br /&gt;
Hotlips_Redux;large&lt;br /&gt;
hotstepper;small&lt;br /&gt;
Hotstepper 5;small&lt;br /&gt;
hotstepper_LM;small&lt;br /&gt;
Hourglass;medium&lt;br /&gt;
Hundred Isles Remake;small&lt;br /&gt;
Hydraiel;medium&lt;br /&gt;
Hydra_Dust_swamps;small&lt;br /&gt;
Hydra_FFA;small&lt;br /&gt;
Hydra_Landofthelost;small&lt;br /&gt;
Hydra_Shard_valley;medium&lt;br /&gt;
Hydra_Talus;medium&lt;br /&gt;
Iammas Prime;medium&lt;br /&gt;
Ibex;medium&lt;br /&gt;
Ice Scream;medium&lt;br /&gt;
IceArenA;medium&lt;br /&gt;
IceBergs;large&lt;br /&gt;
Iced Coffee;small&lt;br /&gt;
Iceland;medium&lt;br /&gt;
Ice_Bergs;large&lt;br /&gt;
Ice_Mountain;medium&lt;br /&gt;
ictoria Crater;small&lt;br /&gt;
Icy Crater;small&lt;br /&gt;
Icy LongRun v2 beta;small&lt;br /&gt;
Icy LongRun v2 beta2;small&lt;br /&gt;
Icy LongRun v2 beta3;small&lt;br /&gt;
Icy Run;small&lt;br /&gt;
IcySea;large&lt;br /&gt;
IcyVeryLong-10-Run;large&lt;br /&gt;
IcyVeryLong-2-Run;medium&lt;br /&gt;
IcyVeryLong-5-Run;large&lt;br /&gt;
Icy_Shell;small&lt;br /&gt;
Icy_Shell_alpha;small&lt;br /&gt;
Icy_Shell_Beta;small&lt;br /&gt;
Impact;medium;small&lt;br /&gt;
Impact Beta;large&lt;br /&gt;
Imperfect;small&lt;br /&gt;
Imperfection;small&lt;br /&gt;
Incandescence;medium&lt;br /&gt;
Incandescence Remake;medium&lt;br /&gt;
Inculta;medium&lt;br /&gt;
Indar;medium&lt;br /&gt;
indonesia;small&lt;br /&gt;
indonesia003;small&lt;br /&gt;
Industrial Revolution;medium&lt;br /&gt;
Industrial_Revolution;medium&lt;br /&gt;
Insular Encounter;medium&lt;br /&gt;
Intercontinental32x32;large&lt;br /&gt;
Intersection;small&lt;br /&gt;
Into Battle;small&lt;br /&gt;
Into Battle Redux;small&lt;br /&gt;
Invernus;medium&lt;br /&gt;
Inverse_conditions;medium&lt;br /&gt;
irid Lands;large&lt;br /&gt;
IronHill;small&lt;br /&gt;
Iron_Craters;medium&lt;br /&gt;
Iron_Isle;medium&lt;br /&gt;
irtual_fields;medium&lt;br /&gt;
IsisDelta;small&lt;br /&gt;
Island in the Sun;medium&lt;br /&gt;
IslandAlpha;small&lt;br /&gt;
IslandConquest;medium&lt;br /&gt;
IslandDivide;medium&lt;br /&gt;
IslandHopping;medium&lt;br /&gt;
Islandmap;large&lt;br /&gt;
Islandos map;large&lt;br /&gt;
IslandParadise;medium&lt;br /&gt;
Islands_In_War;medium&lt;br /&gt;
IslandTest;medium&lt;br /&gt;
Isle of Grief;medium&lt;br /&gt;
istaCanyon;small&lt;br /&gt;
Isthmus Plain;small&lt;br /&gt;
Italy_Fixed;large&lt;br /&gt;
Ithaka;medium&lt;br /&gt;
Its Wide;medium&lt;br /&gt;
Ivands_Pocket_World;small&lt;br /&gt;
Izki Channel;small&lt;br /&gt;
Izki Channel vBeta2;small&lt;br /&gt;
Izki Channel vBeta3;small&lt;br /&gt;
JapanMap;small&lt;br /&gt;
John&#039;&#039;s-pond_rc;small&lt;br /&gt;
johns_pass;small&lt;br /&gt;
Jonathan&#039;&#039;s-pond_beta;small&lt;br /&gt;
jungle_MoonQ20x_remake;medium&lt;br /&gt;
Jurassic Sands;small&lt;br /&gt;
Kappa_Basin;medium&lt;br /&gt;
Kappa_Basin_Flooded;medium&lt;br /&gt;
Kappa_Basin_Flooded_ZK;medium&lt;br /&gt;
Kappa_Puddle;medium&lt;br /&gt;
Kapsi Test;small&lt;br /&gt;
karma;small&lt;br /&gt;
Karst;small&lt;br /&gt;
Katastrophe;medium&lt;br /&gt;
Keksland;small&lt;br /&gt;
KillahDeathMetal.1.1;small&lt;br /&gt;
KingOfTheCastle;medium&lt;br /&gt;
Kithrup;medium&lt;br /&gt;
Kivekset_Halkova_Bassotaajuus;small&lt;br /&gt;
Knockout;large&lt;br /&gt;
KnockoutR;medium&lt;br /&gt;
KochCanyon;medium&lt;br /&gt;
Kolmogorov;large&lt;br /&gt;
Kolmogorov Remake;large&lt;br /&gt;
Koom Gorge;medium&lt;br /&gt;
Koom Gorge 3vs3 edition;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.1;small&lt;br /&gt;
Koom Gorge 3vs3 edition1.2;small&lt;br /&gt;
Koom Valley;large&lt;br /&gt;
Koom Valley 3;large&lt;br /&gt;
KoomValleyBar;large&lt;br /&gt;
Koth;large&lt;br /&gt;
KP-Chasm;small&lt;br /&gt;
KP-Water-Spout;small&lt;br /&gt;
Krakatoa;large&lt;br /&gt;
Kremoweczka;medium&lt;br /&gt;
Kriegsmarine;medium&lt;br /&gt;
Kroglaunch;medium&lt;br /&gt;
Krom;small&lt;br /&gt;
Kurczak;small&lt;br /&gt;
Kuvkkan;small&lt;br /&gt;
La Isla Bonita;medium&lt;br /&gt;
LaCrater;medium&lt;br /&gt;
Lake Carne;small&lt;br /&gt;
Lake Carne dry;small&lt;br /&gt;
LakeDay;large;small&lt;br /&gt;
LakeLargo;small&lt;br /&gt;
Lakeshore;small&lt;br /&gt;
land and sea;large&lt;br /&gt;
Land_Bridge_BETA2;medium&lt;br /&gt;
Larg;small&lt;br /&gt;
LargeChannel;large&lt;br /&gt;
Last Standoff;medium&lt;br /&gt;
Lava And Two Hills;small&lt;br /&gt;
Lava Highground;small&lt;br /&gt;
Lava Rivers;small&lt;br /&gt;
Lava_Reef;small&lt;br /&gt;
LeCuir;small&lt;br /&gt;
LEGO;large&lt;br /&gt;
Lego_of_me;small&lt;br /&gt;
Levels;medium&lt;br /&gt;
Leyline;medium&lt;br /&gt;
LittleValley;medium&lt;br /&gt;
Little_Brook;medium&lt;br /&gt;
Living Lands;small&lt;br /&gt;
LLTAComplex;medium&lt;br /&gt;
Loki;small&lt;br /&gt;
Lonely Oasis;medium&lt;br /&gt;
Long Mesa;medium&lt;br /&gt;
LongCat;large&lt;br /&gt;
LongCat32;medium&lt;br /&gt;
LongRavine;small&lt;br /&gt;
Long_Division;large&lt;br /&gt;
Loony Bin;small&lt;br /&gt;
LoreaGurpila;large&lt;br /&gt;
Lost;medium;small&lt;br /&gt;
Lost-and-Found;large&lt;br /&gt;
Lowland Crossing Revised;small&lt;br /&gt;
Lowland_Crossing_TNM01;small&lt;br /&gt;
LowTide;medium&lt;br /&gt;
LunarIslands;small&lt;br /&gt;
Lunatic Bowl;medium&lt;br /&gt;
luschinfloggen;small&lt;br /&gt;
Lush-Greens-Four;small&lt;br /&gt;
Lush-Greens-Two;small&lt;br /&gt;
Lushe-Centers;small&lt;br /&gt;
LushImpact;small&lt;br /&gt;
LushRiver;medium&lt;br /&gt;
LV412;medium&lt;br /&gt;
m4p4;medium&lt;br /&gt;
magicforest;small&lt;br /&gt;
magnetic_Lands;large&lt;br /&gt;
magnetic_Lands_smaller;medium&lt;br /&gt;
Magnus;small&lt;br /&gt;
Major_Madness3.0;small&lt;br /&gt;
Makmap;small&lt;br /&gt;
Malibu Beach;medium&lt;br /&gt;
Malmi;medium&lt;br /&gt;
Mamap;small&lt;br /&gt;
mandelbrot2x2;small&lt;br /&gt;
MandoCastles;large;medium&lt;br /&gt;
MandoCastlesDuo;large&lt;br /&gt;
MandoMiniCastles;small&lt;br /&gt;
MandoSiegeDry;medium&lt;br /&gt;
Map-Concepts;small&lt;br /&gt;
map1;small&lt;br /&gt;
Mapdev Tutorial Stage 1;small&lt;br /&gt;
Mapdev Tutorial Stage 2;small&lt;br /&gt;
mapdev-stage1;small&lt;br /&gt;
mapname;small&lt;br /&gt;
Marble-Isles;large&lt;br /&gt;
Marble_Madness_Map;small&lt;br /&gt;
Marijuana;small&lt;br /&gt;
Marijuana Fusion;small&lt;br /&gt;
Mariposa Island;medium&lt;br /&gt;
Marred;small&lt;br /&gt;
Mars;small&lt;br /&gt;
Marsbar;small&lt;br /&gt;
Marshlands_v;small&lt;br /&gt;
marssea;small&lt;br /&gt;
MartianDesert;small&lt;br /&gt;
Martian_Battleground;medium&lt;br /&gt;
maze;small&lt;br /&gt;
Mearth;large&lt;br /&gt;
Melange;large&lt;br /&gt;
Melt;medium&lt;br /&gt;
Meltwater;medium&lt;br /&gt;
MeltyHeck;small&lt;br /&gt;
MentalDuck;small&lt;br /&gt;
Mercurial;small&lt;br /&gt;
Mercury;medium&lt;br /&gt;
Merirosvon_Karvainen_Perse;medium&lt;br /&gt;
Mescaline;medium&lt;br /&gt;
Metal heck green;large&lt;br /&gt;
Metal-Alley-Redux;medium&lt;br /&gt;
Metal-Corners;large&lt;br /&gt;
metal-islands;medium&lt;br /&gt;
Metal-Isles;large&lt;br /&gt;
Metal-Isles-Redux;large&lt;br /&gt;
Metal-Pelt-Smoth;small&lt;br /&gt;
MetalDream;medium&lt;br /&gt;
MetalHeck;small&lt;br /&gt;
MetalHeck-XL;small&lt;br /&gt;
MetalHeckGreen;small&lt;br /&gt;
MetalKing;small&lt;br /&gt;
metalkings;large&lt;br /&gt;
MetalOcean;small&lt;br /&gt;
MetalPit;small&lt;br /&gt;
MetalWall;small&lt;br /&gt;
MetalWallLarge;large&lt;br /&gt;
Metal_Castles;small&lt;br /&gt;
metal_hell;medium&lt;br /&gt;
Metal_Holms;large&lt;br /&gt;
Metal_Plate;large&lt;br /&gt;
MicroMetalAlpha;small&lt;br /&gt;
Mini-DeltaSiegeDry;small&lt;br /&gt;
MiniChess;small&lt;br /&gt;
MINICOOPER_Metal;medium&lt;br /&gt;
minidsd;small&lt;br /&gt;
MiniFolsomDamDeluxe;small&lt;br /&gt;
MiniFolsomDamDeluxeV4;small&lt;br /&gt;
MiniMe;small&lt;br /&gt;
Mininuggets;small&lt;br /&gt;
MiniTabula-beta;small&lt;br /&gt;
Mini_Chess;small&lt;br /&gt;
Mini_DeltaSiegeDry;small&lt;br /&gt;
Mini_SpeedMetal;small&lt;br /&gt;
Mini_SpeedMetal_Duo;small&lt;br /&gt;
Mini_SpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal;small&lt;br /&gt;
Mini_SuperSpeedMetal_4_Way;small&lt;br /&gt;
Mini_SuperSpeedMetal_Duo;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide;small&lt;br /&gt;
Mini_SuperSpeedMetal_Wide_Fix;small&lt;br /&gt;
Mirage;medium&lt;br /&gt;
Mithril Mountain;small&lt;br /&gt;
MoGB_Castles_Meme;medium&lt;br /&gt;
MoGB_Islands;large&lt;br /&gt;
MoGB_Jovem_Nerd;medium&lt;br /&gt;
Monolith NaAr RC1;small&lt;br /&gt;
Monopoly;medium&lt;br /&gt;
monte;large&lt;br /&gt;
Moon Quartet Remake;large&lt;br /&gt;
Moon Quartet Revision;medium&lt;br /&gt;
MoonQ10;small&lt;br /&gt;
MoonQ10x;small&lt;br /&gt;
MoonQ20x;medium&lt;br /&gt;
MoonQ20XR;medium&lt;br /&gt;
MoonQ20XR.2;medium&lt;br /&gt;
MoonQ20XR2;medium&lt;br /&gt;
MoonRoom;medium&lt;br /&gt;
Moor;large&lt;br /&gt;
MorbusXeno;medium&lt;br /&gt;
MorsFort;small&lt;br /&gt;
Mosaic;small&lt;br /&gt;
Mosh_Pit;large&lt;br /&gt;
Motkottava_Nakkivahvero;medium&lt;br /&gt;
Mountain Lake;medium&lt;br /&gt;
Mountain Pass;medium&lt;br /&gt;
Mountain Passes;medium&lt;br /&gt;
Mountain Passes Re;medium&lt;br /&gt;
Mountain Siege;medium&lt;br /&gt;
MountainGassLands;small&lt;br /&gt;
Mountainrange;medium&lt;br /&gt;
Mountain_Lake;medium&lt;br /&gt;
Mountain_Range;medium&lt;br /&gt;
MountDustmore;medium&lt;br /&gt;
Mt. Fujimatchie;medium&lt;br /&gt;
muck;small&lt;br /&gt;
multi fields;large&lt;br /&gt;
NanoArena;small&lt;br /&gt;
NarrowValleyR1;medium&lt;br /&gt;
Nation;large&lt;br /&gt;
nations_alpha1;large&lt;br /&gt;
nations_beta1;large&lt;br /&gt;
Neo Geyser;small&lt;br /&gt;
neptuneredux;medium&lt;br /&gt;
neurope_a2;large&lt;br /&gt;
neurope_a3;large&lt;br /&gt;
neurope_a4;large&lt;br /&gt;
neurope_a5;large&lt;br /&gt;
neurope_a7;large&lt;br /&gt;
Neurope_Remake;large&lt;br /&gt;
New_Lammas;medium&lt;br /&gt;
nightmare;medium&lt;br /&gt;
Nightscape;small&lt;br /&gt;
NightskyOpera;medium&lt;br /&gt;
Nine_Metal_Islands;large&lt;br /&gt;
Ninja-K;small&lt;br /&gt;
nld-big10;large&lt;br /&gt;
Nomad_Beta;small&lt;br /&gt;
NoMetal SpeedMetal;small&lt;br /&gt;
noori;small&lt;br /&gt;
Noruas-ReDux;medium&lt;br /&gt;
Noruas-ReMake;medium&lt;br /&gt;
NOTA Supreme Battlefield;large&lt;br /&gt;
NOTA-Nitrogen_Ocean;large&lt;br /&gt;
notAdotaMap;medium&lt;br /&gt;
notAmap;large&lt;br /&gt;
No_Mans_Land;small&lt;br /&gt;
Nuclear Winter;medium&lt;br /&gt;
Nuclear Winter Bar;medium&lt;br /&gt;
NuclearFallout;medium&lt;br /&gt;
Nuclear_Winter;medium&lt;br /&gt;
oasis;small&lt;br /&gt;
Oberon;small&lt;br /&gt;
Oberon_fix;medium&lt;br /&gt;
Obsidian;medium&lt;br /&gt;
Obsidian_0.1_Beta;medium&lt;br /&gt;
Obsidian_0.2_beta;small&lt;br /&gt;
Obsidian_0.3_beta;medium&lt;br /&gt;
Obsidian_0.5_beta;medium&lt;br /&gt;
Obsidian_0.6_beta;medium&lt;br /&gt;
OceanHills;small&lt;br /&gt;
Ocean_Battlefield;small&lt;br /&gt;
OkiRiver;large&lt;br /&gt;
Okiriver_Remake;large&lt;br /&gt;
Oktogon;large&lt;br /&gt;
olcanic basin;medium&lt;br /&gt;
olcanic basin planetd;medium&lt;br /&gt;
olcanoMountain;small&lt;br /&gt;
omega;small&lt;br /&gt;
Omega Valley;medium&lt;br /&gt;
Omniside;small&lt;br /&gt;
Onyx Cauldron;medium&lt;br /&gt;
OnyxCauldron1;medium&lt;br /&gt;
OnyxCauldron1.5;medium&lt;br /&gt;
OnyxCauldron1.6;medium&lt;br /&gt;
OnyxCauldron1_NoRain;medium&lt;br /&gt;
Ooooweeee;medium&lt;br /&gt;
Oort_Cloud;large&lt;br /&gt;
Opal-Islands;medium&lt;br /&gt;
opcodehaven;small&lt;br /&gt;
Opposing City States;medium&lt;br /&gt;
OranUteros;small&lt;br /&gt;
Otago;medium&lt;br /&gt;
Otago Redux;medium&lt;br /&gt;
Output;small&lt;br /&gt;
OverCrudeWater16;medium&lt;br /&gt;
OverCrudeWater32;large&lt;br /&gt;
OverCrudeWater32_flat;large&lt;br /&gt;
OverPass;small&lt;br /&gt;
Over_Crude_Water;large&lt;br /&gt;
pacman;small&lt;br /&gt;
Painted Badlands;medium&lt;br /&gt;
Painted Desert Remake;medium&lt;br /&gt;
Palladium 0.5 (beta);small&lt;br /&gt;
Paradise Lost;medium&lt;br /&gt;
Paradise_Lost;medium&lt;br /&gt;
Parched_Mesa;medium&lt;br /&gt;
Paridise;medium&lt;br /&gt;
Paridise-Dry;medium&lt;br /&gt;
Paridise-Revamp;medium&lt;br /&gt;
Passe-muraille;medium&lt;br /&gt;
Pathway;medium&lt;br /&gt;
Pathways;large&lt;br /&gt;
PaxPrime;large&lt;br /&gt;
PCB;small&lt;br /&gt;
PeakyMcPeakaMuffin;small&lt;br /&gt;
Pearl Springs;large&lt;br /&gt;
pemsterland;medium&lt;br /&gt;
Pemsterland-Beta;medium&lt;br /&gt;
Pentos;large&lt;br /&gt;
Peripheral Consciousness;medium&lt;br /&gt;
Phobis-One;small&lt;br /&gt;
Pillar_of_Doom;small&lt;br /&gt;
Pinacle;large&lt;br /&gt;
PincushionRemake;small&lt;br /&gt;
Pinewood_Derby;small&lt;br /&gt;
PirateDivide;medium&lt;br /&gt;
Pit Chasm v;medium&lt;br /&gt;
PizzaTime;medium&lt;br /&gt;
Placid_Stream;medium&lt;br /&gt;
Plains_and_passes;large&lt;br /&gt;
Plateau;small&lt;br /&gt;
plateau2;medium&lt;br /&gt;
plateauscuffle;small&lt;br /&gt;
Plateau_Divide;large&lt;br /&gt;
PlateDomination;large&lt;br /&gt;
Platform;small&lt;br /&gt;
Plethora_of_Ponds;large&lt;br /&gt;
Plutonian_Pass;small&lt;br /&gt;
Plutonium_Fields;small&lt;br /&gt;
Polish Actual Flag;small&lt;br /&gt;
Polish Fixed Flag;small&lt;br /&gt;
Polish Flag;small&lt;br /&gt;
ponysrock;small&lt;br /&gt;
PoolSide;medium&lt;br /&gt;
Porculon;small&lt;br /&gt;
Porky_Islands;medium&lt;br /&gt;
Prime;medium&lt;br /&gt;
Prime&#039;&#039;s Ghetto;large&lt;br /&gt;
Pripyat Stadium;medium&lt;br /&gt;
Prismar Archipelago;medium&lt;br /&gt;
Pro-Iron-Pools;medium&lt;br /&gt;
Prokhorovka;medium&lt;br /&gt;
Proving Grounds;small&lt;br /&gt;
ProvingGrounds;small&lt;br /&gt;
Pydah-Pass;small&lt;br /&gt;
Quad Core;small&lt;br /&gt;
QUADSTACKER;large&lt;br /&gt;
Quagmire;small&lt;br /&gt;
Quarry;small&lt;br /&gt;
Queens_gambit;medium&lt;br /&gt;
Quicksand;medium&lt;br /&gt;
Quicksilver;small&lt;br /&gt;
Quicksilver Remake;medium&lt;br /&gt;
Quoth;medium;small&lt;br /&gt;
Rage;large&lt;br /&gt;
Raghnarok;large&lt;br /&gt;
Rainbow Land;small&lt;br /&gt;
RainShadowRidge;medium&lt;br /&gt;
Rain_Shadow_Ridge;medium&lt;br /&gt;
Raised_Divide;small&lt;br /&gt;
Random Bassin;large&lt;br /&gt;
Random Bassin 20x15;medium&lt;br /&gt;
Random Crags;small&lt;br /&gt;
RandomMap;small&lt;br /&gt;
RandomMapGen12x12;small&lt;br /&gt;
RandomMapGen12x12 1.6.11 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.12 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.2 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.3 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.4 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.5 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.6 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.7 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.8 ZK;small&lt;br /&gt;
RandomMapGen12x12 1.6.9 ZK;small&lt;br /&gt;
RandomMapGen16x16;medium&lt;br /&gt;
RandomMapGen24x24;large&lt;br /&gt;
RandomMapGen24x24 Test Version;large&lt;br /&gt;
RandomMapGen24x24 TestVersion1;large&lt;br /&gt;
RandomMapGen2x2 TEST VERSION;large&lt;br /&gt;
RandomMapGen4x4 TEST VERSION;large&lt;br /&gt;
RandomMapGen8x8;small&lt;br /&gt;
RandomMapGen8x8 Beta;small&lt;br /&gt;
Rapids;small&lt;br /&gt;
RatRace;medium&lt;br /&gt;
RattleSnake;small&lt;br /&gt;
Ravaged;small&lt;br /&gt;
Ravaged_flooded;small&lt;br /&gt;
Ravaged_Lava;small&lt;br /&gt;
Ravaged_v2-mini;small&lt;br /&gt;
Ravenholm;medium&lt;br /&gt;
ra_crossfire;medium&lt;br /&gt;
ra_viper_beat;small&lt;br /&gt;
Real;medium&lt;br /&gt;
Real Europe;large&lt;br /&gt;
RealSoutheastAsia;large&lt;br /&gt;
RealSoutheastAsiaV2;large&lt;br /&gt;
Real_Mars;large&lt;br /&gt;
Red Alert;small&lt;br /&gt;
Red Comet;small&lt;br /&gt;
Red Comet Remake;land;small&lt;br /&gt;
Red Craters;small&lt;br /&gt;
Red Planet Impact;small&lt;br /&gt;
Red Planet Impact v2;small&lt;br /&gt;
Red Planet Remake;small&lt;br /&gt;
Red River North Remake;medium&lt;br /&gt;
Red River Remake;large&lt;br /&gt;
Red Rock Desert;medium&lt;br /&gt;
Redhaven;medium&lt;br /&gt;
RedPlague;small&lt;br /&gt;
red_beta;medium&lt;br /&gt;
Red_Green;small&lt;br /&gt;
Red_Triangle;medium&lt;br /&gt;
Red_Triangle_ReMake;medium&lt;br /&gt;
Reef_Race;medium&lt;br /&gt;
Relics;medium&lt;br /&gt;
Requiem Outpost;medium&lt;br /&gt;
ReRaghnarok;large&lt;br /&gt;
res;medium&lt;br /&gt;
Resting_Place;medium&lt;br /&gt;
Richat;medium&lt;br /&gt;
ridges_n&#039;&#039;_passes;medium&lt;br /&gt;
Rifted;medium&lt;br /&gt;
Ring Atoll Remake;large&lt;br /&gt;
Ring Atoll Remake AA-version;large&lt;br /&gt;
Ring_Atoll_Remake;medium&lt;br /&gt;
Risk;large&lt;br /&gt;
River Dale;medium&lt;br /&gt;
River Of Flame;medium&lt;br /&gt;
River Valley;small&lt;br /&gt;
riverbed;medium&lt;br /&gt;
Riverdale Remake;medium&lt;br /&gt;
riverMountain;small&lt;br /&gt;
Riverrun;large&lt;br /&gt;
rivervalley1.2;large&lt;br /&gt;
rivervalley1.3;large&lt;br /&gt;
River_Dale_Remake;medium&lt;br /&gt;
Road to War;large&lt;br /&gt;
Road_to_War_Remake;large&lt;br /&gt;
Robot Plateau;large&lt;br /&gt;
Robot Plateau med;large&lt;br /&gt;
Rockies;small&lt;br /&gt;
RockoNRoll;small&lt;br /&gt;
Rogues River;medium&lt;br /&gt;
Rogues River vBeta1;medium&lt;br /&gt;
Rogues River vBeta2;medium&lt;br /&gt;
Rogues River vBeta3;medium&lt;br /&gt;
RollingHills;small&lt;br /&gt;
RorShock;small&lt;br /&gt;
Rosetta;medium&lt;br /&gt;
RoughShores;medium&lt;br /&gt;
RumblingForest;medium&lt;br /&gt;
Rush_Hour-By_Wired;small&lt;br /&gt;
Rust Valley;small&lt;br /&gt;
Rusted_Divide;small&lt;br /&gt;
Rusty Warehouse;small&lt;br /&gt;
RustyDelta;medium&lt;br /&gt;
RustyDelta_Final;medium&lt;br /&gt;
rysia;large&lt;br /&gt;
rysia_hrf;large&lt;br /&gt;
S44_fields6x14;small&lt;br /&gt;
Sacrifice;medium&lt;br /&gt;
SailAway;medium&lt;br /&gt;
SalmonStream;medium&lt;br /&gt;
SaltrockColony;small&lt;br /&gt;
SaltrockColonyR;small&lt;br /&gt;
Sand Castles;small&lt;br /&gt;
sandcastles;medium&lt;br /&gt;
SandCastles2;medium&lt;br /&gt;
Sandcastles2Big;large&lt;br /&gt;
SandCastles2_Meteors;medium&lt;br /&gt;
SandcastlesBig;large&lt;br /&gt;
SandOfGold;medium&lt;br /&gt;
SandOfGreen;medium&lt;br /&gt;
SandOfMines;medium&lt;br /&gt;
SandOfMinesFinal;medium&lt;br /&gt;
Sands of Time;small&lt;br /&gt;
Sands of War;small&lt;br /&gt;
SandX;small&lt;br /&gt;
Sangriento;medium&lt;br /&gt;
SapphireShores;small&lt;br /&gt;
SapphireShoresDuo_Beta0.1;medium&lt;br /&gt;
SapphireShores_Beta0.1;small&lt;br /&gt;
SapphireShores_Dry;small&lt;br /&gt;
SapphireShores_Duo;medium&lt;br /&gt;
Saturated Bog;small&lt;br /&gt;
Schizo_Shores;small&lt;br /&gt;
Schongs Cany Beta;medium&lt;br /&gt;
Schongs Cany Beta1;small&lt;br /&gt;
Schongs Cany Beta2;medium&lt;br /&gt;
schongs cany beta4;medium&lt;br /&gt;
SchongsDelta;medium&lt;br /&gt;
Scorched Crossing;medium&lt;br /&gt;
ScorpioBattleground;medium&lt;br /&gt;
Scorpion;medium&lt;br /&gt;
Scrap-Metal;large&lt;br /&gt;
screwThisMapName;medium&lt;br /&gt;
Sea Barrier;small&lt;br /&gt;
Sea Battle;medium&lt;br /&gt;
sea Defense;large&lt;br /&gt;
Sea of Dunes;large&lt;br /&gt;
Seatofpower;medium&lt;br /&gt;
Seatofpower_1.3_;medium&lt;br /&gt;
Sector9;medium&lt;br /&gt;
SennaDuck;small&lt;br /&gt;
SennaFields;large;medium&lt;br /&gt;
SennaFields_GeoFantasy;large&lt;br /&gt;
sennafields_v4_k;large&lt;br /&gt;
Sertagatta;medium&lt;br /&gt;
Sertaleina;small&lt;br /&gt;
Seth&#039;&#039;s Ravine;medium&lt;br /&gt;
Seths Ravine Remake;medium&lt;br /&gt;
Seths_Ravine;medium&lt;br /&gt;
SevenIslands;large&lt;br /&gt;
SevenIslandsMini;large&lt;br /&gt;
SevenIslandsMini-V3;large&lt;br /&gt;
Sever;medium&lt;br /&gt;
Severnaya_Industrial;medium&lt;br /&gt;
sf;large&lt;br /&gt;
Share mode test beta;small&lt;br /&gt;
SheEp;small&lt;br /&gt;
SheerMetal;large&lt;br /&gt;
Sherwood;small&lt;br /&gt;
Sheva;medium&lt;br /&gt;
ShevaDotA;medium&lt;br /&gt;
Shifting Sands;small&lt;br /&gt;
Shimmershore;small&lt;br /&gt;
Shimmershore vBeta1;small&lt;br /&gt;
Shimmershore vBeta2;small&lt;br /&gt;
Shimmershore vBeta3;small&lt;br /&gt;
Shimmershore vBeta4;small&lt;br /&gt;
Shimmershore vBeta5;small&lt;br /&gt;
Shimmershore vBeta6;small&lt;br /&gt;
Shining_Islands;small&lt;br /&gt;
shore2shore redux;medium&lt;br /&gt;
Shore2Shore_Remake;medium&lt;br /&gt;
Shoretoshore;medium;small&lt;br /&gt;
Shore_to_Shore;medium&lt;br /&gt;
SiberianDivide;medium&lt;br /&gt;
SiegeCastle;medium&lt;br /&gt;
Sierra;medium&lt;br /&gt;
Silent Sea;medium&lt;br /&gt;
siliconeDesert;medium&lt;br /&gt;
Silo_valley;small&lt;br /&gt;
Silt_Outcropping;large&lt;br /&gt;
silver_lake;small&lt;br /&gt;
Sima;medium&lt;br /&gt;
Simple 6 Way 1.0-KotH;medium&lt;br /&gt;
Simple 6 Way 1.1-KotH;medium&lt;br /&gt;
Simple 6 Way 1.2-KotH;medium&lt;br /&gt;
Simple6Way;medium&lt;br /&gt;
SimpleBowl;small&lt;br /&gt;
SimpleChess;small&lt;br /&gt;
Singu Test;small&lt;br /&gt;
Singularity Test;small&lt;br /&gt;
SixWayIsland;small&lt;br /&gt;
Skape;medium&lt;br /&gt;
SkirmishValley;small&lt;br /&gt;
skmPrime;small&lt;br /&gt;
Skoor_Battleground;medium&lt;br /&gt;
Skulduggery;medium&lt;br /&gt;
Skullduggery 1.3 WIP;medium&lt;br /&gt;
Skullduggery 1.4 WIP;medium&lt;br /&gt;
SkullIslandFFA;large&lt;br /&gt;
Sky Fortress Sigma;medium;small&lt;br /&gt;
Sky_Fortress;small&lt;br /&gt;
sk_doom;small&lt;br /&gt;
sk_hive;small&lt;br /&gt;
sk_mudhole;small&lt;br /&gt;
Slated_Fate;small&lt;br /&gt;
Small Supreme Battlefield;medium&lt;br /&gt;
Small Supreme Battlefield Dry;medium&lt;br /&gt;
Small Supreme Battlefield Special;medium&lt;br /&gt;
Small Supreme Battlefield V2 Special;medium&lt;br /&gt;
Small Supreme Islands;medium&lt;br /&gt;
Small Supreme Lake Dry;small&lt;br /&gt;
Small Volcano;medium&lt;br /&gt;
SmallDivide;small&lt;br /&gt;
SmallSpeedComet;small&lt;br /&gt;
SmallSupBF2 SeaEdit;medium&lt;br /&gt;
SmallSupBF2 SeaEdit 0.3 WIP;medium&lt;br /&gt;
SmallSupremeBattlefieldSpecial;medium&lt;br /&gt;
Small_Divide-Remake;small&lt;br /&gt;
Small_Pass;small&lt;br /&gt;
Small_Supreme_Battlefield;medium&lt;br /&gt;
Small_Supreme_Lake_Dry;small&lt;br /&gt;
smek;medium&lt;br /&gt;
Smoth-Heights;medium&lt;br /&gt;
Smoth-Heights-Redux;medium&lt;br /&gt;
SnakeIsland;medium&lt;br /&gt;
SnowAlert;small&lt;br /&gt;
Snowbound;small&lt;br /&gt;
Snowscape;large&lt;br /&gt;
Snowy_Mesa;medium&lt;br /&gt;
Solitude;small&lt;br /&gt;
SoupAssault;medium&lt;br /&gt;
Sparewood;small&lt;br /&gt;
Sparewood_Remake;small&lt;br /&gt;
Spartan_Isle;small&lt;br /&gt;
Speed Ball Hovers;small&lt;br /&gt;
Speed Metal River;medium&lt;br /&gt;
Speed2Metal;small&lt;br /&gt;
SpeedBall_X20;large&lt;br /&gt;
SpeedBattleSpire;large&lt;br /&gt;
SpeedComet;medium&lt;br /&gt;
SpeedMaze;medium&lt;br /&gt;
SpeedMetal;small&lt;br /&gt;
SpeedMetal BAR;small&lt;br /&gt;
SpeedMetalBacon A;medium&lt;br /&gt;
SpeedMetalBig;medium&lt;br /&gt;
SpeedMetalCorridor;small&lt;br /&gt;
SpeedMetalDuo;medium&lt;br /&gt;
SpeedMetalQuattro;large&lt;br /&gt;
SpeedMetalX2SIze;medium&lt;br /&gt;
Speedrnetall;medium&lt;br /&gt;
SpeedSquare;small&lt;br /&gt;
SpeedWaterDuo;medium&lt;br /&gt;
SpeedWaterDuo (Lord Ras Edit);medium&lt;br /&gt;
Speedy-Waters;medium&lt;br /&gt;
Speedy_Metal2;small&lt;br /&gt;
Speed_Ball;small&lt;br /&gt;
Speed_Balls_16_Kernel_Panic;small&lt;br /&gt;
Speed_Balls_16_Way;small&lt;br /&gt;
Speed_Balls_18_Way;medium&lt;br /&gt;
Speed_Balls_6_Way;small&lt;br /&gt;
Speed_Balls_DualCore;medium&lt;br /&gt;
Speed_Balls_Star_6_Way;medium&lt;br /&gt;
Speed_Ball_10x10_TechA;small&lt;br /&gt;
Speed_Ball_Isles_16_Way_Hack;large&lt;br /&gt;
Speed_Ball_Isles_8_Way;medium&lt;br /&gt;
Speed_Ball_Isles_8_Way_Hack;medium&lt;br /&gt;
Speed_Ball_Low;small&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal;large&lt;br /&gt;
Speed_Ball_Matrix_16_Way_NoMetal_V3;large&lt;br /&gt;
Speed_Ball_Matrix_9_Way_Modless;medium&lt;br /&gt;
Speed_Ball_Matrix_9_Way_NoMetal;medium&lt;br /&gt;
Speed_Ball_Ring;small&lt;br /&gt;
Speed_Ball_Ring_8_Hack2;small&lt;br /&gt;
Speed_Ball_Suicide;small&lt;br /&gt;
Speed_Ball_TechA;small&lt;br /&gt;
Speed_Calamity;medium&lt;br /&gt;
Speed_Centerrock;medium&lt;br /&gt;
Speed_Chicken_Farm;small&lt;br /&gt;
Speed_Chicken_Nuggets;small&lt;br /&gt;
Speed_Chicken_Roast;small&lt;br /&gt;
Speed_CometCatcherRedux;medium&lt;br /&gt;
Speed_Donut;large;small&lt;br /&gt;
Speed_Donut_10x10;small&lt;br /&gt;
Speed_Donut_20x20;large&lt;br /&gt;
Speed_Donut_20x20_Normal;large&lt;br /&gt;
Speed_Dworld;large&lt;br /&gt;
Speed_LLTAComplexDuo;large&lt;br /&gt;
Speed_Mearth;large&lt;br /&gt;
Speed_neurope;large&lt;br /&gt;
Speed_Squares;small&lt;br /&gt;
Speed_StormSiege;small&lt;br /&gt;
Speed_StormSiegeDuo;medium&lt;br /&gt;
Speed_StormSiegeDuoWet;medium&lt;br /&gt;
Speed_Talus;medium&lt;br /&gt;
Speed_TheRockJungle;medium&lt;br /&gt;
Speed_Throne;large&lt;br /&gt;
spiders web;medium&lt;br /&gt;
Splintered4x4;small&lt;br /&gt;
SplinteredTropics;medium&lt;br /&gt;
SplinteredTropicsDry;medium&lt;br /&gt;
Spooler Buffer 0.5 (beta);small&lt;br /&gt;
Spring Racers Track;medium&lt;br /&gt;
Spring-Islands;large&lt;br /&gt;
SpringMountainDelta;medium&lt;br /&gt;
Squonut v1 by Zeaga;small&lt;br /&gt;
StarLightStation;small&lt;br /&gt;
Steel_Fields;large&lt;br /&gt;
StoneBridges;medium&lt;br /&gt;
StormBay;medium&lt;br /&gt;
StormSiege;small&lt;br /&gt;
Stratos;small&lt;br /&gt;
Stronghold;medium&lt;br /&gt;
Stronghold_beta;medium&lt;br /&gt;
Suasti;small&lt;br /&gt;
summer_dream;large&lt;br /&gt;
summer_dream_alpha;large&lt;br /&gt;
summer_dream_s44_alpha;large&lt;br /&gt;
Sunderance;medium&lt;br /&gt;
SunkenOutpost;medium&lt;br /&gt;
supcom;large&lt;br /&gt;
SuperCorePrimeCorridor;small&lt;br /&gt;
SuperCorePrimeCorridor-V1.3;small&lt;br /&gt;
SuperFieldsOfIsis;large&lt;br /&gt;
SuperGeoGreenFields X;large&lt;br /&gt;
SuperMarsBattle;small&lt;br /&gt;
SuperPlateDomination;large&lt;br /&gt;
SuperShipWar;medium&lt;br /&gt;
SuperSolarSystem;large&lt;br /&gt;
SuperSpeedMetal;small&lt;br /&gt;
SuperSpeedMetalBacon A;large&lt;br /&gt;
SuperSpeedMetalEarthmode;small&lt;br /&gt;
SuperSpeedMetalX;large&lt;br /&gt;
SuperSpeedMetal_Edit;small&lt;br /&gt;
SuperSpeedMetal_XCtrem;small&lt;br /&gt;
SuperSpeedMetal_Xtrem;small&lt;br /&gt;
SuperVaubanFortress;large&lt;br /&gt;
SuperVaubanFortress32x16;large&lt;br /&gt;
Super_Speed_Ball_Matrix_16_Way;large&lt;br /&gt;
Supreme Battlefield;large&lt;br /&gt;
Supreme Battlefield Dry;large&lt;br /&gt;
Supreme Battlefield Remix;large&lt;br /&gt;
Supreme Lake;medium&lt;br /&gt;
Supreme Lake Dry;medium&lt;br /&gt;
SupremeBattlefieldMirrored Beta;large&lt;br /&gt;
Supreme_Battlefield_Dry;large&lt;br /&gt;
Supreme_Crossing;medium&lt;br /&gt;
Supreme_Lake;medium&lt;br /&gt;
Supreme_Lake_Dry;medium&lt;br /&gt;
Surrounded_Grounds;medium&lt;br /&gt;
SwampIsland;large&lt;br /&gt;
Sypor;medium&lt;br /&gt;
SyporBeta;medium&lt;br /&gt;
SyrinBeta;medium&lt;br /&gt;
Syrin_hires;medium&lt;br /&gt;
T2GameCharlieintheHills;medium&lt;br /&gt;
T2GameDeltaSiegeDry;medium&lt;br /&gt;
Tabula;medium&lt;br /&gt;
Tabula_Flooded;medium&lt;br /&gt;
Tabula_Remake;medium&lt;br /&gt;
Tactical_Divide;medium&lt;br /&gt;
take2;small&lt;br /&gt;
take5;small&lt;br /&gt;
Taldarim;large&lt;br /&gt;
TalenFortB1;medium&lt;br /&gt;
Tale_of_Two_Hills;medium&lt;br /&gt;
Talus;medium&lt;br /&gt;
Talus-wet;medium&lt;br /&gt;
Talus-wet ZK;medium&lt;br /&gt;
TandemCraters;medium&lt;br /&gt;
Tangerine;medium&lt;br /&gt;
Tangerine_Remake;medium&lt;br /&gt;
Tangled Isthmus Revised;small&lt;br /&gt;
Tangled_Isthmus;small&lt;br /&gt;
Tartarus;small&lt;br /&gt;
Tau10;medium&lt;br /&gt;
Tau10Dry;medium&lt;br /&gt;
Tau11;medium&lt;br /&gt;
Tau12;medium&lt;br /&gt;
TeamFortress;small&lt;br /&gt;
tech mix lands;large&lt;br /&gt;
Techno Basin;large&lt;br /&gt;
Techno Island;large&lt;br /&gt;
Techno Island v0.1;large&lt;br /&gt;
Techno Lands;large;small&lt;br /&gt;
techno lands 3;small&lt;br /&gt;
techno lands 3v3;small&lt;br /&gt;
techno lands 3v3 b3;small&lt;br /&gt;
techno lands 3v3 x3;small&lt;br /&gt;
techno lands 5v5 narrow;medium&lt;br /&gt;
techno lands 5v5 narrow b3;medium&lt;br /&gt;
Techno Lands 8v8 b3;large&lt;br /&gt;
techno lands acidown;large&lt;br /&gt;
Techno Lands Epyc Shore;large&lt;br /&gt;
Techno Lands Final;large;medium&lt;br /&gt;
Techno Lands Final 11.0;large&lt;br /&gt;
Techno Lands Final 11.1;large&lt;br /&gt;
Techno Lands Final Boat;large&lt;br /&gt;
Techno Lands Final Lucky;medium&lt;br /&gt;
Techno Lands Final TransAny;large&lt;br /&gt;
Techno Lands Final v8.0 clean;large&lt;br /&gt;
Techno Lands Final Water;large&lt;br /&gt;
Techno Lands Gizmo Edition;large&lt;br /&gt;
Techno Lands LONG_AND_STRONG;large&lt;br /&gt;
Techno Lands Silver OP Epic;medium&lt;br /&gt;
Techno Lands Silver OP Epic Tidal;medium&lt;br /&gt;
techno lands throwdown;large&lt;br /&gt;
Techno Water;medium&lt;br /&gt;
Technophobia;medium&lt;br /&gt;
Techno_Lands 5v5 Siege;medium&lt;br /&gt;
Techno_Lands 5v5 world champ juma OP;medium&lt;br /&gt;
Techno_Lands 7v7 world champ juma OP;medium&lt;br /&gt;
Techno_Lands juma V2;medium&lt;br /&gt;
Tehachapi Divide;medium&lt;br /&gt;
TEHPINK;medium&lt;br /&gt;
Tempest;large&lt;br /&gt;
Tempest Dry;large&lt;br /&gt;
Tempest Siege;medium&lt;br /&gt;
Temple Redux;small&lt;br /&gt;
tendrilmountain;medium&lt;br /&gt;
Ternion;small&lt;br /&gt;
Terra;medium&lt;br /&gt;
Terry;medium&lt;br /&gt;
test;medium&lt;br /&gt;
TEST2W;small&lt;br /&gt;
test847;small&lt;br /&gt;
testingbrokenplasmaserver;medium&lt;br /&gt;
TestMap;medium&lt;br /&gt;
TestMap2014;small&lt;br /&gt;
Testmap_Tp;large;medium&lt;br /&gt;
testowa;small&lt;br /&gt;
testt;small&lt;br /&gt;
test_geogreen;large&lt;br /&gt;
Tetrad;small&lt;br /&gt;
ThatBridge;medium&lt;br /&gt;
The Cold Place Remake;small&lt;br /&gt;
The Highlands;medium&lt;br /&gt;
The Hole;medium&lt;br /&gt;
The Oasis;small&lt;br /&gt;
The Pass;medium&lt;br /&gt;
The river Nix;large&lt;br /&gt;
The Rock;small&lt;br /&gt;
The-Islands;large&lt;br /&gt;
TheAbyss;large&lt;br /&gt;
TheBeachBeta;medium&lt;br /&gt;
TheBowlBridged;large&lt;br /&gt;
TheColdPlace;small&lt;br /&gt;
TheFantasticCrevMor;medium&lt;br /&gt;
TheGloryField;small&lt;br /&gt;
TheGreatValley;medium&lt;br /&gt;
TheHunters;medium&lt;br /&gt;
TheMission;large&lt;br /&gt;
ThePass;small&lt;br /&gt;
TheRing;small&lt;br /&gt;
TheRiver;large&lt;br /&gt;
TheRock;medium&lt;br /&gt;
TheRockFinal;medium&lt;br /&gt;
TheRockJungle;medium&lt;br /&gt;
TheRockJungle_Fix2;medium&lt;br /&gt;
TheSwampFinal;small&lt;br /&gt;
theWildBlue;medium&lt;br /&gt;
The_Pass;medium&lt;br /&gt;
The_Passzu!;small&lt;br /&gt;
the_rising;medium&lt;br /&gt;
The_River;small&lt;br /&gt;
The_Road;medium&lt;br /&gt;
The_Road_Final;medium&lt;br /&gt;
The_Road_Vtest;medium&lt;br /&gt;
The_Vanguard;medium&lt;br /&gt;
The_Wastes;medium&lt;br /&gt;
THIS IS UGLY;small&lt;br /&gt;
THIShugespace;large&lt;br /&gt;
Thornford;medium&lt;br /&gt;
Thornford Crossing;medium&lt;br /&gt;
ThreeBumps;small&lt;br /&gt;
ThreeKeeps;medium&lt;br /&gt;
ThreeReefs16;medium&lt;br /&gt;
Throne;large&lt;br /&gt;
Throne Acidic;large&lt;br /&gt;
Throne Acidic No Roads;large&lt;br /&gt;
Throne Doo Edit;large&lt;br /&gt;
Throne Quad;large&lt;br /&gt;
TidalBay;small&lt;br /&gt;
Tidal_War;small&lt;br /&gt;
Timna Island;medium&lt;br /&gt;
TinyMe;small&lt;br /&gt;
TinySkirmish;small&lt;br /&gt;
TinySkirmishRedux1;small&lt;br /&gt;
TinySkirmishRedux1.1;small&lt;br /&gt;
tiny_dry_lake;small&lt;br /&gt;
Titan;medium&lt;br /&gt;
Titan -v2 Singularity Mode;medium&lt;br /&gt;
Titan Singu Mode;medium&lt;br /&gt;
Titan-Flooded;medium&lt;br /&gt;
Titan-v2 Commshare Test b;medium&lt;br /&gt;
Titan-v2 Commshare v1.1 Test b;medium&lt;br /&gt;
Titan-v2 Coop mode test 2 b;medium&lt;br /&gt;
Titan-v2 Coop mode test b;medium&lt;br /&gt;
Titan-v2 Share Mode beta;medium&lt;br /&gt;
Titan-v2 Singu Mode;medium&lt;br /&gt;
Titan-v2 Singu Mode 2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.1 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.2 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.3 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.4 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.51 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.52 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.53 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.54 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.55 b;medium&lt;br /&gt;
Titan-v2 Singu Mode 2.56 b;medium&lt;br /&gt;
TitanDuel;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 16 -- ARMONLY;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 17 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 18 -- randomARMcom;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta 19 UglyCore;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta2;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta3;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta4;small&lt;br /&gt;
TitanDuel UnbalancedCommanders Beta5;small&lt;br /&gt;
TL Dropzone;large&lt;br /&gt;
TMA;large&lt;br /&gt;
TMA-0;large&lt;br /&gt;
TMA20;large&lt;br /&gt;
TMA20X;large&lt;br /&gt;
TMA20XR;large&lt;br /&gt;
Tombstone Desert;small&lt;br /&gt;
Tombstone_Desert;small&lt;br /&gt;
Top_Gear;small&lt;br /&gt;
Torn Islands Remake;medium&lt;br /&gt;
TornIslands;medium&lt;br /&gt;
Total_Cascade;medium&lt;br /&gt;
Total_Destruction;large&lt;br /&gt;
Tournament Desert;small&lt;br /&gt;
TournamentIslands;medium&lt;br /&gt;
tower;small&lt;br /&gt;
tower3step13a;small&lt;br /&gt;
tower4step2;small&lt;br /&gt;
Town;large&lt;br /&gt;
TPB;medium&lt;br /&gt;
Trail of Tiers;small&lt;br /&gt;
Trefoil;medium&lt;br /&gt;
Trefoil Remake;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta;medium&lt;br /&gt;
Trefoil_v2 Unbalanced Commanders Beta 19 UglyCore;medium&lt;br /&gt;
Trench;small&lt;br /&gt;
Trench Warfare;small&lt;br /&gt;
Trenches;large&lt;br /&gt;
Trenches64;small&lt;br /&gt;
Trenches_fixed;large&lt;br /&gt;
Trench_Linked;small&lt;br /&gt;
Trench_Linked_WE;small&lt;br /&gt;
Tri-Vega;small&lt;br /&gt;
Tribase;large&lt;br /&gt;
Tricy Run v02 beta;small&lt;br /&gt;
Tricy Run v03 beta;small&lt;br /&gt;
Tricy_Run;small&lt;br /&gt;
Trinity;medium&lt;br /&gt;
Triple Threat;medium&lt;br /&gt;
Trisilo;small&lt;br /&gt;
Tritech;large&lt;br /&gt;
Trojan Hills;small&lt;br /&gt;
trojaner;medium&lt;br /&gt;
Trojan_Hills;small&lt;br /&gt;
Trololo;small&lt;br /&gt;
Trololo_zombie;small&lt;br /&gt;
Tropical;large&lt;br /&gt;
Tropicalo;small&lt;br /&gt;
TrumptonHill;small&lt;br /&gt;
Tuckedup_16x12;medium&lt;br /&gt;
TulwarCanyon;medium&lt;br /&gt;
Tumult;medium&lt;br /&gt;
Tundra;medium&lt;br /&gt;
Tundra Continents;large&lt;br /&gt;
Turkish Flag;small&lt;br /&gt;
turkish flag chix;small&lt;br /&gt;
Turkish Flag FFA;small&lt;br /&gt;
Turkish Flag v3.02 Large;small&lt;br /&gt;
turkish flag vtest2;small&lt;br /&gt;
Turkish Flag vtest4;small&lt;br /&gt;
Turkish Flag vtest5;small&lt;br /&gt;
Turtle Town;small&lt;br /&gt;
Twilight_Canyon;medium&lt;br /&gt;
Twin Lakes Park;large&lt;br /&gt;
Twin Lakes Park Redux;large&lt;br /&gt;
twintower4step;small&lt;br /&gt;
Twisted Treeline;medium&lt;br /&gt;
Twisted Treeline unba;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 20 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.1 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.2 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 21.4 -- It&#039;&#039;s WAR;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.1 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.2 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders Beta 22.666 moBA;medium&lt;br /&gt;
Twisted Treeline Unbalanced Commanders moBA Beta;medium&lt;br /&gt;
twistedtreeline;medium&lt;br /&gt;
Two Continents;large&lt;br /&gt;
Two Continents Dry;large&lt;br /&gt;
Two Continents Remake;large&lt;br /&gt;
Two Rivers;large&lt;br /&gt;
Two_Rivers;small&lt;br /&gt;
Two_Towers;medium&lt;br /&gt;
Typhoon_Islands;small&lt;br /&gt;
Uglytopia;small&lt;br /&gt;
Ultimate Pass Greenland;large&lt;br /&gt;
unclejefrey;large&lt;br /&gt;
unified_battlefield;medium&lt;br /&gt;
Unit Catcher;medium&lt;br /&gt;
urban_skirmish;small&lt;br /&gt;
USA Invasion;large&lt;br /&gt;
USA1;small&lt;br /&gt;
Valkrishau;medium&lt;br /&gt;
Valles Marineris;medium&lt;br /&gt;
VallesMarineris;small&lt;br /&gt;
Valles_Marineris;medium&lt;br /&gt;
Valley Of Unrest;small&lt;br /&gt;
Vantage;small&lt;br /&gt;
Vauban;large&lt;br /&gt;
Verdant;medium;small&lt;br /&gt;
vernal;small&lt;br /&gt;
Vernal 3way;small&lt;br /&gt;
vernal-3way;small&lt;br /&gt;
Vestige;medium&lt;br /&gt;
Vestige Revised;medium&lt;br /&gt;
Victoria Crater;small&lt;br /&gt;
Victoria Sponge;small&lt;br /&gt;
Victoria_Crater_Alt;small&lt;br /&gt;
Violence;large&lt;br /&gt;
Violet Rampart;large&lt;br /&gt;
Violet Rampart Generator;large&lt;br /&gt;
Vittra;small&lt;br /&gt;
VoiVittuRemake;small&lt;br /&gt;
Volcanic Basin;medium&lt;br /&gt;
volcanoisland;medium&lt;br /&gt;
Voltic Plateau;medium&lt;br /&gt;
Vulcano;small&lt;br /&gt;
Vulcano map;large&lt;br /&gt;
Wadi;large&lt;br /&gt;
WakkaWakka;small&lt;br /&gt;
walhalla;small&lt;br /&gt;
walhalla_double;small&lt;br /&gt;
WALLMARIA;medium&lt;br /&gt;
wanderlust;small&lt;br /&gt;
WarpVal;medium&lt;br /&gt;
Warpy;medium&lt;br /&gt;
Warzone;large&lt;br /&gt;
WasteofTALand;medium&lt;br /&gt;
Water-Ways;small&lt;br /&gt;
water_fields;large&lt;br /&gt;
WesternFrontier;medium&lt;br /&gt;
Whakamutunga_Riri;medium&lt;br /&gt;
WhaleOnTheMiddle;small&lt;br /&gt;
white;medium&lt;br /&gt;
White Rabbit;medium&lt;br /&gt;
Wide Pass;medium&lt;br /&gt;
Wide Pass Final;medium&lt;br /&gt;
Wide Pass NM;medium&lt;br /&gt;
Wide Pass-Modless;medium&lt;br /&gt;
WideOpenCombat;large&lt;br /&gt;
Widepass;medium&lt;br /&gt;
WidePass Fineto;medium&lt;br /&gt;
WindsweptDesert;small&lt;br /&gt;
WinnieDaPooh;small&lt;br /&gt;
Winter_Wonderland;medium&lt;br /&gt;
Wishing_Well;large&lt;br /&gt;
World;large&lt;br /&gt;
World War III;large&lt;br /&gt;
World_FFA;large&lt;br /&gt;
World_Satellite;large&lt;br /&gt;
Worm-Ridden Desert Needle Small;medium&lt;br /&gt;
WTF_RAW;small&lt;br /&gt;
WWF_RAW;small&lt;br /&gt;
w_beetlegeuzefinal;medium&lt;br /&gt;
w_crossroads;medium&lt;br /&gt;
X;large&lt;br /&gt;
XacomBeach;small&lt;br /&gt;
Xanthe Terra (Remake);medium&lt;br /&gt;
XantheTerra;medium&lt;br /&gt;
Xelric_Draw_beta2;small&lt;br /&gt;
Xenolithic;medium&lt;br /&gt;
XHC_Paradise;small&lt;br /&gt;
Xiu Bi Crossing;medium&lt;br /&gt;
Yilith;medium&lt;br /&gt;
YukonSpring;medium&lt;br /&gt;
Z;small&lt;br /&gt;
Zed;small&lt;br /&gt;
Zed 2.3 - MexesFix;small&lt;br /&gt;
Zed Remake;small&lt;br /&gt;
ZeroWars;small&lt;br /&gt;
Zeta_Siege;medium&lt;br /&gt;
Zeus01;small&lt;br /&gt;
Zeus02;small&lt;br /&gt;
Zeus02_Dual;small&lt;br /&gt;
Zeus05_A;medium&lt;br /&gt;
Ziggurat_Defense;large&lt;br /&gt;
Zion;small&lt;br /&gt;
Zoric;small&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13050</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13050"/>
		<updated>2022-06-18T18:32:10Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&#039;&amp;quot;;echo &amp;quot;bla&amp;quot;&amp;gt; /home/springfiles/evil&lt;br /&gt;
Xpto&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13049</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13049"/>
		<updated>2022-06-18T18:26:09Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
Xpto&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13048</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13048"/>
		<updated>2022-06-18T17:39:50Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 HERE]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13047</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13047"/>
		<updated>2022-06-16T21:17:23Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list of map names available on springfiles at the moment, sorted alphabetically and with the keywords (if any) can be found [https://springfiles.springrts.com/json.php?printMapKeywordList=1 here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13046</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13046"/>
		<updated>2022-06-11T06:00:01Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing/approval)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13045</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13045"/>
		<updated>2022-06-11T05:39:03Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
(NOTE: not currently active, pending testing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13044</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13044"/>
		<updated>2022-06-11T05:21:14Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name on each line followed by the corresponding keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13043</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13043"/>
		<updated>2022-06-11T05:20:37Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13042</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13042"/>
		<updated>2022-06-11T05:20:14Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mapName1\&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mapName2\&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry;medium;land&lt;br /&gt;
Red Comet Remake;small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13041</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13041"/>
		<updated>2022-06-11T05:13:39Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the START and END separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry:medium;land&lt;br /&gt;
Red Comet Remake:small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13040</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13040"/>
		<updated>2022-06-11T05:12:46Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the &amp;quot;---START---&amp;quot; and &amp;quot;---END---&amp;quot; separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---START---&lt;br /&gt;
Delta Siege Dry:medium;land&lt;br /&gt;
Red Comet Remake:small;land&lt;br /&gt;
---END---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13039</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13039"/>
		<updated>2022-06-11T04:31:38Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines between the &amp;quot;------...&amp;quot; separators below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---------------------------------------------------&lt;br /&gt;
Delta Siege Dry:medium;land&lt;br /&gt;
Red Comet Remake:small;land&lt;br /&gt;
---------------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13038</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13038"/>
		<updated>2022-06-11T04:23:23Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines after the separator below&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------&lt;br /&gt;
-Delta Siege Dry:medium;land&lt;br /&gt;
-Red Comet Remake:small;land&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13037</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13037"/>
		<updated>2022-06-11T04:18:57Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface for very high income&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines after the separator below&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------&lt;br /&gt;
Delta Siege Dry:medium;land&lt;br /&gt;
Red Comet Remake:small;land&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13036</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13036"/>
		<updated>2022-06-11T04:16:03Z</updated>

		<summary type="html">&lt;p&gt;Raaar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&lt;br /&gt;
&lt;br /&gt;
(csv with map name followed by keywords)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
* small : size &amp;lt;= 12x12&lt;br /&gt;
* medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
* large : size &amp;gt; 18x18&lt;br /&gt;
* ffa : map layout suitable for FFA&lt;br /&gt;
* metal : continuous metal surface&lt;br /&gt;
* land : mostly land map&lt;br /&gt;
* water : mostly water map&lt;br /&gt;
* amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words and add the lines after the separator below&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------&lt;br /&gt;
Delta Siege Dry:medium;land&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13035</id>
		<title>MapKeywords</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MapKeywords&amp;diff=13035"/>
		<updated>2022-06-11T04:14:05Z</updated>

		<summary type="html">&lt;p&gt;Raaar: added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists map names and category-related keywords.&lt;br /&gt;
&lt;br /&gt;
It&#039;s parsed automatically by springfiles daily.&lt;br /&gt;
&lt;br /&gt;
Use only [a-z0-9] characters on the key words&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;format:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;mapName&amp;gt;;&amp;lt;word1&amp;gt;;&amp;lt;word2&amp;gt;,...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;current keywords:&#039;&#039;&#039;&lt;br /&gt;
small : size &amp;lt;= 12x12&lt;br /&gt;
medium : 12x12 &amp;lt; size &amp;lt;= 18x18&lt;br /&gt;
large : size &amp;gt; 18x18&lt;br /&gt;
ffa : map layout suitable for FFA&lt;br /&gt;
metal : continuous metal surface&lt;br /&gt;
land : mostly land map&lt;br /&gt;
water : mostly water map&lt;br /&gt;
amphibious : mixed land/water map&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------&lt;br /&gt;
Delta Siege Dry:medium;land&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15840</id>
		<title>Read Me First</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15840"/>
		<updated>2021-08-17T17:03:17Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Getting Started */ fixed springlobby web site link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__= Playing =&lt;br /&gt;
&#039;&#039;&#039;Spring is an engine!&#039;&#039;&#039; It can play many different games and maps. To play, you need at least one [[Games|Game]] and [[Maps|Map]]!&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
To get started with Spring, download [https://springlobby.springrts.com/ SpringLobby], which you can use to play, chat and download games and maps.&lt;br /&gt;
&lt;br /&gt;
==Downloading Games/Maps==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To download [[Games|Games]] (or [[Maps|Maps]]), use your lobby to join an online battle hosting the game/map that you want. It should offer to download for you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;If the download fails, or if no games/maps show up, you should check that your lobby has found your Spring install. With SpringLobby, click edit -&amp;gt; preferences -&amp;gt; Spring, and make sure that it has the correct paths.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also download games and maps manually, see the [[FAQ|FAQ]]. There is also the option to install different [[GamesDownloads#Universal_Downloaders|Lobbies]].&lt;br /&gt;
&lt;br /&gt;
==Single-Player==&lt;br /&gt;
&lt;br /&gt;
To start a single-player game, use your lobby. Go to the Single-Player tab. Select a game, map and [[AIs|AI]] and click &amp;quot;Start&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Some AIs don&#039;t work with all games. If the one you pick builds nothing, try another!&lt;br /&gt;
&lt;br /&gt;
==Playing Online==&lt;br /&gt;
To play online, you need the latest version of the [[Download|Spring Engine]]. To join matches, look for the &amp;quot;battles&amp;quot; or &amp;quot;multiplayer&amp;quot; tab in your lobby client.&lt;br /&gt;
&lt;br /&gt;
== Wondering where some former popular games are? ==&lt;br /&gt;
Some larger games run their own lobby servers! &lt;br /&gt;
* Zero-k (which grew out of CA) can be found at https://zero-k.info/&lt;br /&gt;
* Beyond All Reason (which grew out of BAR) can be found at https://www.beyondallreason.info/&lt;br /&gt;
* Balanced Annihilation and some other legacy *A games can be found at at https://balancedannihilation.com/&lt;br /&gt;
&lt;br /&gt;
==Lan Party==&lt;br /&gt;
See the dedicated page [[Spring_on_a_LAN|Playing on a lan]].&lt;br /&gt;
&lt;br /&gt;
=Useful Hotkeys, Etc.=&lt;br /&gt;
&lt;br /&gt;
For the default keyboard layout please look at the [[Keyboard]] page.&lt;br /&gt;
&lt;br /&gt;
=The Spring Forum=&lt;br /&gt;
[[Forum_Etiquette|Guidelines For Forum Etiquette]]&lt;br /&gt;
&lt;br /&gt;
=Development=&lt;br /&gt;
To get started with development check the [[Engine_Development|Development]] page.&lt;br /&gt;
&lt;br /&gt;
=Your question not answered here? Got problems?=&lt;br /&gt;
Read the [[FAQ|Frequently Asked Questions]] or ask in the [http://springrts.com/phpbb/viewforum.php?f=11 Forum].&lt;br /&gt;
You can also report [[Bugs]] to the developers so they can be fixed.&lt;br /&gt;
&lt;br /&gt;
==Game Specific Questions==&lt;br /&gt;
If you have a question or problem with a certain gameplay mechanic in a game, you can talk about it at the [http://springrts.com/phpbb/viewforum.php?f=47 game&#039;s subforum]&lt;br /&gt;
&lt;br /&gt;
If Spring crashes/hangs, please look at the [[FAQ:trouble|FAQ]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
This page opens, when the installer finished installing, keep that in mind when changing stuff here. This Page is also linked directly from the start-page.&lt;br /&gt;
&lt;br /&gt;
This page should explain how to get an running game after installing the engine.&lt;br /&gt;
(Install Mod + Map)&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MoveCtrl&amp;diff=11394</id>
		<title>Lua MoveCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MoveCtrl&amp;diff=11394"/>
		<updated>2020-07-08T04:18:52Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* MoveType-Controlling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= ScriptMoveType =&lt;br /&gt;
== Enable/Disable ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.Enable&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.Disable&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number tag ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.GetTag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetProgressState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number state | &amp;quot;done&amp;quot; | &amp;quot;active&amp;quot; | &amp;quot;failed&amp;quot; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGravity&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID, number gravity ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;N.B. gravity here is a multiplier to Game.gravity&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetDrag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number drag ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGroundOffset&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number offset ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetWindFactor&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number windFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetPhysics&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posX, number posY, number posZ,&lt;br /&gt;
    number velX, number velY, number velZ,&lt;br /&gt;
    number rotX, number rotY, number rotZ ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posX, number posY, number posZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number velX, number velY, number velZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRelativeVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number relvelX, number relvelY, number relvelZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotation&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotX, number rotY, number rotZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotationVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotVelX, number rotVelY, number rotVelZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotationOffset&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotOffX, number rotOffY, number rotOffZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetHeading&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number heading ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetNoBlocking&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean noblock ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetLimits&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTrackSlope&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean trackslope ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTrackGround&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean noblock ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetExtrapolate&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean on ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetShotStop&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Currently a no-op&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean shotstop ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetSlopeStop&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Currently a no-op&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean slopestop ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetCollideStop&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean collidestop ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;Enable both SetCollideStop and SetTrackGround to enable MoveCtrlNotify(unitID, unitDefID, unitTeam, data) call-in, data was supposed to indicate the type of notification but currently never has a value other than 1 (where 1 means &amp;quot;unit hit the ground&amp;quot;)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MoveType-Controlling =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetMoveDef&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number moveDefID | string moveDefName ) -&amp;gt; boolean success&lt;br /&gt;
&amp;lt;span class=note&amp;gt;NOTE: string moveDefName needs to be in &#039;&#039;&#039;lowercase&#039;&#039;&#039;, notwithstanding the fact that it may be in another case in the movedef table.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=note&amp;gt;NOTE: all Set*MoveTypeData functions support the following number keys:&lt;br /&gt;
 maxSpeed&lt;br /&gt;
 maxWantedSpeed&lt;br /&gt;
 repairBelowHealth&lt;br /&gt;
 &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetAirMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    wantedHeight&lt;br /&gt;
    myGravity&lt;br /&gt;
    maxBank&lt;br /&gt;
    maxPitch&lt;br /&gt;
    turnRadius&lt;br /&gt;
    maxAcc&lt;br /&gt;
    maxAileron&lt;br /&gt;
    maxElevator&lt;br /&gt;
    maxRudder&lt;br /&gt;
    waterline&lt;br /&gt;
    attackSafetyDistance       -- since 100.0 : fighters abort dive toward target if within attackSafetyDistance and try to climb back to normal altitude while still moving toward target  &lt;br /&gt;
    maneuverBlockTime          -- since 104.0.1+(FIXME) : number of frames aircraft will try to keep flying straight past the target after firing &lt;br /&gt;
  booleans:&lt;br /&gt;
    collide&lt;br /&gt;
    useSmoothMesh&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGroundMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    baseTurnRate&lt;br /&gt;
    turnRate&lt;br /&gt;
    accRate&lt;br /&gt;
    decRate&lt;br /&gt;
    maxSpeed&lt;br /&gt;
    maxReverseDist&lt;br /&gt;
    maxReverseSpeed&lt;br /&gt;
    minReverseAngle&lt;br /&gt;
    requestedSpeed&lt;br /&gt;
    requestedTurnRate&lt;br /&gt;
    sqSkidSpeedMult&lt;br /&gt;
    waterline&lt;br /&gt;
  booleans:&lt;br /&gt;
    floatOnWater&lt;br /&gt;
    pushResistant&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{new|101.0}} {{var|maxReverseDist}} &amp;amp; {{var|minReverseAngle}} keys&lt;br /&gt;
&lt;br /&gt;
{{new|104.0}} {{var|sqSkidSpeedMult}}, {{var|pushResistant}} &amp;amp; {{var|waterline}} keys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGunshipMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    wantedHeight&lt;br /&gt;
    turnRate&lt;br /&gt;
    accRate&lt;br /&gt;
    decRate&lt;br /&gt;
    altitudeRate&lt;br /&gt;
    currentBank&lt;br /&gt;
    currentPitch&lt;br /&gt;
    waterline&lt;br /&gt;
  booleans:&lt;br /&gt;
    collide&lt;br /&gt;
    useSmoothMesh&lt;br /&gt;
    bankingAllowed&lt;br /&gt;
    dontLand&lt;br /&gt;
    airStrafe&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MoveCtrl&amp;diff=11393</id>
		<title>Lua MoveCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MoveCtrl&amp;diff=11393"/>
		<updated>2020-07-06T02:06:32Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* MoveType-Controlling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= ScriptMoveType =&lt;br /&gt;
== Enable/Disable ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.Enable&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.Disable&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number tag ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.GetTag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetProgressState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number state | &amp;quot;done&amp;quot; | &amp;quot;active&amp;quot; | &amp;quot;failed&amp;quot; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGravity&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID, number gravity ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;N.B. gravity here is a multiplier to Game.gravity&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetDrag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number drag ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGroundOffset&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number offset ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetWindFactor&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number windFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetPhysics&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posX, number posY, number posZ,&lt;br /&gt;
    number velX, number velY, number velZ,&lt;br /&gt;
    number rotX, number rotY, number rotZ ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posX, number posY, number posZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number velX, number velY, number velZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRelativeVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number relvelX, number relvelY, number relvelZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotation&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotX, number rotY, number rotZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotationVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotVelX, number rotVelY, number rotVelZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotationOffset&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotOffX, number rotOffY, number rotOffZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetHeading&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number heading ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetNoBlocking&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean noblock ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetLimits&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTrackSlope&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean trackslope ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTrackGround&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean noblock ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetExtrapolate&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean on ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetShotStop&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Currently a no-op&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean shotstop ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetSlopeStop&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Currently a no-op&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean slopestop ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetCollideStop&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean collidestop ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;Enable both SetCollideStop and SetTrackGround to enable MoveCtrlNotify(unitID, unitDefID, unitTeam, data) call-in, data was supposed to indicate the type of notification but currently never has a value other than 1 (where 1 means &amp;quot;unit hit the ground&amp;quot;)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MoveType-Controlling =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetMoveDef&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number moveDefID | string moveDefName ) -&amp;gt; boolean success&lt;br /&gt;
&amp;lt;span class=note&amp;gt;NOTE: string moveDefName needs to be in &#039;&#039;&#039;lowercase&#039;&#039;&#039;, notwithstanding the fact that it may be in another case in the movedef table.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=note&amp;gt;NOTE: all Set*MoveTypeData functions support the following number keys:&lt;br /&gt;
 maxSpeed&lt;br /&gt;
 maxWantedSpeed&lt;br /&gt;
 repairBelowHealth&lt;br /&gt;
 &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetAirMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    wantedHeight&lt;br /&gt;
    myGravity&lt;br /&gt;
    maxBank&lt;br /&gt;
    maxPitch&lt;br /&gt;
    turnRadius&lt;br /&gt;
    maxAcc&lt;br /&gt;
    maxAileron&lt;br /&gt;
    maxElevator&lt;br /&gt;
    maxRudder&lt;br /&gt;
    waterline&lt;br /&gt;
    maneuverBlockTime          -- number of frames aircraft will try to keep flying straight past the target after firing&lt;br /&gt;
  booleans:&lt;br /&gt;
    collide&lt;br /&gt;
    useSmoothMesh&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGroundMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    baseTurnRate&lt;br /&gt;
    turnRate&lt;br /&gt;
    accRate&lt;br /&gt;
    decRate&lt;br /&gt;
    maxSpeed&lt;br /&gt;
    maxReverseDist&lt;br /&gt;
    maxReverseSpeed&lt;br /&gt;
    minReverseAngle&lt;br /&gt;
    requestedSpeed&lt;br /&gt;
    requestedTurnRate&lt;br /&gt;
    sqSkidSpeedMult&lt;br /&gt;
    waterline&lt;br /&gt;
  booleans:&lt;br /&gt;
    floatOnWater&lt;br /&gt;
    pushResistant&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{new|101.0}} {{var|maxReverseDist}} &amp;amp; {{var|minReverseAngle}} keys&lt;br /&gt;
&lt;br /&gt;
{{new|104.0}} {{var|sqSkidSpeedMult}}, {{var|pushResistant}} &amp;amp; {{var|waterline}} keys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGunshipMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    wantedHeight&lt;br /&gt;
    turnRate&lt;br /&gt;
    accRate&lt;br /&gt;
    decRate&lt;br /&gt;
    altitudeRate&lt;br /&gt;
    currentBank&lt;br /&gt;
    currentPitch&lt;br /&gt;
    waterline&lt;br /&gt;
  booleans:&lt;br /&gt;
    collide&lt;br /&gt;
    useSmoothMesh&lt;br /&gt;
    bankingAllowed&lt;br /&gt;
    dontLand&lt;br /&gt;
    airStrafe&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MoveCtrl&amp;diff=11392</id>
		<title>Lua MoveCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MoveCtrl&amp;diff=11392"/>
		<updated>2020-07-06T02:06:09Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* MoveType-Controlling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= ScriptMoveType =&lt;br /&gt;
== Enable/Disable ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.Enable&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.Disable&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number tag ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.GetTag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetProgressState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number state | &amp;quot;done&amp;quot; | &amp;quot;active&amp;quot; | &amp;quot;failed&amp;quot; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGravity&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID, number gravity ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;N.B. gravity here is a multiplier to Game.gravity&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetDrag&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number drag ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGroundOffset&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number offset ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetWindFactor&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number windFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetPhysics&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posX, number posY, number posZ,&lt;br /&gt;
    number velX, number velY, number velZ,&lt;br /&gt;
    number rotX, number rotY, number rotZ ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posX, number posY, number posZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number velX, number velY, number velZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRelativeVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number relvelX, number relvelY, number relvelZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotation&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotX, number rotY, number rotZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotationVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotVelX, number rotVelY, number rotVelZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetRotationOffset&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number rotOffX, number rotOffY, number rotOffZ ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetHeading&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number heading ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetNoBlocking&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean noblock ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetLimits&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTrackSlope&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean trackslope ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetTrackGround&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean noblock ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetExtrapolate&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean on ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetShotStop&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Currently a no-op&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean shotstop ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetSlopeStop&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Currently a no-op&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean slopestop ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetCollideStop&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean collidestop ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;Enable both SetCollideStop and SetTrackGround to enable MoveCtrlNotify(unitID, unitDefID, unitTeam, data) call-in, data was supposed to indicate the type of notification but currently never has a value other than 1 (where 1 means &amp;quot;unit hit the ground&amp;quot;)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MoveType-Controlling =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetMoveDef&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number moveDefID | string moveDefName ) -&amp;gt; boolean success&lt;br /&gt;
&amp;lt;span class=note&amp;gt;NOTE: string moveDefName needs to be in &#039;&#039;&#039;lowercase&#039;&#039;&#039;, notwithstanding the fact that it may be in another case in the movedef table.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=note&amp;gt;NOTE: all Set*MoveTypeData functions support the following number keys:&lt;br /&gt;
 maxSpeed&lt;br /&gt;
 maxWantedSpeed&lt;br /&gt;
 repairBelowHealth&lt;br /&gt;
 &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetAirMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    wantedHeight&lt;br /&gt;
    myGravity&lt;br /&gt;
    maxBank&lt;br /&gt;
    maxPitch&lt;br /&gt;
    turnRadius&lt;br /&gt;
    maxAcc&lt;br /&gt;
    maxAileron&lt;br /&gt;
    maxElevator&lt;br /&gt;
    maxRudder&lt;br /&gt;
    waterline&lt;br /&gt;
    maneuverBlockTime          -- number of flames aircraft will try to keep flying straight past the target after firing&lt;br /&gt;
  booleans:&lt;br /&gt;
    collide&lt;br /&gt;
    useSmoothMesh&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGroundMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    baseTurnRate&lt;br /&gt;
    turnRate&lt;br /&gt;
    accRate&lt;br /&gt;
    decRate&lt;br /&gt;
    maxSpeed&lt;br /&gt;
    maxReverseDist&lt;br /&gt;
    maxReverseSpeed&lt;br /&gt;
    minReverseAngle&lt;br /&gt;
    requestedSpeed&lt;br /&gt;
    requestedTurnRate&lt;br /&gt;
    sqSkidSpeedMult&lt;br /&gt;
    waterline&lt;br /&gt;
  booleans:&lt;br /&gt;
    floatOnWater&lt;br /&gt;
    pushResistant&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{new|101.0}} {{var|maxReverseDist}} &amp;amp; {{var|minReverseAngle}} keys&lt;br /&gt;
&lt;br /&gt;
{{new|104.0}} {{var|sqSkidSpeedMult}}, {{var|pushResistant}} &amp;amp; {{var|waterline}} keys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.MoveCtrl.SetGunshipMoveTypeData&#039;&#039;&#039; {{new|0.81}}&lt;br /&gt;
  ( number unitID, string key, value  ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, table values ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;supported keys:&lt;br /&gt;
  numbers:&lt;br /&gt;
    wantedHeight&lt;br /&gt;
    turnRate&lt;br /&gt;
    accRate&lt;br /&gt;
    decRate&lt;br /&gt;
    altitudeRate&lt;br /&gt;
    currentBank&lt;br /&gt;
    currentPitch&lt;br /&gt;
    waterline&lt;br /&gt;
  booleans:&lt;br /&gt;
    collide&lt;br /&gt;
    useSmoothMesh&lt;br /&gt;
    bankingAllowed&lt;br /&gt;
    dontLand&lt;br /&gt;
    airStrafe&lt;br /&gt;
  NOTE: not all keys and not all values may work correctly.&lt;br /&gt;
  [[SetMoveTypeDataExample|Example usage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12411</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12411"/>
		<updated>2020-05-27T00:03:46Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Replay/Spectating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in seconds)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== Game/Menu Name ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameName&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; string name&lt;br /&gt;
&lt;br /&gt;
Returns the {{xtaglink|Modinfo.lua|name}} from [[Modinfo.lua]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMenuName&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; string name&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
to get map coordinates under mouse cursor: input mouse coordinates obtained via GetMouseState() and pass true for the onlyCoords parameter. Be careful as going off map will result in nil:&lt;br /&gt;
   local mouseX, mouseY = Spring.GetMouseState()&lt;br /&gt;
   print (&amp;quot;Mouse coordinates: (&amp;quot; .. mouseX .. &amp;quot;, &amp;quot; .. mouseY .. &amp;quot;)&amp;quot;)&lt;br /&gt;
   local desc, args = Spring.TraceScreenRay(mouseX, mouseY, true)&lt;br /&gt;
   if nil == desc then return end -- off map&lt;br /&gt;
   local x = args[1]&lt;br /&gt;
   local y = args[2]&lt;br /&gt;
   local z = args[3]&lt;br /&gt;
   print (&amp;quot;World coordinates: (&amp;quot; .. x .. &amp;quot;, &amp;quot; .. y .. &amp;quot;, &amp;quot; .. z .. &amp;quot;)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitSelectionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
&lt;br /&gt;
== Feature ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureSelectionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed,&lt;br /&gt;
    boolean offscreen&lt;br /&gt;
&lt;br /&gt;
X, Y are the screen coordinates, not world ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
{{new|104.0}} Sixth return value offscreen&lt;br /&gt;
&lt;br /&gt;
For world coordinates see Spring.TraceScreenRay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigInt&#039;&#039;&#039;&lt;br /&gt;
  ( string name [, number default ] ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigFloat&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( string name [, number default ] ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigString&#039;&#039;&#039;&lt;br /&gt;
  ( string name [, string default ] ) -&amp;gt; nil | string&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVideoCapturingMode&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; boolean videoCaptureAllowed&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimer&#039;&#039;&#039; {{new|102.0}}&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Get a timer for the start of the frame, this should give better results for camera interpolations.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedRead&amp;diff=12063</id>
		<title>Lua SyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedRead&amp;diff=12063"/>
		<updated>2020-03-08T16:08:44Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Player,Team,Ally Lists/Info */   Spring.GetTeamInfo , swapped the incomeMultiplier and customTeamKeys table return values to match the actual behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
&lt;br /&gt;
=== Special TeamID Variables ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; style=&amp;quot;font-weight:600&amp;quot;&amp;gt;(those special TeamIDs are not supported by all functions)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.ALL_UNITS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.MY_UNITS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.ALLY_UNITS&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.ENEMY_UNITS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Widgets, instead of Spring.MY_UNITS, use Spring.GetLocalTeamID()&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGaiaTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&lt;br /&gt;
=== GameStates ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGodModeEnabled&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsCheatingEnabled&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsDevLuaEnabled&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsEditDefsEnabled&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.AreHelperAIsEnabled&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.FixedAllies&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGameOver&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== RulesParams ===&lt;br /&gt;
&amp;lt;span class=note&amp;gt;Those functions allow to save data per Game,Team and Unit.&amp;lt;br&amp;gt;The advantage of it is that it can be read from anywhere (even from LuaUI and AIs!)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;string values are new since 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetRulesInfoMap&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;REMOVED in 0.82!&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; { [key1] = string value1, [key2] = string value2, ... }&lt;br /&gt;
  ( string &amp;quot;key&amp;quot; ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number ruleIndex | string ruleName ) -&amp;gt; nil | number value | string value&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameRulesParams&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | { [ruleName1] = number | string value1, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, number index | string ruleName ) -&amp;gt; nil | number value | string value&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamRulesParams&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | { [ruleName1] = number | string value1, ... }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number index | string ruleName ) -&amp;gt; nil | number value | string value&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitRulesParams&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | { [ruleName1] = number | string value1, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number index | string ruleName ) -&amp;gt; nil | number value | string value&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureRulesParams&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | { [ruleName1] = number | string value1, ... }&lt;br /&gt;
&lt;br /&gt;
=== Mod-/Map-Options ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModOptions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {} | { &amp;quot;keyName1&amp;quot; = string &amp;quot;value&amp;quot;, &amp;quot;keyName2&amp;quot; = string &amp;quot;value&amp;quot;, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapOptions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {} | { &amp;quot;keyName1&amp;quot; = string &amp;quot;value&amp;quot;, &amp;quot;keyName2&amp;quot; = string &amp;quot;value&amp;quot;, ... }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! bool values are not transfered from C to Lua correctly, so in IF theres needed to use this condition:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&amp;quot;if (tonumber(Spring.GetModOptions.exampleOption) == 1) then...end&amp;quot;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
not only:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;&amp;quot;if (Spring.GetModOptions.exampleOption) then...end&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed/Time ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;As of 98.0 moved to [[Lua_UnsyncedRead]] due to desyncs in replays/demos&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number frameNum%dayFrames, number frameNum/dayFrames&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number seconds&lt;br /&gt;
&lt;br /&gt;
=== Vectors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWind&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number dirX, number dirY, number dirZ, &lt;br /&gt;
         number strength,  number normDirX, number normDirY, number normDirZ&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHeadingFromVector&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number heading&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVectorFromHeading&#039;&#039;&#039;&lt;br /&gt;
  ( number heading ) -&amp;gt; number x, number z&lt;br /&gt;
&lt;br /&gt;
== Sides/Factions ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSideData&#039;&#039;&#039;&lt;br /&gt;
  ( string sideName ) -&amp;gt; nil | string startUnit, string caseSensitiveSideName&lt;br /&gt;
  ( number sideID ) -&amp;gt; nil | string sideName, string startUnit, string caseSensitiveSideName&lt;br /&gt;
  ( ) -&amp;gt; { [1] = { sideName=string,caseName=string,startUnit=string}, [2] = .., .. }&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
=== StartBoxes/StartPositions ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetAllyTeamStartBox&#039;&#039;&#039;&lt;br /&gt;
  ( number allyID ) -&amp;gt; nil | number xmin, number zmin, number xmax, number zmax&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
=== Player,Team,Ally Lists/Info ===&lt;br /&gt;
&lt;br /&gt;
Note: AIs are associated to teamIDs (and do not have playerIDs). Code to cycle through AI teamIDs can be found [https://springrts.com/phpbb/viewtopic.php?f=21&amp;amp;t=36873#p586026 here] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerList&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 | boolean onlyActive = false] [, number teamID | boolean onlyActive])&lt;br /&gt;
  -&amp;gt; nil | { [1] = number playerID, etc... }&lt;br /&gt;
From 104.0 onwards spectators will be ignored if a valid (&amp;gt;=0) teamID is given&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamList&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1] ) -&amp;gt; nil | { [1] = number teamID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetAllyTeamList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = number allyTeamID, etc... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerInfo&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID ) -&amp;gt; &lt;br /&gt;
    nil | string  &amp;quot;name&amp;quot;,  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(PRE-83.0: in synced code this is &amp;quot;SYNCED_NONAME&amp;quot;!)&amp;lt;/span&amp;gt;&lt;br /&gt;
          boolean active,&lt;br /&gt;
          boolean spectator,&lt;br /&gt;
          number  teamID,&lt;br /&gt;
          number  allyTeamID,&lt;br /&gt;
          number  pingTime,&lt;br /&gt;
          number  cpuUsage,&lt;br /&gt;
          string  country,&lt;br /&gt;
          number  rank&lt;br /&gt;
          table   customPlayerKeys&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerControlledUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID ) -&amp;gt; nil | number unitID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetAIInfo&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; &lt;br /&gt;
          number  skirmishAIID,&lt;br /&gt;
          string  name,&lt;br /&gt;
          number  hostingPlayerID,&lt;br /&gt;
          string  shortName, &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(synced =&amp;gt; &amp;quot;SYNCED_NOSHORTNAME&amp;quot;; non-local =&amp;gt; &amp;quot;UNKNOWN&amp;quot;)&amp;lt;/span&amp;gt;&lt;br /&gt;
          string  version,   &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(synced =&amp;gt; &amp;quot;SYNCED_NOVERSION&amp;quot;;   non-local =&amp;gt; &amp;quot;UNKNOWN&amp;quot;)&amp;lt;/span&amp;gt;&lt;br /&gt;
          table   options    &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(synced &amp;amp; non-local =&amp;gt; empty-table)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Note: Before 0.82, the first argument was teamID, and then every other argument with a shifted position.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetAllyTeamInfo&#039;&#039;&#039;&lt;br /&gt;
  ( number allyteamID ) -&amp;gt; nil | table   customTeamKeys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamInfo&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt;&lt;br /&gt;
    nil | number  teamID,&lt;br /&gt;
          number  leader, &amp;lt;span class=note&amp;gt;(:= a player id)&amp;lt;/span&amp;gt;&lt;br /&gt;
          boolean isDead,&lt;br /&gt;
          boolean isAiTeam,&lt;br /&gt;
          string  &amp;quot;side&amp;quot;,&lt;br /&gt;
          number  allyTeam,&lt;br /&gt;
          number  incomeMultiplier,&lt;br /&gt;
          table   customTeamKeys&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamResources&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot; ) -&amp;gt;&lt;br /&gt;
    nil | number currentLevel,&lt;br /&gt;
          number storage,&lt;br /&gt;
          number pull,&lt;br /&gt;
          number income,&lt;br /&gt;
          number expense,&lt;br /&gt;
          number share,&lt;br /&gt;
          number sent,&lt;br /&gt;
          number received&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnitStats&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt;&lt;br /&gt;
    nil | number killed,&lt;br /&gt;
          number died,&lt;br /&gt;
          number capturedBy,&lt;br /&gt;
          number capturedFrom,&lt;br /&gt;
          number received,&lt;br /&gt;
          number sent&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamResourceStats&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;0.82 and later&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number teamID,  string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot; ) -&amp;gt;&lt;br /&gt;
    nil | number used,&lt;br /&gt;
          number produced,&lt;br /&gt;
          number excessed,&lt;br /&gt;
          number received,&lt;br /&gt;
          number sent&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamStatsHistory&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID [, number startIndex [, number endIndex = startIndex ]]) -&amp;gt;&lt;br /&gt;
    nil |&lt;br /&gt;
    number cur_max_index |&lt;br /&gt;
    {&lt;br /&gt;
      [1] = {&lt;br /&gt;
        &amp;quot;time&amp;quot;             = number,&lt;br /&gt;
        &amp;quot;frame&amp;quot;            = number,&lt;br /&gt;
        &amp;quot;metalUsed&amp;quot;        = number,&lt;br /&gt;
        &amp;quot;metalProduced&amp;quot;    = number,&lt;br /&gt;
        &amp;quot;metalExcess&amp;quot;      = number,&lt;br /&gt;
        &amp;quot;metalReceived&amp;quot;    = number,&lt;br /&gt;
        &amp;quot;metalSent&amp;quot;        = number,&lt;br /&gt;
        &amp;quot;energyUsed&amp;quot;       = number,&lt;br /&gt;
        &amp;quot;energyProduced&amp;quot;   = number,&lt;br /&gt;
        &amp;quot;energyExcess&amp;quot;     = number,&lt;br /&gt;
        &amp;quot;energyReceived&amp;quot;   = number,&lt;br /&gt;
        &amp;quot;energySent&amp;quot;       = number,&lt;br /&gt;
        &amp;quot;damageDealt&amp;quot;      = number,&lt;br /&gt;
        &amp;quot;damageReceived&amp;quot;   = number,&lt;br /&gt;
        &amp;quot;unitsProduced&amp;quot;    = number,&lt;br /&gt;
        &amp;quot;unitsDied&amp;quot;        = number,&lt;br /&gt;
        &amp;quot;unitsReceived&amp;quot;    = number,&lt;br /&gt;
        &amp;quot;unitsSent&amp;quot;        = number,&lt;br /&gt;
        &amp;quot;unitsCaptured&amp;quot;    = number,&lt;br /&gt;
        &amp;quot;unitsOutCaptured&amp;quot; = number,&lt;br /&gt;
        &amp;quot;unitsKilled&amp;quot;      = number&lt;br /&gt;
      }, ...&lt;br /&gt;
   }&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;if called with just teamID as argument it returns the current possible range for startIndex/endIndex :={1..cur_max_index}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamLuaAI&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; string &amp;quot;luaAI&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Returns string containing name of AI defined in file LuaAI.lua as name=&amp;quot;&amp;lt;AI name&amp;gt;&amp;quot;. Maybe it returns whole table with all values there, so maybe depends, but in my LuaAI.lua name is on first position...&lt;br /&gt;
&lt;br /&gt;
=== Teams/PlayersAllied ===&lt;br /&gt;
&#039;&#039;&#039;Spring.AreTeamsAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID1, number teamID2 ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.ArePlayersAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID1, number playerID2 ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
=== GetUnits ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetAllUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil |&lt;br /&gt;
    unitDefTable = {&lt;br /&gt;
      [number unitDefID] = { [1] = [number unitID], etc... },&lt;br /&gt;
      etc...&lt;br /&gt;
    }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | countTable = { [number unitDefID] = count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnitsByDefs&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, number unitDefID | { number unitDefID1, ... } )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnitDefCount&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, number unitDefID ) -&amp;gt; nil | number count&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamUnitCount&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number count&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitsInRectangle&#039;&#039;&#039;&lt;br /&gt;
  ( number xmin, number zmin, number xmax, number zmax [,number teamID] ) &lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitsInBox&#039;&#039;&#039;&lt;br /&gt;
  ( number xmin, number ymin, number zmin,&lt;br /&gt;
    number xmax, number ymax, number zmax [,number teamID] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitsInSphere&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z, number radius [,number teamID] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitsInCylinder&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z, number radius [,number teamID] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitsInPlanes&#039;&#039;&#039;&lt;br /&gt;
  ( planes = { [1] = { number nx, number ny, number nz, number d }, etc... } )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, etc... }&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  plane normals point towards accepted space,&lt;br /&gt;
  so the acceptance criteria for each plane is:&lt;br /&gt;
    radius     = unit radius&lt;br /&gt;
    px, py, pz = unit position&lt;br /&gt;
    [(nx * px) + (ny * py) + (nz * pz) + (d - radius)]  &amp;lt;=  0&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNearestAlly&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number range ] ) -&amp;gt; nil | number unitID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNearestEnemy&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number range [, bool useLOS]] ) -&amp;gt; nil | number unitID&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Post 95.0 this no longer returns neutral units&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit Informations ===&lt;br /&gt;
&#039;&#039;&#039;Spring.ValidUnitID&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitIsDead&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns false if unit exists and is alive, true for a brief period of time after unit dies, nil otherwise&amp;lt;br/&amp;gt;&lt;br /&gt;
keep this in mind when using (not Spring.GetUnitIsDead())&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | string tooltip&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitDefID&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number unitDefID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTeam&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitAllyTeam&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number allyID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLineage&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt; Removed from version 0.83.x&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number lineage | number lineage, boolean lineageIsRoot&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNeutral&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean neutral&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number health, number maxHealth, number paralyzeDamage,&lt;br /&gt;
                             number captureProgress, number buildProgress&lt;br /&gt;
build Progress is returned as floating Point between 0.0 and 1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitArmored&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;armorMultiple new in version 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean armored, number armorMultiple&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitIsStunned&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean stunned_or_inbuild, boolean stunned, boolean inbuild&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitMaxRange&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number maxEngagementRange&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitResources&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number metalMake, number metalUse,&lt;br /&gt;
                             number energyMake, number energyUse&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitHarvestStorage&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number metal&lt;br /&gt;
&amp;lt;span class = &amp;quot;note&amp;quot;&amp;gt;See also {{xtaglink|Gamedev:UnitDefs|harvestStorage}} UnitDef tag.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitMetalExtraction&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;0.82+ and later&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitExperience&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number experience&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitStates&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | {&lt;br /&gt;
    &amp;quot;firestate&amp;quot; = number,&lt;br /&gt;
    &amp;quot;movestate&amp;quot; = number,&lt;br /&gt;
    &amp;quot;repeat&amp;quot; = boolean,&lt;br /&gt;
    &amp;quot;cloak&amp;quot; = boolean,&lt;br /&gt;
    &amp;quot;active&amp;quot; = boolean,&lt;br /&gt;
    &amp;quot;trajectory&amp;quot; = boolean,&lt;br /&gt;
    [&amp;quot;autoland&amp;quot; = boolean,]&lt;br /&gt;
    [&amp;quot;autorepairlevel&amp;quot; = number,]&lt;br /&gt;
    [&amp;quot;loopbackattack&amp;quot; = boolean]&lt;br /&gt;
  } &lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitIsActive&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitIsCloaked&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitSelfDTime&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitStockpile&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number numStockpiled, number numStockpileQued,&lt;br /&gt;
                             number buildPercent&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitHeight&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitRadius&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitMass&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitBlocking&#039;&#039;&#039; {{new|85.0}}&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean blocking, boolean crushable&lt;br /&gt;
{{new|95.0}} Now return values are: &lt;br /&gt;
  boolean isBlocking,&lt;br /&gt;
  boolean isSolidObjectCollidable,&lt;br /&gt;
  boolean isProjectileCollidable,&lt;br /&gt;
  boolean isRaySegmentCollidable,&lt;br /&gt;
  boolean crushable,&lt;br /&gt;
  boolean blockEnemyPushing,&lt;br /&gt;
  boolean blockHeightChanges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, [, boolean midPos [, boolean aimPos ] ] ) -&amp;gt;&lt;br /&gt;
    nil |&lt;br /&gt;
    number bpx, number bpy, number bpz&lt;br /&gt;
    [, number mpx, number mpy, number mpz ]&lt;br /&gt;
    [, number apx, number apy, number apz ]&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;since 89.0, returns the base (default), middle or aim position of the unit.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitBasePosition&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Deprecated in 89.0, use GetUnitPosition&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;returns the bottom of the unit.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitDirection&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number dx, number dy, number dz&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;returns the direction vector&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitHeading&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number heading&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;returns heading directions used in COB scripts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitRotation&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   (number unitID) --&amp;gt; nil | number pitch, number yaw, number roll &lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Marked as (WIP) in changelog&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitVelocity&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;velw new in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number velx, number vely, number velz, number velLength&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitIsBuilding&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;returns what unit a constructor/factory is currently building&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number unitID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCurrentBuildPower&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number buildPower&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNanoPieces&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | { [1] = number piece1, etc ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransporter&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number unitID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitIsTransporting&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | { [1] = number unitID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitShieldState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number weaponID = -1] ) -&amp;gt; nil | number isEnabled, number curPower&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTravel&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number travel, number travelPeriod&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitFuel&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitFlanking&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;dir&amp;quot; ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
  ( number unitID, string &amp;quot;mode&amp;quot; | &amp;quot;moveFactor&amp;quot; | &amp;quot;minDamage&amp;quot; | &amp;quot;maxDamage&amp;quot; ) -&amp;gt; nil | number&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number mode, number modilityAdd,&lt;br /&gt;
    number minDamage, number maxDamage, number dirX, number dirY, number dirZ&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitSensorRadius&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string type ) -&amp;gt; nil | number radius&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;possible types are:&amp;lt;br&amp;gt;los, airLos, radar, sonar, seismic, radarJammer &amp;amp; sonarJammer&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLosState&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;raw is only available in gadgets&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID [, number allyTeamID [, boolean raw] ] ) -&amp;gt; nil | number raw |&lt;br /&gt;
  { [&amp;quot;los&amp;quot; = true] [, &amp;quot;radar&amp;quot; = true] [, &amp;quot;typed&amp;quot; = true] }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitSeparation&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;surfaceDist new in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID1, number unitID2 [, boolean 2D] [, boolean surfaceDist] ) -&amp;gt; nil | number distance&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;returns the distance of 2 units, surfaceDist calculates the distance between the unitsphere surfaces instead of their midpos&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitFeatureSeparation&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number featureID [, boolean 2D] ) -&amp;gt; nil | number distance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitDefDimensions&#039;&#039;&#039;&lt;br /&gt;
  ( number unitDefID ) -&amp;gt; nil |&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;height&amp;quot; = number,&lt;br /&gt;
      &amp;quot;radius&amp;quot; = number,&lt;br /&gt;
      &amp;quot;midx&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;minx&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;maxx&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;midy&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;miny&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;maxy&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;midz&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;minz&amp;quot;   = number,&lt;br /&gt;
      &amp;quot;maxz&amp;quot;   = number&lt;br /&gt;
    }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLastAttacker&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number unitID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLastAttackedPiece&#039;&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | string pieceName, number gameframe&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitMoveTypeData&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;new in version 0.80+&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | { movetype data }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
==== Unit Weapon Informations ====&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponNum ) -&amp;gt; nil |&lt;br /&gt;
    boolean angleGood, boolean loaded, number reloadFrame, number salvoLeft, number numStockpiled&lt;br /&gt;
  ( number unitID, number weaponNum, string tag ) -&amp;gt; nil | number&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;`tag` can be:&lt;br /&gt;
  &amp;quot;reloadState&amp;quot; == &amp;quot;reloadFrame&amp;quot;&lt;br /&gt;
  &amp;quot;reloadTime&amp;quot;&lt;br /&gt;
  &amp;quot;accuracy&amp;quot;&lt;br /&gt;
  &amp;quot;sprayAngle&amp;quot;&lt;br /&gt;
  &amp;quot;range&amp;quot;&lt;br /&gt;
  &amp;quot;projectileSpeed&amp;quot;&lt;br /&gt;
  &amp;quot;burst&amp;quot;&lt;br /&gt;
  &amp;quot;burstRate&amp;quot;&lt;br /&gt;
  &amp;quot;projectiles&amp;quot;&lt;br /&gt;
  The following 4 tags were added in 104.0:&lt;br /&gt;
  &amp;quot;salvoError&amp;quot;&lt;br /&gt;
  &amp;quot;salvoLeft&amp;quot;&lt;br /&gt;
  &amp;quot;nextSalvo&amp;quot;&lt;br /&gt;
  &amp;quot;targetMoveError&amp;quot;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponDamages&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number weaponNum | &amp;quot;selfDestruct&amp;quot; | &amp;quot;explode&amp;quot;, string tag ) -&amp;gt; nil | number&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;`tag` can be:&lt;br /&gt;
  &amp;quot;paralyzeDamageTime&amp;quot;&lt;br /&gt;
  &amp;quot;impulseFactor&amp;quot;&lt;br /&gt;
  &amp;quot;impulseBoost&amp;quot;&lt;br /&gt;
  &amp;quot;craterMult&amp;quot;&lt;br /&gt;
  &amp;quot;craterBoost&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageExp&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageMin&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageRange&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageInverted&amp;quot;&lt;br /&gt;
  &amp;quot;craterAreaOfEffect&amp;quot;&lt;br /&gt;
  &amp;quot;damageAreaOfEffect&amp;quot;&lt;br /&gt;
  &amp;quot;edgeEffectiveness&amp;quot;&lt;br /&gt;
  &amp;quot;explosionSpeed&amp;quot;&lt;br /&gt;
  - or -&lt;br /&gt;
  an armor type index to get the damage against it.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponVectors&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponNum ) -&amp;gt; nil | number posX, number posY, number posZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponTryTarget&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, &lt;br /&gt;
    number targetID | number posX, number posY, number posZ ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponTestTarget&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, &lt;br /&gt;
    number targetID | number posX, number posY, number posZ ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponTestRange&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, &lt;br /&gt;
    number targetID | number posX, number posY, number posZ ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponHaveFreeLineOfFire&#039;&#039;&#039; {{new|94.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, &lt;br /&gt;
    number targetID | number posX, number posY, number posZ ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
From 104.0 onwards the param list changes so that source firing position can also be passed:&lt;br /&gt;
&lt;br /&gt;
  ( unitID, weaponNum, &lt;br /&gt;
    targetID | [srcPosX [, srcPosY [, srcPosZ [, tgtPosX [, tgtPosY [, tgtPosZ ]]]]]] ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponCanFire&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  ( number unitID, number weaponNum ) -&amp;gt; nil | boolean canFire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitWeaponTarget&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  ( number unitID, number weaponNum ) -&amp;gt; nil |&lt;br /&gt;
  number 0 | number 1, bool isUserTarget, number unitID | &lt;br /&gt;
  number 2, bool isUserTarget, { number posX, number posY, number posZ } | &lt;br /&gt;
  number 3, bool isUserTarget, number ProjectileID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;returned number of args is always 3 if targetType != None&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetRadarErrorParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  (number allyTeamID) --&amp;gt; nil | &lt;br /&gt;
  number allyteamErrorSize, number baseErrorSize, number baseErrorMult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPosErrorParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  (number unitID) --&amp;gt; nil |&lt;br /&gt;
       number posErrorVector.x, number posErrorVector.y, number posErrorVector.z,&lt;br /&gt;
       number posErrorDelta.x, number posErrorDelta.y, number posErrorDelta.z,&lt;br /&gt;
       number nextPosErrorUpdate&lt;br /&gt;
&lt;br /&gt;
==== Unit LOS ====&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInLos&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInAirLos&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInRadar&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInJammer&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Pieces ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitVectors&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | {frontX,frontY,frontZ}, {upX,upY,upZ}, {rightX,rightY,rightZ}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPiecePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number piece ) -&amp;gt; number posx, number posy, number posz&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns piece position in unit space. Also remember to multiply the x-axis value with -1 if you want  move a piece to another piece.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPieceDirection&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Fixed since 101. Now returns the same direction as Spring.GetUnitPiecePosDir&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, number piece ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPiecePosDir&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number pieceNum ) -&amp;gt; nil | number posX, number posY, number posZ,&lt;br /&gt;
    number dirX, number dirZ, number dirY&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns piece position and direction in world space. The direction (dirX, dirY, dirZ) is not necessarily normalized. The position is defined as the position of the first vertex of the piece and it defines direction as the direction in which the line from the first vertex to the second vertex points.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPieceMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number piece ) -&amp;gt; { [1] = number, ... , [16] = number }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPieceList&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; { [1] = string &amp;quot;piecename&amp;quot;, ... , [pieceNumN] = string &amp;quot;piecename&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPieceMap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; { &amp;quot;piecename1&amp;quot; = pieceNum1, ... , &amp;quot;piecenameN&amp;quot; = pieceNumN }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPieceInfo&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number piece ) -&amp;gt; {&lt;br /&gt;
    &amp;quot;name&amp;quot;     = string &amp;quot;piecename&amp;quot;,&lt;br /&gt;
    &amp;quot;isEmpty&amp;quot;  = boolean,&lt;br /&gt;
    &amp;quot;children&amp;quot; = { [1] = string &amp;quot;piecename&amp;quot;, ... },&lt;br /&gt;
    &amp;quot;min&amp;quot;      = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    &amp;quot;max&amp;quot;      = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    &amp;quot;offset&amp;quot;   = { [1] = number x, [2] = number y, [3] = number z }, &lt;br /&gt;
    &amp;quot;parent&amp;quot; = string &amp;quot;parentpiecename&amp;quot;,   &lt;br /&gt;
  }&lt;br /&gt;
{{new|95.0}} &amp;quot;parent&amp;quot; field&lt;br /&gt;
{{new|101.0}} parent for root pieces is now &amp;quot;[null]&amp;quot; instead of &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitScriptPiece&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number scriptPiece ] )&lt;br /&gt;
   -&amp;gt; nil | { scriptPieceNum = number modelPieceNum } | number modelPieceNum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;This functions translate the COB ScriptPiece numbers into the ModelPiece numbers (the set of ScriptPieces is a subset of the ModelPieces, means #ScriptPieces &amp;lt;= #ModelPieces), which is used in all other functions (the &amp;quot;number piece&amp;quot; means always the modelpiece). So if you get via Cob2Lua a pieceID you have to translate it with this function. Btw the COB ScriptPiece number is equal with the piece position in the &amp;lt;i&amp;gt;piece&amp;lt;/i&amp;gt; definition in your cob/bos.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitScriptNames&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
   -&amp;gt; { &amp;quot;cobpiecename1&amp;quot; = ScriptPieceNum1, ... , &amp;quot;cobpiecenameN&amp;quot; = ScriptPieceNumN }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitPieceCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number pieceID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
As of 101.0 this is 1-based piece index argument (was 0-based).&lt;br /&gt;
&lt;br /&gt;
=== CommandQueues ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCommands&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCommandQueue&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(Alias)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, number count = 0 ) -&amp;gt; nil | number commandQueueSize {{new|96}}&lt;br /&gt;
  ( number unitID [, number count = -1] ) &lt;br /&gt;
  -&amp;gt; nil | table commandQueueTable = {&lt;br /&gt;
     [1] = {&lt;br /&gt;
       &amp;quot;id&amp;quot;      = number,&lt;br /&gt;
       &amp;quot;params&amp;quot;  = { [1] = number, ...},&lt;br /&gt;
       &amp;quot;options&amp;quot; = {&lt;br /&gt;
         &amp;quot;coded&amp;quot;    = number,&lt;br /&gt;
         &amp;quot;alt&amp;quot;      = boolean,&lt;br /&gt;
         &amp;quot;ctrl&amp;quot;     = boolean,&lt;br /&gt;
         &amp;quot;shift&amp;quot;    = boolean,&lt;br /&gt;
         &amp;quot;right&amp;quot;    = boolean,&lt;br /&gt;
         &amp;quot;internal&amp;quot; = boolean,&lt;br /&gt;
         &amp;quot;meta&amp;quot;    = boolean&lt;br /&gt;
       }&lt;br /&gt;
     }, ...&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;This function can trigger an error if called too often without passing a second parameter. Refer to [https://github.com/spring/spring/blob/92c54d5b15775c39a8c67b203c28fe9b9db51cea/rts/Lua/LuaSyncedRead.cpp#L3983-L3996 LuaSyncedRead.cpp#L3983-L3996]&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFullBuildQueue&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt;&lt;br /&gt;
  nil | buildOrders = {&lt;br /&gt;
          [1] = { [number unitDefID] = number count },  etc...&lt;br /&gt;
        }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetRealBuildQueue&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(cleans the buildqueue of things the unit can&#039;t build itself)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt;&lt;br /&gt;
  nil | buildOrders = {&lt;br /&gt;
          [1] = { [number unitDefID] = number count },  etc...&lt;br /&gt;
        }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFactoryCommands&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number count = 0 ) -&amp;gt; nil | number commandQueueSize {{new|96}}&lt;br /&gt;
  ( number unitID [, number count = -1 ] ) &lt;br /&gt;
  -&amp;gt; nil | table commandQueueTable = {&lt;br /&gt;
     [1] = {&lt;br /&gt;
       &amp;quot;id&amp;quot;      = number,&lt;br /&gt;
       &amp;quot;params&amp;quot;  = { [1] = number, ...},&lt;br /&gt;
       &amp;quot;options&amp;quot; = {&lt;br /&gt;
         &amp;quot;coded&amp;quot;    = number,&lt;br /&gt;
         &amp;quot;alt&amp;quot;      = boolean,&lt;br /&gt;
         &amp;quot;ctrl&amp;quot;     = boolean,&lt;br /&gt;
         &amp;quot;shift&amp;quot;    = boolean,&lt;br /&gt;
         &amp;quot;right&amp;quot;    = boolean,&lt;br /&gt;
         &amp;quot;internal&amp;quot; = boolean,&lt;br /&gt;
         &amp;quot;meta&amp;quot;    = boolean&lt;br /&gt;
       }&lt;br /&gt;
     }, ...&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFactoryCounts&#039;&#039;&#039; (used to get the buildqueue of a factory, seems screwed o_O)&lt;br /&gt;
  ( number unitID [, number count [, boolean addCMDs ] ] ) -&amp;gt; nil | commandQueueTable = {&lt;br /&gt;
     [2] = { [number unitDefID | number -cmdID] = number count }, ...&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
=== Command Descriptions/Buttons ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number startIndex [, number endIndex ] ] ) -&amp;gt; nil | {&lt;br /&gt;
      [1] = {&lt;br /&gt;
        &amp;quot;id&amp;quot;          = number,&lt;br /&gt;
        &amp;quot;type&amp;quot;        = number,&lt;br /&gt;
        &amp;quot;name&amp;quot;        = string,&lt;br /&gt;
        &amp;quot;action&amp;quot;      = string,&lt;br /&gt;
        &amp;quot;tooltip&amp;quot;     = string,&lt;br /&gt;
        &amp;quot;texture&amp;quot;     = string,&lt;br /&gt;
        &amp;quot;cursor&amp;quot;      = string,&lt;br /&gt;
        &amp;quot;hidden&amp;quot;      = boolean,&lt;br /&gt;
        &amp;quot;disabled&amp;quot;    = boolean,&lt;br /&gt;
        &amp;quot;showUnique&amp;quot;  = boolean,&lt;br /&gt;
        &amp;quot;onlyTexture&amp;quot; = boolean,&lt;br /&gt;
&lt;br /&gt;
        &amp;quot;params&amp;quot;      = { [1] = string, ... }&lt;br /&gt;
     }, ...&lt;br /&gt;
   }&lt;br /&gt;
&#039;&#039;&#039;Spring.FindUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
=== GetFeatures ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturesInRectangle&#039;&#039;&#039;&lt;br /&gt;
  ( number xmin, number zmin, number xmax, number zmax )&lt;br /&gt;
    -&amp;gt; featureTable = { [1] = number featureID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturesInSphere&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z, number radius )&lt;br /&gt;
    -&amp;gt; featureTable = { [1] = number featureID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturesInCylinder&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z, number radius )&lt;br /&gt;
    -&amp;gt; featureTable = { [1] = number featureID, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetAllFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
=== Feature Informations ===&lt;br /&gt;
&#039;&#039;&#039;Spring.ValidFeatureID&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureDefID&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number featureDefID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureTeam&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureAllyTeam&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number allyID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number health, number maxHealth, number resurrectProgress&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureHeight&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureRadius&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureMass&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureSeparation&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID1, number featureID2 [, boolean 2D] ) -&amp;gt; nil | number distance&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, [, boolean midPos [, boolean aimPos ] ] ) -&amp;gt;&lt;br /&gt;
  nil |&lt;br /&gt;
  number bpx, number bpy, number bpz [,&lt;br /&gt;
  number mpx, number mpy, number mpz [,&lt;br /&gt;
  number apx, number apy, number apz ]]&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;since 89.0, returns the base (default), middle or aim position of the feature.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureVelocity&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  ( number featureID [, boolean norm] )&lt;br /&gt;
  -&amp;gt; nil | number velx, number vely, number velz, number velLength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureDirection&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureRotation&#039;&#039;&#039; {{New|101.0}}&lt;br /&gt;
   (number featureID) --&amp;gt; nil | number pitch, number yaw, number roll &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureHeading&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number heading&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureResources&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;reclaimTime&amp;lt;/span&amp;gt; {{new|105.0}}&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | number RemainingMetal, number maxMetal,&lt;br /&gt;
                                number RemainingEnergy, number maxEnergy, number reclaimLeft, number reclaimTime&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean noSelect&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureResurrect&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | string UnitDefName, number buildFacing&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePieceCollisionVolumeData&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featuerID, number pieceID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureBlocking&#039;&#039;&#039;&lt;br /&gt;
  (number featureID) --&amp;gt; boolean collidable, boolean crushable, boolean blocking&lt;br /&gt;
{{new|95.0}} Now return values are: &lt;br /&gt;
  boolean isBlocking,&lt;br /&gt;
  boolean isSolidObjectCollidable,&lt;br /&gt;
  boolean isProjectileCollidable,&lt;br /&gt;
  boolean isRaySegmentCollidable,&lt;br /&gt;
  boolean crushable,&lt;br /&gt;
  boolean blockEnemyPushing,&lt;br /&gt;
  boolean blockHeightChanges&lt;br /&gt;
&lt;br /&gt;
=== Feature Pieces ===&lt;br /&gt;
See #Unit_Pieces for full details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLastAttackedPiece&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePieceMap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePieceList&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePieceInfo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePiecePosition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePieceDirection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePiecePosDir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeaturePieceMatrix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== COB ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCOBUnitVar&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, integer varID [, boolean unpack = false ] )&lt;br /&gt;
   -&amp;gt; nil | number value | number unpackedX, number unpackedY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCOBTeamVar&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, integer varID [, boolean unpack = false ] )&lt;br /&gt;
   -&amp;gt; nil | number value | number unpackedX, number unpackedY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCOBAllyTeamVar&#039;&#039;&#039;&lt;br /&gt;
  ( number allyID, integer varID [, boolean unpack = false ] )&lt;br /&gt;
   -&amp;gt; nil | number value | number unpackedX, number unpackedY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCOBGlobalVar&#039;&#039;&#039;&lt;br /&gt;
  ( integer varID [, boolean unpack = false ] )&lt;br /&gt;
   -&amp;gt; nil | number value | number unpackedX, number unpackedY&lt;br /&gt;
&lt;br /&gt;
== Ground ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Elevation is y. Water level is always at y=0. Ground height can be changed during play (terraform or deformation).&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroundHeight&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number y&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroundOrigHeight&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number y&lt;br /&gt;
&#039;&#039;This returns the ground original (before terraforming) height at a given x,z position&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroundNormal&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z [, smoothedNormal] ) -&amp;gt; number x, number y, number z, number slope &lt;br /&gt;
{{new|100.0}}&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;: smoothedNormal and slope&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroundInfo&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; string &amp;quot;Type&amp;quot;, number metal, number hardness,&lt;br /&gt;
                            number tankSpeed, number kbotSpeed, number hoverSpeed,&lt;br /&gt;
                            number shipSpeed, boolean receiveTracks&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroundBlocked&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z |&lt;br /&gt;
    number x1, number z1, number x2, number z2 )&lt;br /&gt;
    -&amp;gt; nil |  string &amp;quot;feature&amp;quot;, number featureID  |  string &amp;quot;unit&amp;quot;, number unitID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroundExtremes&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number minHeight, number maxHeight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSmoothMeshHeight&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number y&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMetalMapSize&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number sizeX, number sizeY&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMetalAmount&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number metalAmount &lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;where x &amp;amp; z are in metal map coordinates (worldspace/16)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMetalExtraction&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number extractionAmount &lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;where x &amp;amp; z are in metal map coordinates (worldspace/16)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTerrainTypeData&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( number i )&lt;br /&gt;
    -&amp;gt; nil |  string &amp;quot;name&amp;quot;, number hardness,&lt;br /&gt;
              number tankSpeed, number kbotSpeed, number hoverSpeed, number shipSpeed,&lt;br /&gt;
              boolean receiveTracks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGrass&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; number 0 | 1 &lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;where x &amp;amp; z are in worldspace coordinates&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Test Orders ===&lt;br /&gt;
&#039;&#039;&#039;Spring.TestMoveOrder&#039;&#039;&#039;&lt;br /&gt;
  ( number unitDefID, number x, number y, number z) -&amp;gt; boolean validMove&lt;br /&gt;
{{New|95.0}} parameters now are:&lt;br /&gt;
    number unitDefID,&lt;br /&gt;
    number pos.x, number pos.y, number pos.z&lt;br /&gt;
    [, number dir.x&lt;br /&gt;
    [, number dir.y&lt;br /&gt;
    [, number dir.z&lt;br /&gt;
    [, boolean testTerrain&lt;br /&gt;
    [, boolean testObjects&lt;br /&gt;
    [, boolean centerOnly ]]]]]]&lt;br /&gt;
    ) --&amp;gt; boolean &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TestBuildOrder&#039;&#039;&#039;&lt;br /&gt;
  ( number unitDefID, number x, number y, number z, number facing)&lt;br /&gt;
    -&amp;gt; number blocking [,number featureID]&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;blocking can be:&lt;br /&gt;
    0 - blocked&lt;br /&gt;
    1 - mobile unit in the way&lt;br /&gt;
    2 - free  (or if featureID is != nil then with a blocking feature that can be reclaimed)&lt;br /&gt;
  facing can be:&lt;br /&gt;
    0, &amp;quot;s&amp;quot;, &amp;quot;south&amp;quot;&lt;br /&gt;
    1, &amp;quot;e&amp;quot;, &amp;quot;east&amp;quot;&lt;br /&gt;
    2, &amp;quot;n&amp;quot;, &amp;quot;north&amp;quot;&lt;br /&gt;
    3, &amp;quot;w&amp;quot;, &amp;quot;west&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.Pos2BuildPos&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;optional param &#039;&#039;facing&#039;&#039; supported in 0.83 and later&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitDefID, number x, number y, number z[, number facing] ) &lt;br /&gt;
    -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
=== PathFinding ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitEstimatedPath&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | {&lt;br /&gt;
     [1] = { x,y,z }, ...&lt;br /&gt;
   },{&lt;br /&gt;
     [1] = startIdxOfDetailedPath,&lt;br /&gt;
     [2] = startIdxOfDetailedEstimatedPath1,&lt;br /&gt;
     [3] = startIdxOfDetailedEstimatedPath2,&lt;br /&gt;
   }&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;GetUnitEstimatedPath() returns 2 tables:&lt;br /&gt;
    1 table the waypoints and 1 table with indices (in the waypoint table)&lt;br /&gt;
    when a new (more lazy) pathfinding algorithm  begins.&lt;br /&gt;
    So the waypoint table contains 3 different levels of details.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LOS ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsPosInLos&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsPosInRadar&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsPosInAirLos&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z, number allyID ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPositionLosState&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;jammed new in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x, number y, number z [, number allyID] )&lt;br /&gt;
    -&amp;gt; boolean LosOrRadar, boolean inLos, boolean inRadar, boolean jammed&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;jammed indicates if a position is actively being radar- or sonar-jammed by &#039;&#039;&#039;any&#039;&#039;&#039; allyteam&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClosestValidPosition&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;//NOT FINISHED YET&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitDefID, number x, number z, number r ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectilesInRectangle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ( number xmin, number zmin, number xmax, number zmax&lt;br /&gt;
   [, boolean excludeWeaponProjectiles&lt;br /&gt;
   [, boolean excludePieceProjectiles] ] )&lt;br /&gt;
   -&amp;gt; nil | projectileTable = { [1] = number projectileID, etc... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileOwnerID&#039;&#039;&#039; {{new|99.0}}&lt;br /&gt;
   (number projectileID) -&amp;gt; nil | number unitID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileTeamID&#039;&#039;&#039; {{new|99.0}}&lt;br /&gt;
   (number projectileID) -&amp;gt; nil | number teamID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileDefID&#039;&#039;&#039;&lt;br /&gt;
   (number projectileID) -&amp;gt; nil | number weaponDefID&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;using this to get a weaponDefID is HIGHLY preferred &amp;lt;br/&amp;gt; to indexing WeaponDefNames via GetProjectileName&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileName&#039;&#039;&#039;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | string name&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileType&#039;&#039;&#039;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | boolean weapon, boolean piece&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileTarget&#039;&#039;&#039;&lt;br /&gt;
  ( number projectileID )&lt;br /&gt;
  &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Pre 95.0:&amp;lt;/span&amp;gt;  -&amp;gt; nil | number targetID, string &amp;lt;span class=note&amp;gt;targetTypeStr&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Post 95.0:&amp;lt;/span&amp;gt; -&amp;gt; nil | [number &amp;lt;span class=note&amp;gt;targetTypeInt&amp;lt;/span&amp;gt;, number targetID | table targetPos = {x, y, z}]&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;targetTypeStr can be one of: &lt;br /&gt;
    &#039;u&#039; - unit&lt;br /&gt;
    &#039;f&#039; - feature&lt;br /&gt;
    &#039;p&#039; - projectile&lt;br /&gt;
  while targetTypeInt is one of:&lt;br /&gt;
    string.byte(&#039;g&#039;) := GROUND&lt;br /&gt;
    string.byte(&#039;u&#039;) := UNIT&lt;br /&gt;
    string.byte(&#039;f&#039;) := FEATURE&lt;br /&gt;
    string.byte(&#039;p&#039;) := PROJECTILE&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileIntercepted&#039;&#039;&#039; {{new|99.0}}&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | boolean isBeingIntercepted&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectilePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number px, number py, number pz&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number vx, number vy, number vz&lt;br /&gt;
  {{new|95.0}}: returns (targetPos - startPos) for Beamlasers and similar weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileGravity&#039;&#039;&#039;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number gravity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPieceProjectileParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil |  number explosionFlags, number spinAngle, &lt;br /&gt;
  number spinSpeed, number spinVector.x, number spinVector.y, number spinVector.z&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;Where explosionFlags use binary flags with the following integer equivalents: &lt;br /&gt;
   more info [http://springrts.com/wiki/Animation-CobConstants#explode here]&lt;br /&gt;
   SHATTER = 1,  EXPLODE = 2, EXPLODE_ON_HIT = 2, FALL = 4, SMOKE = 8, FIRE = 16&lt;br /&gt;
   NONE = 32, NO_CEG_TRAIL = 64, NO_HEATCLOUD = 128   &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileTimeToLive&#039;&#039;&#039; {{new|99.0}}&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number ttl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileDirection&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number dir.x, number dir.y, number dir.z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileSpinAngle&#039;&#039;&#039;  &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Deprecated in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number angle&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileSpinSpeed&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Deprecated in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number spinSpeed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileSpinVec&#039;&#039;&#039;  &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Deprecated in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number projectileID ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetProjectileDamages&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, string tag ) -&amp;gt; nil | number&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;`tag` can be:&lt;br /&gt;
  &amp;quot;paralyzeDamageTime&amp;quot;&lt;br /&gt;
  &amp;quot;impulseFactor&amp;quot;&lt;br /&gt;
  &amp;quot;impulseBoost&amp;quot;&lt;br /&gt;
  &amp;quot;craterMult&amp;quot;&lt;br /&gt;
  &amp;quot;craterBoost&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageExp&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageMin&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageRange&amp;quot;&lt;br /&gt;
  &amp;quot;dynDamageInverted&amp;quot;&lt;br /&gt;
  &amp;quot;craterAreaOfEffect&amp;quot;&lt;br /&gt;
  &amp;quot;damageAreaOfEffect&amp;quot;&lt;br /&gt;
  &amp;quot;edgeEffectiveness&amp;quot;&lt;br /&gt;
  &amp;quot;explosionSpeed&amp;quot;&lt;br /&gt;
  - or -&lt;br /&gt;
  an armor type index to get the damage against it.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=11050</id>
		<title>LuaCallinReturn</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=11050"/>
		<updated>2019-12-25T03:02:00Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Game Events: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
==Engine Source==&lt;br /&gt;
If you can understand Lua code well and wish to get the most up to date info, you can refer to:&lt;br /&gt;
{{sourcelink|file=cont/base/springcontent/LuaGadgets/actions.lua}}, &lt;br /&gt;
{{sourcelink|file=cont/LuaUI/widgets.lua}} and &amp;lt;br&amp;gt;&lt;br /&gt;
{{sourcelink|file=cont/base/springcontent/LuaGadgets/gadgets.lua}} &amp;lt;br&amp;gt;&lt;br /&gt;
to see how widget/gadget call-ins are distributed, find call-in and widgetHandler function definitions, see how they are processed and what values should be returned from some call ins&lt;br /&gt;
(are these the only files?)&lt;br /&gt;
&lt;br /&gt;
==What is a callin anyway?==&lt;br /&gt;
Call-ins are calls from the engine, into the gadget or widget script. In other words, these functions are called when a particular &#039;&#039;event&#039;&#039; happens.&lt;br /&gt;
Some call-in functions can return values to the engine.&lt;br /&gt;
===Blocking events with return values===&lt;br /&gt;
The call-in functions named &#039;&#039;&#039;&#039;&#039;Allow&#039;&#039;&#039;&#039;&#039;XXX can block their event by returning &#039;&#039;false&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example &#039;&#039;AllowUnitTransfer()&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;return true&amp;lt;/code&amp;gt; = allow transfer &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;return false&amp;lt;/code&amp;gt; = deny transfer&lt;br /&gt;
&lt;br /&gt;
==Commands, general-purpose:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Initialize()&amp;lt;/font&amp;gt; --&amp;gt; none.&amp;lt;br&amp;gt;&lt;br /&gt;
called when widget/gadget gets (re-)loaded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Shutdown()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;PlayerChanged&amp;lt;/font&amp;gt; --&amp;gt; (playerID).&lt;br /&gt;
gadget/widget: Use this to check whether a player has become spectator for instance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;LayoutButtons()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ConfigureLayout()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;command&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandNotify()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;id, params, options&amp;quot;, where id = the CommandID&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyPress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key, mods, isRepeat&amp;quot;, where key = keymap, mods = SHIFT, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseMove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, dx, dy, button&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MousePress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;button parameter values: left - 1, middle - 2, right - 3&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{new|&amp;gt;96.0}} buttom param removed  {{Sourcelinkhash|4c104344e92256e33d79820e9012c5e1178e212b}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Please note that in order to have Spring call MouseRelease, you need to have a MousePress call-in in the same widget that returns true.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseWheel()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;up, value&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;IsAbove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GetTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.  Returns WorldTooltip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AddConsoleLine()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;msg, priority&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MapDrawCmd()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, cmdType, px, py, pz, labeltext&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag, synced&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Synced only.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandFallback()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandsChanged()&amp;lt;/font&amp;gt; --&amp;gt; unknown (none?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitDefID, builderID, builderTeam, x, y, z, facing&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, oldTeam, newTeam, capture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;builderID, builderTeam, unitID, unitDefID, part&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureDefID, teamID, x, y, z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceLevel()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Update()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;dt&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;called every screenframe. dt is the time since the last screenframe&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DefaultCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;type,id&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;can return an [[Lua_CMDs|CMD]] to change cursor and command. {{forumlink|topic=26438|title=example usage}}&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowDirectUnitControl(unitID, unitDefID, unitTeam, playerID)   &amp;lt;/font&amp;gt; -&amp;gt; allowFpsControl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;return true&#039;&#039; allows fps mode, &#039;&#039;return false&#039;&#039; blocks it.&lt;br /&gt;
&lt;br /&gt;
==Unit-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, attackerID, attackerDefID, attackerTeam&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(prior to 94.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 94.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Can overwrite the taken damage by returning a new number value.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As of 88.0 for both UnitDamaged and UnitPreDamaged:&lt;br /&gt;
     weaponDefID -1 --&amp;gt; debris collision&lt;br /&gt;
     weaponDefID -2 --&amp;gt; ground collision&lt;br /&gt;
     weaponDefID -3 --&amp;gt; object collision&lt;br /&gt;
     weaponDefID -4 --&amp;gt; fire damage&lt;br /&gt;
     weaponDefID -5 --&amp;gt; water damage&lt;br /&gt;
     weaponDefID -6 --&amp;gt; kill damage&lt;br /&gt;
     weaponDefID -7 --&amp;gt; crush damage&lt;br /&gt;
&lt;br /&gt;
As of 96.0 {Unit,Feature}{Pre}Damaged events receive the &#039;attacker&#039; ID when object is crushed&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitExperience()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, experience, oldExperience&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Spring.SetExperienceGrade must be called first to determine how often it is called&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, builderID&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Unit started being built (it&#039;s in wireframe mode)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFinished()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFromFactory()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, factID, factDefID, userOrders&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, attackerID, attackerDefID, attackerTeamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitTaken()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, newTeam&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Unit still belongs to old team&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitGiven()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, oldTeam&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Unit now belongs to new team&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitIdle()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;No commands in this unit&#039;s queue. Beware, might be fired while &#039;guarding&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdOpts, cmdParams, cmdTag&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(cmdTag only available from version 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitSeismicPing()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, z, strength&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLoaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, transportID, transportTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitUnloaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, transportID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCloaked()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDecloaked)&amp;lt;/font&amp;gt;--&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitMoveFailed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for unitDefIDs registered via [[Lua_System#Synced|Script.SetWatchUnit]] since 85.0&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;StockpileChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, weaponNum, oldCount, newCount&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ShieldPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID, shieldEmitterWeaponNum, shieldCarrierUnitID, boolBounceProjectile, beamEmitterWaponNumber, beamCarrierUnitID, startx, starty, startz, hitx, hity, hitz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitUnitCollision(colliderID, collideeID)&amp;lt;/font&amp;gt; -- needs SetWatchUnit enabled for both parties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowWeaponTargetCheck(attackerID, attackerWeaponNum, attackerWeaponDefID)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via [[Lua_System#Synced|Script.SetWatchWeapon]] since 92.0&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowWeaponTarget(attackerID, targetID, attackerWeaponNum, attackerWeaponDefID, defaultPriority)&amp;lt;/font&amp;gt; &lt;br /&gt;
 --&amp;gt; &amp;lt;code&amp;gt;return &amp;quot;targetAllowed, targetPriority&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;defaultPriority new in 89.0&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via [[Lua_System#Synced|Script.SetWatchWeapon]] since 92.0&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawShield(number unitID, number weaponID)&amp;lt;/font&amp;gt; --&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;true&#039;&#039; (&amp;lt;-?) skips Spring&#039;s own drawing of shield &amp;lt;weaponID&amp;gt; owned by unit &amp;lt;unitID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/spring/spring/commit/7bbfd9464d4f74c12163ea0740c8c60d1ba978f1 maybe new in 86.0+]&lt;br /&gt;
&lt;br /&gt;
==Feature-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TerraformComplete()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, buildUnitID, buildUnitDefID, buildUnitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCmdDone()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdTag, cmdParams, cmdOptions&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;cmdParams and cmdOptions are only available from version 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFeatureCollision(colliderID, collideeID, crushKilled)&amp;lt;/font&amp;gt; -- needs SetWatchUnit for first and SetWatchFeature for second party&lt;br /&gt;
&lt;br /&gt;
{{new|95.0}} &amp;lt;font color=#55ee99&amp;gt;FeatureDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, featureDefID, featureTeam, damage, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{new|95.0}} &amp;lt;font color=#55ee99&amp;gt;FeaturePreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, featureDefID, featureTeam, damage, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--&amp;gt; return newDamage, impulseMult (=0)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing:==&lt;br /&gt;
Inside these functions, you can use the [[Lua_OpenGL_Api | Lua OpenGL Api]] to draw graphics.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawGenesis()&amp;lt;/font&amp;gt; --&amp;gt; none.  Don&#039;t render here.&lt;br /&gt;
&lt;br /&gt;
 Spring draws the sky, the map, some water types, and unit selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorldPreUnit()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
 Spring draws units, features, some water types, cloaked units, and the sun.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorld()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
 Spring draws command queues, &#039;map stuff&#039;, and map marks.&lt;br /&gt;
&lt;br /&gt;
Each unit might also have a DrawUnit call, [[Lua_UnitRendering|enabled here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawUnit(unitID,DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With enum DrawMode {&amp;lt;br&amp;gt;&lt;br /&gt;
	notDrawing     = 0,&amp;lt;br&amp;gt;&lt;br /&gt;
	normalDraw     = 1,&amp;lt;br&amp;gt;&lt;br /&gt;
	shadowDraw     = 2,&amp;lt;br&amp;gt;&lt;br /&gt;
	reflectionDraw = 3,&amp;lt;br&amp;gt;&lt;br /&gt;
	refractionDraw = 4&amp;lt;br&amp;gt;&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawFeature(featureID, DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawShield(unitID, weaponID, DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawProjectile(projectileID, DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreenEffects()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;vsx, vsy&amp;quot; where vsx, vsy are screen coords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreen()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawInMiniMap()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;sx, sy&amp;quot; where sx,sy are values relative to the minimap&#039;s position and scale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldShadow()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldReflection()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldRefraction()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawLoadScreen()&amp;lt;/font&amp;gt; --&amp;gt; none. {{new|95.0}}&lt;br /&gt;
&lt;br /&gt;
Only available to LuaIntro, draws custom load screens.&lt;br /&gt;
&lt;br /&gt;
==Game Events:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameID()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;gameID&amp;quot; {{new|89.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Explosion()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;weaponID, px, py, pz, ownerID&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;return true to hide the weapon&#039;s CEG&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ShockFront()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;power, dx, dy, dz&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Not yet implemented!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameFrame()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;frameNum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CobCallback()&amp;lt;/font&amp;gt; --&amp;gt; unknown, marked FIXME.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GroupChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;groupID&amp;quot; where groupID is the value of Group whose table value changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;WorldTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;ttType, data1, data2, data3&amp;quot; special, should be documented in detail. &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Not yet implemented!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GamePreload()&amp;lt;/font&amp;gt;  --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameStart()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameProgress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;serverFrameNum&amp;quot; ( called every 60 frames, calculating delta between GameFrame and GameProgress can give an ETA about catching up with simulation )&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt; Not yet implemented!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameOver()&amp;lt;/font&amp;gt; --&amp;gt;  &amp;quot;[ [1] = allyTeamID1, [2] = allyTeamID2, ... ]&amp;quot;,  a list of winning allyteams, if empty the game result was undecided ( like when dropping from an host )&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;   Will return nil in pre 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TeamDied()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;TeamID&amp;quot; where TeamID = the team that has been eliminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowStartPosition()&amp;lt;/font&amp;gt; --&amp;gt; &lt;br /&gt;
   number clampedPos.x, number clampedPos.y, number clampedPos.z,&lt;br /&gt;
   number playerID,&lt;br /&gt;
   number readyState,&lt;br /&gt;
   number rawPickPos.x, number rawPickPos.y, number rawPickPos.z&lt;br /&gt;
&lt;br /&gt;
FIXME: apparently the above is incorrect and parameters are AllowStartPosition(playerID, teamID, readyState, cx, cy, cz, rx, ry, rz)&lt;br /&gt;
&lt;br /&gt;
clampedPos = coordinates clamped into startbox, rawPickPos = where player tried to start&lt;br /&gt;
&lt;br /&gt;
{{New|95.0}} the default &#039;failed to choose&#039; start-position is now just (0,0,0), not (0,-500,0) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
readyState can be any one of:&lt;br /&gt;
    PLAYER_RDYSTATE_UPDATED = 0 -- player picked a position&lt;br /&gt;
    PLAYER_RDYSTATE_READIED = 1 -- player clicked ready&lt;br /&gt;
    PLAYER_RDYSTATE_FORCED = 2 -- game was force-started (player did not click ready)&lt;br /&gt;
    PLAYER_RDYSTATE_FAILED = 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameSetup()&amp;lt;/font&amp;gt; --&amp;gt; string &amp;quot;state&amp;quot;, boolean &amp;quot;ready&amp;quot;, table &amp;quot;playerStates&amp;quot; &lt;br /&gt;
&amp;lt;br&amp;gt;return success, newReady&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GamePaused()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, paused&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;PlayerAdded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;PlayerRemoved()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, reason&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Projectiles:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID, proOwnerID, weaponDefID&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowWeaponInterceptTarget&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;number interceptorUnitID, number interceptorWeaponID, number targetProjectileID&amp;quot;&lt;br /&gt;
returns boolean&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Deprecated]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=11049</id>
		<title>LuaCallinReturn</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=11049"/>
		<updated>2019-12-25T03:01:01Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Game Events: */ added a note about AllowStartPosition parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
==Engine Source==&lt;br /&gt;
If you can understand Lua code well and wish to get the most up to date info, you can refer to:&lt;br /&gt;
{{sourcelink|file=cont/base/springcontent/LuaGadgets/actions.lua}}, &lt;br /&gt;
{{sourcelink|file=cont/LuaUI/widgets.lua}} and &amp;lt;br&amp;gt;&lt;br /&gt;
{{sourcelink|file=cont/base/springcontent/LuaGadgets/gadgets.lua}} &amp;lt;br&amp;gt;&lt;br /&gt;
to see how widget/gadget call-ins are distributed, find call-in and widgetHandler function definitions, see how they are processed and what values should be returned from some call ins&lt;br /&gt;
(are these the only files?)&lt;br /&gt;
&lt;br /&gt;
==What is a callin anyway?==&lt;br /&gt;
Call-ins are calls from the engine, into the gadget or widget script. In other words, these functions are called when a particular &#039;&#039;event&#039;&#039; happens.&lt;br /&gt;
Some call-in functions can return values to the engine.&lt;br /&gt;
===Blocking events with return values===&lt;br /&gt;
The call-in functions named &#039;&#039;&#039;&#039;&#039;Allow&#039;&#039;&#039;&#039;&#039;XXX can block their event by returning &#039;&#039;false&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example &#039;&#039;AllowUnitTransfer()&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;return true&amp;lt;/code&amp;gt; = allow transfer &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;return false&amp;lt;/code&amp;gt; = deny transfer&lt;br /&gt;
&lt;br /&gt;
==Commands, general-purpose:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Initialize()&amp;lt;/font&amp;gt; --&amp;gt; none.&amp;lt;br&amp;gt;&lt;br /&gt;
called when widget/gadget gets (re-)loaded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Shutdown()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;PlayerChanged&amp;lt;/font&amp;gt; --&amp;gt; (playerID).&lt;br /&gt;
gadget/widget: Use this to check whether a player has become spectator for instance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;LayoutButtons()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ConfigureLayout()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;command&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandNotify()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;id, params, options&amp;quot;, where id = the CommandID&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyPress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key, mods, isRepeat&amp;quot;, where key = keymap, mods = SHIFT, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseMove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, dx, dy, button&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MousePress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;button parameter values: left - 1, middle - 2, right - 3&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{new|&amp;gt;96.0}} buttom param removed  {{Sourcelinkhash|4c104344e92256e33d79820e9012c5e1178e212b}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Please note that in order to have Spring call MouseRelease, you need to have a MousePress call-in in the same widget that returns true.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseWheel()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;up, value&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;IsAbove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GetTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.  Returns WorldTooltip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AddConsoleLine()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;msg, priority&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MapDrawCmd()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, cmdType, px, py, pz, labeltext&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag, synced&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Synced only.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandFallback()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandsChanged()&amp;lt;/font&amp;gt; --&amp;gt; unknown (none?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitDefID, builderID, builderTeam, x, y, z, facing&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, oldTeam, newTeam, capture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;builderID, builderTeam, unitID, unitDefID, part&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureDefID, teamID, x, y, z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceLevel()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Update()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;dt&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;called every screenframe. dt is the time since the last screenframe&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DefaultCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;type,id&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;can return an [[Lua_CMDs|CMD]] to change cursor and command. {{forumlink|topic=26438|title=example usage}}&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowDirectUnitControl(unitID, unitDefID, unitTeam, playerID)   &amp;lt;/font&amp;gt; -&amp;gt; allowFpsControl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;return true&#039;&#039; allows fps mode, &#039;&#039;return false&#039;&#039; blocks it.&lt;br /&gt;
&lt;br /&gt;
==Unit-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, attackerID, attackerDefID, attackerTeam&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(prior to 94.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 94.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Can overwrite the taken damage by returning a new number value.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As of 88.0 for both UnitDamaged and UnitPreDamaged:&lt;br /&gt;
     weaponDefID -1 --&amp;gt; debris collision&lt;br /&gt;
     weaponDefID -2 --&amp;gt; ground collision&lt;br /&gt;
     weaponDefID -3 --&amp;gt; object collision&lt;br /&gt;
     weaponDefID -4 --&amp;gt; fire damage&lt;br /&gt;
     weaponDefID -5 --&amp;gt; water damage&lt;br /&gt;
     weaponDefID -6 --&amp;gt; kill damage&lt;br /&gt;
     weaponDefID -7 --&amp;gt; crush damage&lt;br /&gt;
&lt;br /&gt;
As of 96.0 {Unit,Feature}{Pre}Damaged events receive the &#039;attacker&#039; ID when object is crushed&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitExperience()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, experience, oldExperience&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Spring.SetExperienceGrade must be called first to determine how often it is called&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, builderID&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Unit started being built (it&#039;s in wireframe mode)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFinished()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFromFactory()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, factID, factDefID, userOrders&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, attackerID, attackerDefID, attackerTeamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitTaken()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, newTeam&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Unit still belongs to old team&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitGiven()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, oldTeam&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Unit now belongs to new team&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitIdle()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;No commands in this unit&#039;s queue. Beware, might be fired while &#039;guarding&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdOpts, cmdParams, cmdTag&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(cmdTag only available from version 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitSeismicPing()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, z, strength&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLoaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, transportID, transportTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitUnloaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, transportID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCloaked()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDecloaked)&amp;lt;/font&amp;gt;--&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitMoveFailed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for unitDefIDs registered via [[Lua_System#Synced|Script.SetWatchUnit]] since 85.0&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;StockpileChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, weaponNum, oldCount, newCount&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;(as of 95.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ShieldPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID, shieldEmitterWeaponNum, shieldCarrierUnitID, boolBounceProjectile, beamEmitterWaponNumber, beamCarrierUnitID, startx, starty, startz, hitx, hity, hitz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitUnitCollision(colliderID, collideeID)&amp;lt;/font&amp;gt; -- needs SetWatchUnit enabled for both parties&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowWeaponTargetCheck(attackerID, attackerWeaponNum, attackerWeaponDefID)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via [[Lua_System#Synced|Script.SetWatchWeapon]] since 92.0&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowWeaponTarget(attackerID, targetID, attackerWeaponNum, attackerWeaponDefID, defaultPriority)&amp;lt;/font&amp;gt; &lt;br /&gt;
 --&amp;gt; &amp;lt;code&amp;gt;return &amp;quot;targetAllowed, targetPriority&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;defaultPriority new in 89.0&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via [[Lua_System#Synced|Script.SetWatchWeapon]] since 92.0&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawShield(number unitID, number weaponID)&amp;lt;/font&amp;gt; --&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;true&#039;&#039; (&amp;lt;-?) skips Spring&#039;s own drawing of shield &amp;lt;weaponID&amp;gt; owned by unit &amp;lt;unitID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/spring/spring/commit/7bbfd9464d4f74c12163ea0740c8c60d1ba978f1 maybe new in 86.0+]&lt;br /&gt;
&lt;br /&gt;
==Feature-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TerraformComplete()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, buildUnitID, buildUnitDefID, buildUnitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCmdDone()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdTag, cmdParams, cmdOptions&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;cmdParams and cmdOptions are only available from version 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFeatureCollision(colliderID, collideeID, crushKilled)&amp;lt;/font&amp;gt; -- needs SetWatchUnit for first and SetWatchFeature for second party&lt;br /&gt;
&lt;br /&gt;
{{new|95.0}} &amp;lt;font color=#55ee99&amp;gt;FeatureDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, featureDefID, featureTeam, damage, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{new|95.0}} &amp;lt;font color=#55ee99&amp;gt;FeaturePreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, featureDefID, featureTeam, damage, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--&amp;gt; return newDamage, impulseMult (=0)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing:==&lt;br /&gt;
Inside these functions, you can use the [[Lua_OpenGL_Api | Lua OpenGL Api]] to draw graphics.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawGenesis()&amp;lt;/font&amp;gt; --&amp;gt; none.  Don&#039;t render here.&lt;br /&gt;
&lt;br /&gt;
 Spring draws the sky, the map, some water types, and unit selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorldPreUnit()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
 Spring draws units, features, some water types, cloaked units, and the sun.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorld()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
 Spring draws command queues, &#039;map stuff&#039;, and map marks.&lt;br /&gt;
&lt;br /&gt;
Each unit might also have a DrawUnit call, [[Lua_UnitRendering|enabled here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawUnit(unitID,DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With enum DrawMode {&amp;lt;br&amp;gt;&lt;br /&gt;
	notDrawing     = 0,&amp;lt;br&amp;gt;&lt;br /&gt;
	normalDraw     = 1,&amp;lt;br&amp;gt;&lt;br /&gt;
	shadowDraw     = 2,&amp;lt;br&amp;gt;&lt;br /&gt;
	reflectionDraw = 3,&amp;lt;br&amp;gt;&lt;br /&gt;
	refractionDraw = 4&amp;lt;br&amp;gt;&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawFeature(featureID, DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawShield(unitID, weaponID, DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawProjectile(projectileID, DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreenEffects()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;vsx, vsy&amp;quot; where vsx, vsy are screen coords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreen()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawInMiniMap()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;sx, sy&amp;quot; where sx,sy are values relative to the minimap&#039;s position and scale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldShadow()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldReflection()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldRefraction()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawLoadScreen()&amp;lt;/font&amp;gt; --&amp;gt; none. {{new|95.0}}&lt;br /&gt;
&lt;br /&gt;
Only available to LuaIntro, draws custom load screens.&lt;br /&gt;
&lt;br /&gt;
==Game Events:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameID()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;gameID&amp;quot; {{new|89.0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Explosion()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;weaponID, px, py, pz, ownerID&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;return true to hide the weapon&#039;s CEG&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ShockFront()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;power, dx, dy, dz&amp;quot; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Not yet implemented!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameFrame()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;frameNum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CobCallback()&amp;lt;/font&amp;gt; --&amp;gt; unknown, marked FIXME.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GroupChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;groupID&amp;quot; where groupID is the value of Group whose table value changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;WorldTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;ttType, data1, data2, data3&amp;quot; special, should be documented in detail. &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Not yet implemented!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GamePreload()&amp;lt;/font&amp;gt;  --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameStart()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameProgress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;serverFrameNum&amp;quot; ( called every 60 frames, calculating delta between GameFrame and GameProgress can give an ETA about catching up with simulation )&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt; Not yet implemented!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameOver()&amp;lt;/font&amp;gt; --&amp;gt;  &amp;quot;[ [1] = allyTeamID1, [2] = allyTeamID2, ... ]&amp;quot;,  a list of winning allyteams, if empty the game result was undecided ( like when dropping from an host )&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;   Will return nil in pre 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TeamDied()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;TeamID&amp;quot; where TeamID = the team that has been eliminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowStartPosition()&amp;lt;/font&amp;gt; --&amp;gt; &lt;br /&gt;
   number clampedPos.x, number clampedPos.y, number clampedPos.z,&lt;br /&gt;
   number playerID,&lt;br /&gt;
   number readyState,&lt;br /&gt;
   number rawPickPos.x, number rawPickPos.y, number rawPickPos.z&lt;br /&gt;
&lt;br /&gt;
FIXME: apparently the above is incorrect and parameters are AllowStartPosition(playerID, teamID, readyState, cx, cy, cz, rx, ry, rz)&lt;br /&gt;
clampedPos = coordinates clamped into startbox, rawPickPos = where player tried to start&lt;br /&gt;
&lt;br /&gt;
{{New|95.0}} the default &#039;failed to choose&#039; start-position is now just (0,0,0), not (0,-500,0) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
readyState can be any one of:&lt;br /&gt;
    PLAYER_RDYSTATE_UPDATED = 0 -- player picked a position&lt;br /&gt;
    PLAYER_RDYSTATE_READIED = 1 -- player clicked ready&lt;br /&gt;
    PLAYER_RDYSTATE_FORCED = 2 -- game was force-started (player did not click ready)&lt;br /&gt;
    PLAYER_RDYSTATE_FAILED = 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameSetup()&amp;lt;/font&amp;gt; --&amp;gt; string &amp;quot;state&amp;quot;, boolean &amp;quot;ready&amp;quot;, table &amp;quot;playerStates&amp;quot; &lt;br /&gt;
&amp;lt;br&amp;gt;return success, newReady&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GamePaused()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, paused&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;PlayerAdded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;PlayerRemoved()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, reason&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Projectiles:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID, proOwnerID, weaponDefID&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowWeaponInterceptTarget&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;number interceptorUnitID, number interceptorWeaponID, number targetProjectileID&amp;quot;&lt;br /&gt;
returns boolean&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=#dd9944&amp;gt;Only called for weaponDefIDs registered via Script.SetWatchWeapon&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Deprecated]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15836</id>
		<title>Read Me First</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Read_Me_First&amp;diff=15836"/>
		<updated>2019-08-17T20:00:06Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Downloading Games/Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__= Playing =&lt;br /&gt;
&#039;&#039;&#039;Spring is an engine!&#039;&#039;&#039; It can play many different games and maps. To play, you need at least one [[Games|Game]] and [[Maps|Map]]!&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
To get started with Spring, download [https://springlobby.info/ SpringLobby], which you can use to play, chat and download games and maps.&lt;br /&gt;
&lt;br /&gt;
==Downloading Games/Maps==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To download [[Games|Games]] (or [[Maps|Maps]]), use your lobby to join an online battle hosting the game/map that you want. It should offer to download for you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;If the download fails, or if no games/maps show up, you should check that your lobby has found your Spring install. With SpringLobby, click edit -&amp;gt; preferences -&amp;gt; Spring, and make sure that it has the correct paths.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also download games and maps manually, see the [[FAQ|FAQ]]. There is also the option to install different [[GamesDownloads#Universal_Downloaders|Lobbies]].&lt;br /&gt;
&lt;br /&gt;
==Single-Player==&lt;br /&gt;
&lt;br /&gt;
To start a single-player game, use your lobby. Go to the Single-Player tab. Select a game, map and [[AIs|AI]] and click &amp;quot;Start&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Some AIs don&#039;t work with all games. If the one you pick builds nothing, try another!&lt;br /&gt;
&lt;br /&gt;
==Playing Online==&lt;br /&gt;
To play online, you need the latest version of the [[Download|Spring Engine]]. To join matches, look for the &amp;quot;battles&amp;quot; or &amp;quot;multiplayer&amp;quot; tab in your lobby client.&lt;br /&gt;
&lt;br /&gt;
==Lan Party==&lt;br /&gt;
See the dedicated page [[Spring_on_a_LAN|Playing on a lan]].&lt;br /&gt;
&lt;br /&gt;
=Useful Hotkeys, Etc.=&lt;br /&gt;
&lt;br /&gt;
For the default keyboard layout please look at the [[Keyboard]] page.&lt;br /&gt;
&lt;br /&gt;
=The Spring Forum=&lt;br /&gt;
[[Forum_Etiquette|Guidelines For Forum Etiquette]]&lt;br /&gt;
&lt;br /&gt;
=Development=&lt;br /&gt;
To get started with development check the [[Engine_Development|Development]] page.&lt;br /&gt;
&lt;br /&gt;
=Your question not answered here? Got problems?=&lt;br /&gt;
Read the [[FAQ|Frequently Asked Questions]] or ask in the [http://springrts.com/phpbb/viewforum.php?f=11 Forum].&lt;br /&gt;
You can also report [[Bugs]] to the developers so they can be fixed.&lt;br /&gt;
&lt;br /&gt;
==Game Specific Questions==&lt;br /&gt;
If you have a question or problem with a certain gameplay mechanic in a game, you can talk about it at the [http://springrts.com/phpbb/viewforum.php?f=47 game&#039;s subforum]&lt;br /&gt;
&lt;br /&gt;
If Spring crashes/hangs, please look at the [[FAQ:trouble|FAQ]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
This page opens, when the installer finished installing, keep that in mind when changing stuff here. This Page is also linked directly from the start-page.&lt;br /&gt;
&lt;br /&gt;
This page should explain how to get an running game after installing the engine.&lt;br /&gt;
(Install Mod + Map)&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11808</id>
		<title>Lua SyncedCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11808"/>
		<updated>2018-01-29T04:57:33Z</updated>

		<summary type="html">&lt;p&gt;Raaar: Spring.SetUnitMetalExtraction : added note clarifying how the &amp;quot;depth&amp;quot; parameter is used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Game End =&lt;br /&gt;
&#039;&#039;&#039;Spring.KillTeam&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Will declare a team to be dead ( no further orders can be assigned to such teams&#039;s units ), Gaia team cannot be killed.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GameOver&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( {number allyTeamID1, number allyTeamID2, ...} ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Will declare game over, a list of winning allyteams can be passed, if undecided ( like when dropped from the host ) it should be empty ( no winner ), in the case of a draw with multiple winners, all should be listed&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RulesParams =&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;string values are new since 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;possible keys for the losAccess table are:&lt;br /&gt;
    `private` : only readable by the ally (default)&lt;br /&gt;
    `allied`  : readable by ally + ingame allied&lt;br /&gt;
    `inlos`   : readable if the unit is in LOS&lt;br /&gt;
    `inradar` : readable if the unit is in AirLOS&lt;br /&gt;
    `public`  : readable by all&lt;br /&gt;
   note: if one condition is fulfilled all beneath it are too (e.g. if an unit is in LOS it&amp;lt;br/&amp;gt;     can read params with `inradar=true` even if the param has `inlos=false`)&lt;br /&gt;
   note2: all GameRulesParam are public, TeamRulesParams can just be `private`,`allied`&amp;lt;br/&amp;gt;     and/or `public`&lt;br /&gt;
   note3: You can read RulesParams from &#039;&#039;&#039;any&#039;&#039;&#039; Lua enviroments! With those losAccess&amp;lt;br/&amp;gt;     policies you can limit their access.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureRulesParam&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;new since 102.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number featureID, string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;see above for further documentation of losAccess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTeamRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;see above for further documentation of losAccess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetGameRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;see above for further documentation of losAccess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&#039;&#039;&#039;Spring.AddTeamResource&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.UseTeamResource&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, &lt;br /&gt;
    string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;,number amount |&lt;br /&gt;
    { metal = number amount, energy = number amount}&lt;br /&gt;
  ) -&amp;gt; nil | boolean hadEnough&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTeamResource&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string res, number amount ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for res are:&lt;br /&gt;
    &amp;quot;m&amp;quot;  = metal&lt;br /&gt;
    &amp;quot;e&amp;quot;  = energy&lt;br /&gt;
    &amp;quot;ms&amp;quot;  = metal storage&lt;br /&gt;
    &amp;quot;es&amp;quot;  = energy storage&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTeamShareLevel&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.ShareTeamResource&#039;&#039;&#039; &amp;lt;span class=note&amp;gt;0.82 and later&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number teamID_src, number teamID_recv, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Teams =&lt;br /&gt;
&#039;&#039;&#039;Spring.SetAlly&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( number firstAllyTeamID, number secondAllyTeamID, boolean ally ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
Changes the value of the (one-sided) alliance between: firstAllyTeamID -&amp;gt; secondAllyTeamID&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AssignPlayerToTeam&#039;&#039;&#039; {{new|98.0}}  {{Sourcelinkhash|7ed9a7e34814c60e5ae16281520cccc4daf3c367}}&lt;br /&gt;
  ( number playerID, number teamID)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetGlobalLos&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number allyTeamID, bool globallos )&lt;br /&gt;
&lt;br /&gt;
= Unit Handling =&lt;br /&gt;
&#039;&#039;&#039;Spring.CreateUnit&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;note: offmap positions are clamped! (you still can use MoveCtrl todo so)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( string &amp;quot;defName&amp;quot; | number unitDefID,&lt;br /&gt;
    number x, number y, number z,&lt;br /&gt;
    (number facing | string &amp;quot;facing&amp;quot;),&lt;br /&gt;
    number teamID&lt;br /&gt;
    [, boolean build = false] &lt;br /&gt;
    [, boolean flattenGround = true]&lt;br /&gt;
    [, number unitID]&lt;br /&gt;
    [, number builderID]) -&amp;gt; number unitID | nil (meaning unit was not created)&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for facing are:&lt;br /&gt;
    &amp;quot;south&amp;quot; | &amp;quot;s&amp;quot; | 0&lt;br /&gt;
    &amp;quot;east&amp;quot;  | &amp;quot;e&amp;quot; | 1&lt;br /&gt;
    &amp;quot;north&amp;quot; | &amp;quot;n&amp;quot; | 2&lt;br /&gt;
    &amp;quot;west&amp;quot;  | &amp;quot;w&amp;quot; | 3&lt;br /&gt;
  if build is true the unit is created in &amp;quot;being built&amp;quot; state, with buildProgress = 0&lt;br /&gt;
  unitID and builderID are {{new|92.0}}, the former allowing to spawn a unit with&lt;br /&gt;
  a specific ID.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DestroyUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID&lt;br /&gt;
    [, boolean selfd = false]&lt;br /&gt;
    [, boolean reclaimed = false]&lt;br /&gt;
    [, number attackerID ] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
 selfd := makes the unit act like it self-destructed&lt;br /&gt;
 reclaimed := don&#039;t show any DeathSequences, don&#039;t leave a wreckage.&lt;br /&gt;
   NOTE this does _not_ give back the resources to the team!&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TransferUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    numer newTeamID&lt;br /&gt;
    [, boolean given = true ] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;if given=false, the unit is captured&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Control ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCosts&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, { &lt;br /&gt;
     [ buildTime  = number amount ],&lt;br /&gt;
     [ metalCost  = number amount ],&lt;br /&gt;
     [ energyCost = number amount ]&lt;br /&gt;
   } ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;tooltip&amp;quot; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number health |&lt;br /&gt;
    { [ health   = number health ],&lt;br /&gt;
      [ capture  = number capture ],&lt;br /&gt;
      [ paralyze = number paralyze ],&lt;br /&gt;
      [ build    = number build ] }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMaxHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number maxHealth ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitDamage&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number damage&lt;br /&gt;
    [, number paralyze = 0 [, number attackerID = -1 [, number weaponID = -1&lt;br /&gt;
      [, number impulse_x [, number impulse_y [, number impulse_z ]]] ]]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitStockpile&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number stockpile [, number buildPercent ]]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitExperience&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number experience ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitFuel&#039;&#039;&#039; {{removed|101.0}}&lt;br /&gt;
  ( number unitID, number fuel ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCrashing&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( number unitID, boolean crashing ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLineage&#039;&#039;&#039; {{removed|83.0}}&lt;br /&gt;
  ( number unitID, number teamID [, boolean isRoot] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitNeutral&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean neutral ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitTarget&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;userTarget &amp;amp; success new in version 95.0, setting nil target new in 99.0, weaponNum new in 102.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number enemyUnitID | number x, number y, number z, | nil,&lt;br /&gt;
    [ boolean dgun = false [, boolean userTarget = false [, number weaponNum = -1 ]]] ) -&amp;gt;  success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMaxRange&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number maxRange ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMass&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number mass ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitBlocking&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;crushable new in version 85.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean blocking [, boolean collide [, boolean crushable]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitBlocking&#039;&#039;&#039; {{new|95.0}} changed parameters:&lt;br /&gt;
  number unitID,&lt;br /&gt;
  boolean isBlocking,&lt;br /&gt;
  boolean isSolidObjectCollidable,&lt;br /&gt;
  boolean isProjectileCollidable,&lt;br /&gt;
  boolean isRaySegmentCollidable,&lt;br /&gt;
  boolean crushable,&lt;br /&gt;
  boolean blockEnemyPushing,&lt;br /&gt;
  boolean blockHeightChanges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMetalExtraction&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;quot;depth&amp;quot; corresponds to metal extraction rate (value range similar to &amp;quot;extractsMetal&amp;quot; unitDef)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, number depth [,number range] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitBuildSpeed&#039;&#039;&#039;&lt;br /&gt;
  ( number builderID,&lt;br /&gt;
    number buildSpeed, [ number repairSpeed [, number reclaimSpeed&lt;br /&gt;
  [,number resurrectSpeed [, number captureSpeed [, number terraformSpeed ]] ]]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitNanoPieces&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( number builderID, table pieces ) -&amp;gt; nil&lt;br /&gt;
This saves a lot of engine calls, by replacing:&lt;br /&gt;
function script.QueryNanoPiece() return currentpiece end&lt;br /&gt;
Use it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitAttach&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number transporterID, number passengerID, number pieceNum ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitDetach&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number passengerID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitDetachFromAir&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number passengerID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLoadingTransport&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number passengerID, number transportID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Disables collisions between the two units to allow colvol intersection during the approach.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPieceParent&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number AlteredPiece, number ParentPiece ) -&amp;gt; nil&lt;br /&gt;
Changes the pieces hierarchy of a unit, by attaching a piece to a new parent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPieceMatrix&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( number unitID, number pieceNum, table matrix )&lt;br /&gt;
&lt;br /&gt;
Sets the local (i.e. parent-relative) matrix of the given piece if any of the first three elements are non-zero, and also blocks all script animations from modifying it until {0, 0, 0} is passed (matrix should be an array of 16 floats, but is not otherwise sanity-checked).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitArmored&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;armorMultiple new in version 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean armored [, number armorMultiple] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitShieldState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number weaponID = -1] [, boolean enabled] [, number power] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitFlanking&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;mode&amp;quot;, number mode ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;moveFactor&amp;quot;, number factor) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;minDamage&amp;quot;, number minDamage ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;mazDamage&amp;quot;, number maxDamage ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;dir&amp;quot;, number x, number y, number z) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitWeaponState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponNum, table states ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, number weaponNum, string key, number value ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;format of the states table:&lt;br /&gt;
    {&lt;br /&gt;
      [&amp;quot;reloadState&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;reloadFrame&amp;quot;     = number value,] (synonym for reloadState!)&lt;br /&gt;
      [&amp;quot;reloadTime&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;accuracy&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;sprayAngle&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;range&amp;quot;           = number value,] (*)&lt;br /&gt;
      [&amp;quot;projectileSpeed&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;burst&amp;quot;           = number value,]&lt;br /&gt;
      [&amp;quot;burstRate&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;projectiles&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;salvoLeft&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;nextSalvo&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;aimReady&amp;quot;        = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
    }&lt;br /&gt;
  (*) if you change the range of a weapon with dynamic damage&lt;br /&gt;
  make sure you use SetUnitWeaponDamages to change dynDamageRange as well.&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitWeaponDamages&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number weaponNum | &amp;quot;selfDestruct&amp;quot; | &amp;quot;explode&amp;quot;, table damages ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, number weaponNum | &amp;quot;selfDestruct&amp;quot; | &amp;quot;explode&amp;quot;, string key, number value ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetX,&lt;br /&gt;
    number vType, number tType, number Axis&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;enum COLVOL_TYPES {&lt;br /&gt;
      COLVOL_TYPE_DISABLED = -1,&lt;br /&gt;
      COLVOL_TYPE_ELLIPSOID = 0,&lt;br /&gt;
      COLVOL_TYPE_CYLINDER,&lt;br /&gt;
      COLVOL_TYPE_BOX,&lt;br /&gt;
      COLVOL_TYPE_SPHERE,&lt;br /&gt;
      COLVOL_NUM_TYPES       // number of non-disabled collision volume types&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_TESTS {&lt;br /&gt;
      COLVOL_TEST_DISC = 0,&lt;br /&gt;
      COLVOL_TEST_CONT = 1,&lt;br /&gt;
      COLVOL_NUM_TESTS = 2   // number of tests&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_AXES {&lt;br /&gt;
      COLVOL_AXIS_X   = 0,&lt;br /&gt;
      COLVOL_AXIS_Y   = 1,&lt;br /&gt;
      COLVOL_AXIS_Z   = 2,&lt;br /&gt;
      COLVOL_NUM_AXES = 3    // number of collision volume axes&lt;br /&gt;
    };&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPieceCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number pieceIndex, boolean enable, &lt;br /&gt;
    number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetZ&lt;br /&gt;
    [, number volumeType [, number primaryAxis]]&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
As of 101.0 this is 1-based piece index argument (was 0-based).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitTravel&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number travel [, number travelPeriod] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMoveGoal&#039;&#039;&#039;   &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;used by default commands to get in build-,attackrange etc.&amp;lt;/span&amp;gt;&lt;br /&gt;
  (number unitID, number goalx, number goaly, number goalz &lt;br /&gt;
  [, number goalRadius [, number moveSpeed [, bool moveRaw ]]] )&lt;br /&gt;
{{new|98.0}} &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;moveRaw: [http://springrts.com/mantis/view.php?id=4412 allow unit to dumbly move to a coordinate without calculating path.]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLandGoal&#039;&#039;&#039;   {{new|101.0}}&lt;br /&gt;
  (number unitID, number goalx, number goaly, number goalz [, number goalRadius ] ) -&amp;gt; nil&lt;br /&gt;
Used in conjunction with {{name|Spring.UnitAttach}} et al to re-implement old airbase &amp;amp; fuel system in lua.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.ClearUnitGoal&#039;&#039;&#039; {{new|102.0}}&lt;br /&gt;
  (number unitID) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPhysics&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;drag new in version 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posx, number posy, number posz,&lt;br /&gt;
    number velx, number vely, number velz,&lt;br /&gt;
    number rotx, number roty, number rotz,&lt;br /&gt;
    number dragx, number dragy, number dragz,&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number x, number z [, boolean alwaysAboveSea] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitDirection&#039;&#039;&#039; {{new|90.0}}&lt;br /&gt;
  ( number unitID, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number velx, number vely, number velz ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitRotation&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number rotx, number roty, number rotz ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitImpulse&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number x, number y, number z [, decayRate ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitSeismicPing&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number pingSize ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RemoveBuildingDecal&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMidAndAimPos&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, &lt;br /&gt;
    number mpx, number mpy, number mpz, &lt;br /&gt;
    number apx, number apy, number apz, &lt;br /&gt;
    [, boolean relative] ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
mpx, mpy, mpz: new middle position of unit&lt;br /&gt;
&lt;br /&gt;
apx, apy, apz: new position that enemies aim at on this unit&lt;br /&gt;
&lt;br /&gt;
relative: are the new coordinates relative to world or unit coordinates?&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitRadiusAndHeight&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, number radius, number height ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitWeaponFire&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponID ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitWeaponHoldFire&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Unit LOS ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCloak&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    boolean cloaked | number scriptCloak,&lt;br /&gt;
    [ number decloakDistance | boolean decloakAbs ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  If the 2nd argument is a number, the value works like this:&lt;br /&gt;
   1:=normal cloak&lt;br /&gt;
   2:=for free cloak (cost no E)&lt;br /&gt;
   3:=for free + no decloaking (except the unit is stunned)&lt;br /&gt;
   4&amp;gt;=ultimative cloak (no ecost, no decloaking, no stunned decloak)&lt;br /&gt;
&lt;br /&gt;
  The decloak distance is only changed if the 3th argument is a number or a boolean.&lt;br /&gt;
   If the boolean is false it takes the default decloak distance for that unitdef,&lt;br /&gt;
   if the boolean is true it takes the absolute value of it.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitSonarStealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean sonarStealth ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitStealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean stealth ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitAlwaysVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean alwaysVisible ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLosMask&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number allyTeam, number los | table losTypes ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;the 3th argument is either the bit-and combination of the following numbers:&lt;br /&gt;
  LOS_INLOS     = 1&lt;br /&gt;
  LOS_INRADAR   = 2&lt;br /&gt;
  LOS_PREVLOS   = 4&lt;br /&gt;
  LOS_CONTRADAR = 8&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;or a table of the following form:&lt;br /&gt;
  losTypes = {&lt;br /&gt;
    [los = boolean,]&lt;br /&gt;
    [radar = boolean,]&lt;br /&gt;
    [prevLos = boolean,]&lt;br /&gt;
    [contRadar = boolean,]&lt;br /&gt;
  }&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLosState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number allyTeam, number los | table losTypes ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;see above for more info on the arguments&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitSensorRadius&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string type, number radius ) -&amp;gt; nil | number newRadius&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;type can be:&lt;br /&gt;
  &amp;quot;los&amp;quot;,&amp;quot;airLos&amp;quot;,&amp;quot;radar&amp;quot;,&amp;quot;sonar&amp;quot;,&amp;quot;seismic&amp;quot;,&amp;quot;radarJammer&amp;quot;,&amp;quot;sonarJammer&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetRadarErrorParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  (number allyTeamID, number allyteamErrorSize &lt;br /&gt;
  [, number baseErrorSize [, number baseErrorMult ]]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPosErrorParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  (number unitID, number posErrorVector.x, number posErrorVector.y, number posErrorVector.z,&lt;br /&gt;
  number posErrorDelta.x, number posErrorDelta.y, number posErrorDelta.z&lt;br /&gt;
  [ , number nextPosErrorUpdate]) --&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Unit Resourcing ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitResourcing&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    string res, number amount |&lt;br /&gt;
    { res = number amount, ... }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for res are: &amp;quot;[u|c][u|m][m|e]&amp;quot;&lt;br /&gt;
       unconditional | conditional&lt;br /&gt;
                 use | make&lt;br /&gt;
               metal | energy&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitResource&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;m&amp;quot; | &amp;quot;e&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UseUnitResource&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;m&amp;quot; | &amp;quot;e&amp;quot;, number amount ) -&amp;gt; nil | boolean okay&lt;br /&gt;
  ( number unitID, { [&amp;quot;m&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;e&amp;quot; | &amp;quot;energy&amp;quot;] = amount, ... } ) -&amp;gt; nil | boolean okay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitHarvestStorage&#039;&#039;&#039; {{new|97.0}}&lt;br /&gt;
  ( number unitid, number metal )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;note&amp;quot;&amp;gt;See also {{xtaglink|Gamedev:UnitDefs|harvestStorage}} UnitDef tag.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feature Handling =&lt;br /&gt;
&#039;&#039;&#039;Spring.CreateFeature&#039;&#039;&#039;&lt;br /&gt;
  ( string &amp;quot;defName&amp;quot; | number featureDefID, &lt;br /&gt;
    number x, number y, number z&lt;br /&gt;
    [, number heading &lt;br /&gt;
    [, number AllyTeamID &lt;br /&gt;
    [, number featureID ]]] ) -&amp;gt; number featureID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DestroyFeature&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TransferFeature&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number teamID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature Control ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number health) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureResources&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( number metal, number energy [, number reclaimTime [, number reclaimLeft ]] )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureReclaim&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number reclaimLeft) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureResurrect&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number unitDefID | string unitDefName [, number facing | string &amp;quot;facing&amp;quot; [, number progress ]] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for facing are:&lt;br /&gt;
    &amp;quot;south&amp;quot; | &amp;quot;s&amp;quot; | 0&lt;br /&gt;
    &amp;quot;east&amp;quot;  | &amp;quot;e&amp;quot; | 1&lt;br /&gt;
    &amp;quot;north&amp;quot; | &amp;quot;n&amp;quot; | 2&lt;br /&gt;
    &amp;quot;west&amp;quot;  | &amp;quot;w&amp;quot; | 3&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
{{new|104.0}} Second param can now be a number id instead of a string name, this also allows cancelling ressurection by passing {{value|-1}}. The level of progress can now be set via the additional 4th param.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeaturePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number x, number y, number z [, boolean snapToGround]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureDirection&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureRotation&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureVelocity&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeaturePhysics&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
&lt;br /&gt;
(like their feature counterparts at [[Lua_SyncedCtrl#Unit_Control]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureMoveCtrl&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID [, boolean enable [, number* args]]) to control feature movement&lt;br /&gt;
   the number* arguments are parsed as follows and all optional&lt;br /&gt;
   if enable is true:&lt;br /&gt;
     [, velVector(x,y,z) -- initial velocity for feature&lt;br /&gt;
     [, accVector(x,y,z) -- acceleration added every frame&lt;br /&gt;
     ]]&lt;br /&gt;
   if enable is false:&lt;br /&gt;
     [, velocityMask(x,y,z) -- dimensions in which velocity is allowed to build when not using MoveCtrl&lt;br /&gt;
     [,  impulseMask(x,y,z) -- dimensions in which impulse is allowed to apply when not using MoveCtrl&lt;br /&gt;
     [, movementMask(x,y,z) -- dimensions in which feature is allowed to move when not using MoveCtrl&lt;br /&gt;
     ]]]&lt;br /&gt;
&lt;br /&gt;
As of spring 103.0 it is necessary to unlock feature movement on x,z axis before changing feature physics. For example use &amp;quot;Spring.SetFeatureMoveCtrl(featureID,false,1,1,1,1,1,1,1,1,1)&amp;quot; to unlock all movement prior to making SetFeatureVelocity calls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, boolean noSelect ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureAlwaysVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetX,&lt;br /&gt;
    number vType, number tType, number Axis&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;check Spring.SetUnitCollisionVolumeData for further explanation of the arguments&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeaturePieceCollisionVolumeData&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID, number pieceIndex, boolean enable, &lt;br /&gt;
    number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetZ&lt;br /&gt;
    [, number volumeType [, number primaryAxis]]&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureMidAndAimPos&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, &lt;br /&gt;
    number mpx, number mpy, number mpz, &lt;br /&gt;
    number apx, number apy, number apz, &lt;br /&gt;
    [, boolean relative] ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;check Spring.SetUnitMidAndAimPos for further explanation of the arguments&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureRadiusAndHeight&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, number radius, number height ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureMass&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID, number mass ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureBlocking&#039;&#039;&#039;&lt;br /&gt;
  (number featureID, boolean blocking, boolean collidable) --&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureBlocking&#039;&#039;&#039; {{new|95.0}} changed parameters:&lt;br /&gt;
  number featureID,&lt;br /&gt;
  boolean isBlocking,&lt;br /&gt;
  boolean isSolidObjectCollidable,&lt;br /&gt;
  boolean isProjectileCollidable,&lt;br /&gt;
  boolean isRaySegmentCollidable,&lt;br /&gt;
  boolean crushable,&lt;br /&gt;
  boolean blockEnemyPushing,&lt;br /&gt;
  boolean blockHeightChanges&lt;br /&gt;
&lt;br /&gt;
= Lua to COB =&lt;br /&gt;
&#039;&#039;&#039;Spring.CallCOBScript&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number funcID | string funcName, number retArgs, COBArg1, COBArg2, ... )&lt;br /&gt;
    -&amp;gt; nil | number returnValue, number retArg1, number retArg2, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.CallCOBScriptCB&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font style=&amp;quot;color:red;font-weight:600&amp;quot;&amp;gt;broken in 0.78.2.1; will be removed with the introduction of Lua as COB replacement&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, number funcID | string funcName, number retArgs, COBArg1, COBArg2, ... )&lt;br /&gt;
    -&amp;gt; nil | number returnValue, number CallbackData, number retArg1, number retArg2, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCOBScriptID&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string funcName ) -&amp;gt; nil | number funcID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Note: Don&#039;t use Spring.[Get|Set]UnitCOBValue in LUS just because you are familar with it since bos/cob, use the mighty LuaSpringAPI instead!&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCOBValue&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID [, boolean splitData=false], number COBValue&lt;br /&gt;
    [, number param1 [,number param2 [, number param3 [, number param4 ] ] ] ] )&lt;br /&gt;
  -&amp;gt; number result | number result1, number result2&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;you find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span class=note&amp;gt; also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCOBValue&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number COBValue, number param1 [,number param2] ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;you find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span class=note&amp;gt; also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Give Order =&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;options can also be a bitmask; e.g. 0 instead of an empty table (can avoid performance hit on table creation)&amp;lt;br&amp;gt;&lt;br /&gt;
see [[Lua CMDs]] for relevant constants&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderToUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number cmdID,&lt;br /&gt;
    params = {number, etc...},&lt;br /&gt;
    options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderToUnitMap&#039;&#039;&#039;&lt;br /&gt;
  ( unitMap = { [unitID] = dontCare, etc... },&lt;br /&gt;
    number cmdID,&lt;br /&gt;
    params = {number, etc...},&lt;br /&gt;
    options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderToUnitArray&#039;&#039;&#039;&lt;br /&gt;
  ( unitArray = { [1] = unitID, etc... },&lt;br /&gt;
    number cmdID,&lt;br /&gt;
    params = {number, etc...},&lt;br /&gt;
    options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderArrayToUnitMap&#039;&#039;&#039;&lt;br /&gt;
  ( unitMap = { [number unitID] = dontCare, etc... },&lt;br /&gt;
    orderArray = {&lt;br /&gt;
      { number cmdID,&lt;br /&gt;
        {number, etc...},     &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;params&amp;lt;/font&amp;gt;&lt;br /&gt;
        {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}   &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;options&amp;lt;/font&amp;gt;&lt;br /&gt;
      }, ..&lt;br /&gt;
    }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderArrayToUnitArray&#039;&#039;&#039;&lt;br /&gt;
  ( unitArray = { [1] = number unitID, etc... },&lt;br /&gt;
    orderArray = {&lt;br /&gt;
      { number cmdID,&lt;br /&gt;
        {number, etc...},    &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;params&amp;lt;/font&amp;gt;&lt;br /&gt;
        {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}   &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;options&amp;lt;/font&amp;gt;&lt;br /&gt;
      }, ..&lt;br /&gt;
    }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
=Ground=&lt;br /&gt;
== Grass ==&lt;br /&gt;
&#039;&#039;&#039;Spring.AddGrass&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RemoveGrass&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Heightmap ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Note that x &amp;amp; z coords are in worldspace (Game.mapSizeX/Z), still the heightmap resolution is [[Lua_ConstGame|Game.squareSize]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.LevelHeightMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AdjustHeightMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(heightmap[x][z] += height;)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RevertHeightMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number origFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetHeightMapFunc&#039;&#039;&#039;&lt;br /&gt;
  ( lua_function [, arg1 ,[ arg2 [, ... ] ] ) -&amp;gt; nil | number absTotalHeightMapAmountChanged&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Example code:&amp;lt;/span&amp;gt;&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Spring.SetHeightMapFunc(function()&lt;br /&gt;
	for z=0,Game.mapSizeZ, Game.squareSize do&lt;br /&gt;
		for x=0,Game.mapSizeX, Game.squareSize do&lt;br /&gt;
			Spring.SetHeightMap( x, z, 200 + 20 * math.cos((x + z) / 90) )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.AddHeightMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetHeightMapFunc()&amp;lt;/span&amp;gt; &lt;br /&gt;
  ( number x, number z, number height ) -&amp;gt; nil | number newHeight&lt;br /&gt;
&#039;&#039;&#039;Spring.SetHeightMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetHeightMapFunc()&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x, number z, number height [,number terraform = 1] ) -&amp;gt; nil | number absHeightDiff&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;the terraform argument is a scaling factor:&lt;br /&gt;
so if 0 nothing will be changed (the terraform starts) and if it is 1 the terraform will be finished.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.LevelSmoothMesh&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.AdjustSmoothMesh&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.RevertSmoothMesh&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number origFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetSmoothMeshFunc&#039;&#039;&#039;&lt;br /&gt;
  ( lua_function [, arg1 ,[ arg2 [, ... ] ] ) -&amp;gt; nil | number absTotalHeightMapAmountChanged&lt;br /&gt;
&#039;&#039;&#039;Spring.AddSmoothMesh&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetSmoothMeshFunc()&amp;lt;/span&amp;gt; &lt;br /&gt;
  ( number x, number z, number height ) -&amp;gt; nil | number newHeight&lt;br /&gt;
&#039;&#039;&#039;Spring.SetSmoothMesh&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetSmoothMeshFunc()&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x, number z, number height [,number terraform = 1] ) -&amp;gt; nil | number absHeightDiff&lt;br /&gt;
&lt;br /&gt;
== TerrainTypes ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetMapSquareTerrainType&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z, int newType ) -&amp;gt; nil | int oldType&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTerrainTypeData&#039;&#039;&#039;&lt;br /&gt;
  ( int typeIndex&lt;br /&gt;
  [, number speedTanks = nil ]&lt;br /&gt;
  [, number speedKBOTs = nil ]&lt;br /&gt;
  [, number speedHovers = nil ]&lt;br /&gt;
  [, number speedShips = nil ] ) -&amp;gt; nil | boolean true&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetSquareBuildingMask&#039;&#039;&#039; {{new|103.0}}&lt;br /&gt;
  ( number x, number z, int mask ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
See also {{xtaglink|Gamedev:UnitDefs|buildingMask}} unitdef tag.&lt;br /&gt;
&lt;br /&gt;
== MetalAmount ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetMetalAmount&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( number x, number z, number metalAmount)&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;x &amp;amp; z coords are in worldspace/16&amp;lt;br&amp;gt;metalAmount must be between 0 and 255*maxMetal (with maxMetal from the .smd or mapinfo.lua)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Command Descriptions =&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; style=&amp;quot;font-size:120%; font-weight:600&amp;quot;&amp;gt;Doesn&#039;t work in unsynced code!&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.EditUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number cmdDescID, table cmdArray ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  structure of cmdArray:&lt;br /&gt;
  {&lt;br /&gt;
    [ id          = int ],&lt;br /&gt;
    [ type        = int ],&lt;br /&gt;
    [ name        = string ],&lt;br /&gt;
    [ action      = string ],&lt;br /&gt;
    [ tooltip     = string ],&lt;br /&gt;
    [ texture     = string ],&lt;br /&gt;
    [ cursor      = string ],&lt;br /&gt;
    [ queueing    = boolean ],&lt;br /&gt;
    [ hidden      = boolean ],&lt;br /&gt;
    [ disabled    = boolean ],&lt;br /&gt;
    [ showUnique  = boolean ],&lt;br /&gt;
    [ onlyTexture = boolean ],&lt;br /&gt;
    [ params      = { string = string, ... } ]&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
{{var|queueing}} is {{new|101.0}} and allows custom commands to be non-queueing (handy for state toggles).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.InsertUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number cmdDescID ] , table cmdArray ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RemoveUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number cmdDescID ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&#039;&#039;&#039;Spring.SetNoPause&#039;&#039;&#039;&lt;br /&gt;
  ( boolean noPause ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitToFeature&#039;&#039;&#039;&lt;br /&gt;
  ( boolean tofeature ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
an ugly global switch that can be used to block units turning into features when they finish being built (like *A DT&#039;s do, which have the isFeature tag)&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=14&amp;amp;p=481521 thread]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetExperienceGrade&#039;&#039;&#039;&lt;br /&gt;
  ( number expGrade [, number ExpPowerScale [, number ExpHealthScale [, number ExpReloadScale ]]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
  expGrade defines how often UnitExperience() will be called,&lt;br /&gt;
  Prior to 104.0 it is based on the following equation:&lt;br /&gt;
     (int) [exp/(exp+1)] / expGrade&lt;br /&gt;
  Post 104.0 it is the raw change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SpawnExplosion&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( number posX = 0, number posY = 0, number posZ = 0,&lt;br /&gt;
    number dirX = 0, number dirY = 0, number dirZ = 0,&lt;br /&gt;
    table explosionParams&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;possible keys of explosionParams are:&lt;br /&gt;
    weaponDef = number,&lt;br /&gt;
    owner = number,&lt;br /&gt;
    hitUnit = number,&lt;br /&gt;
    hitFeature = number,&lt;br /&gt;
    craterAreaOfEffect = number,&lt;br /&gt;
    damageAreaOfEffect = number,&lt;br /&gt;
    edgeEffectiveness = number,&lt;br /&gt;
    explosionSpeed = number,&lt;br /&gt;
    gfxMod = number,&lt;br /&gt;
    impactOnly = boolean,&lt;br /&gt;
    ignoreOwner = boolean,&lt;br /&gt;
    damageGround = boolean,&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SpawnCEG&#039;&#039;&#039;&lt;br /&gt;
  ( string &amp;quot;cegname&amp;quot; | number cegID,&lt;br /&gt;
    number posX = 0, number posY = 0, number posZ = 0,&lt;br /&gt;
    number dirX = 0, number dirY = 0, number dirZ = 0,&lt;br /&gt;
    number radius = 0, number damage = 0&lt;br /&gt;
  ) -&amp;gt; nil | boolean success, cegID&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;cegID new in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SpawnSFX&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( number unitID, number sfxID,&lt;br /&gt;
    number posX = 0, number posY = 0, number posZ = 0,&lt;br /&gt;
    number dirX = 0, number dirY = 0, number dirZ = 0,&lt;br /&gt;
    number radius = 0, number damage = 0&lt;br /&gt;
    [, boolean absolute ]&lt;br /&gt;
  ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
Equal to the [[Animation-LuaCallouts#Effects|UnitScript versions of EmitSFX]], but takes position and direction arguments (in either unit- or piece-space) instead of a piece index.&lt;br /&gt;
&lt;br /&gt;
= Projectiles =&lt;br /&gt;
&#039;&#039;&#039;Spring.SpawnProjectile&#039;&#039;&#039;&lt;br /&gt;
  ( number weaponDefID, table projectileParams ) -&amp;gt; nil | number projectileID&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;possible keys of projectileParams are:&lt;br /&gt;
    pos = {number x, number y, number z},&lt;br /&gt;
    end = {number x, number y, number z},&lt;br /&gt;
    speed = {number x, number y, number z},&lt;br /&gt;
    spread = {number x, number y, number z},&lt;br /&gt;
    error = {number x, number y, number z},&lt;br /&gt;
    owner = number,&lt;br /&gt;
    team = number,&lt;br /&gt;
    ttl = number,&lt;br /&gt;
    gravity = number,&lt;br /&gt;
    tracking = number,&lt;br /&gt;
    maxRange = number,&lt;br /&gt;
    startAlpha = number,&lt;br /&gt;
    endAlpha = number,&lt;br /&gt;
    model = string,&lt;br /&gt;
    cegTag = string,&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DeleteProjectile&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number projID ) -&amp;gt; nil&lt;br /&gt;
Silently removes projectiles (no explosion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileTarget&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Pre 95.0:&amp;lt;/span&amp;gt;  ( number projectileID, &lt;br /&gt;
    [ number targetID, string targetTypeStr ] | [ number posX, number posY, number posZ ] ) &lt;br /&gt;
    -&amp;gt; nil | boolean validTarget&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Post 95.0:&amp;lt;/span&amp;gt;  ( number projectileID, &lt;br /&gt;
    [ number targetID [, number targetType]]  |  [number posX, number posY, number posZ]) &lt;br /&gt;
    --&amp;gt; nil | boolean validTarget&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;targetTypeStr can be one of: &lt;br /&gt;
    &#039;u&#039; - unit&lt;br /&gt;
    &#039;f&#039; - feature&lt;br /&gt;
    &#039;p&#039; - projectile&lt;br /&gt;
  while targetTypeInt is one of:&lt;br /&gt;
    string.byte(&#039;g&#039;) := GROUND&lt;br /&gt;
    string.byte(&#039;u&#039;) := UNIT&lt;br /&gt;
    string.byte(&#039;f&#039;) := FEATURE&lt;br /&gt;
    string.byte(&#039;p&#039;) := PROJECTILE&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileIgnoreTrackingError&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number projID, bool ignore ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileIsIntercepted&#039;&#039;&#039; {{new|99.0}}&lt;br /&gt;
  ( number projID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileMoveControl&#039;&#039;&#039; &amp;lt;span class=note&amp;gt;(disables engine movecontrol, so lua can fully control the physics)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number projID, boolean enable ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectilePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number projID [, number x = 0 [, number y = 0 [, number z = 0 ]]] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number projID [, number x = 0 [, number y = 0 [, number z = 0 ]]] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileCollision&#039;&#039;&#039;&lt;br /&gt;
  ( number projID ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileGravity&#039;&#039;&#039; &lt;br /&gt;
  ( number projID [, number grav = 0] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileSpinAngle&#039;&#039;&#039; {{new|95.0}} Deprecated&lt;br /&gt;
  ( number projID [, number spinAngle = 0] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileSpinSpeed&#039;&#039;&#039; {{new|95.0}} Deprecated&lt;br /&gt;
  ( number projID [, number speed = 0] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileSpinVec&#039;&#039;&#039; {{new|95.0}} Deprecated&lt;br /&gt;
  ( number projID [, number x = 0 [, number y = 0 [, number z = 0]]] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileCEG&#039;&#039;&#039;&lt;br /&gt;
  ( number projID, string ceg_name ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetPieceProjectileParams&#039;&#039;&#039; {{new|95.0}} &lt;br /&gt;
  (number projectileID,&lt;br /&gt;
  [ number explosionFlags, [ number spinAngle, [ number spinSpeed,&lt;br /&gt;
  [ number spinVector.x, [ number spinVector.y, [ number spinVector.z ]]]]]]) --&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileAlwaysVisible&#039;&#039;&#039; {{new|95.0}} &lt;br /&gt;
    (number projectileID, boolean alwaysVisible) --&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileDamages&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, table damages ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, number weaponNum, string key, number value ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11798</id>
		<title>Lua SyncedCtrl</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_SyncedCtrl&amp;diff=11798"/>
		<updated>2017-08-17T17:19:03Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Feature Control */ added note indicating that feature movement must be unlocked before making calls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Game End =&lt;br /&gt;
&#039;&#039;&#039;Spring.KillTeam&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Will declare a team to be dead ( no further orders can be assigned to such teams&#039;s units ), Gaia team cannot be killed.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GameOver&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( {number allyTeamID1, number allyTeamID2, ...} ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Will declare game over, a list of winning allyteams can be passed, if undecided ( like when dropped from the host ) it should be empty ( no winner ), in the case of a draw with multiple winners, all should be listed&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RulesParams =&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;string values are new since 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;possible keys for the losAccess table are:&lt;br /&gt;
    `private` : only readable by the ally (default)&lt;br /&gt;
    `allied`  : readable by ally + ingame allied&lt;br /&gt;
    `inlos`   : readable if the unit is in LOS&lt;br /&gt;
    `inradar` : readable if the unit is in AirLOS&lt;br /&gt;
    `public`  : readable by all&lt;br /&gt;
   note: if one condition is fulfilled all beneath it are too (e.g. if an unit is in LOS it&amp;lt;br/&amp;gt;     can read params with `inradar=true` even if the param has `inlos=false`)&lt;br /&gt;
   note2: all GameRulesParam are public, TeamRulesParams can just be `private`,`allied`&amp;lt;br/&amp;gt;     and/or `public`&lt;br /&gt;
   note3: You can read RulesParams from &#039;&#039;&#039;any&#039;&#039;&#039; Lua enviroments! With those losAccess&amp;lt;br/&amp;gt;     policies you can limit their access.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureRulesParam&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;new since 102.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number featureID, string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;see above for further documentation of losAccess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTeamRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;see above for further documentation of losAccess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetGameRulesParam&#039;&#039;&#039;&lt;br /&gt;
  ( string paramName, number|string paramValue [, table &amp;lt;span class=note&amp;gt;losAccess&amp;lt;/span&amp;gt;] ) -&amp;gt; nil&lt;br /&gt;
   &amp;lt;span class=note&amp;gt;see above for further documentation of losAccess&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&#039;&#039;&#039;Spring.AddTeamResource&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.UseTeamResource&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, &lt;br /&gt;
    string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;,number amount |&lt;br /&gt;
    { metal = number amount, energy = number amount}&lt;br /&gt;
  ) -&amp;gt; nil | boolean hadEnough&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTeamResource&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string res, number amount ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for res are:&lt;br /&gt;
    &amp;quot;m&amp;quot;  = metal&lt;br /&gt;
    &amp;quot;e&amp;quot;  = energy&lt;br /&gt;
    &amp;quot;ms&amp;quot;  = metal storage&lt;br /&gt;
    &amp;quot;es&amp;quot;  = energy storage&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTeamShareLevel&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.ShareTeamResource&#039;&#039;&#039; &amp;lt;span class=note&amp;gt;0.82 and later&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number teamID_src, number teamID_recv, string &amp;quot;metal&amp;quot; | &amp;quot;energy&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Teams =&lt;br /&gt;
&#039;&#039;&#039;Spring.SetAlly&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( number firstAllyTeamID, number secondAllyTeamID, boolean ally ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
Changes the value of the (one-sided) alliance between: firstAllyTeamID -&amp;gt; secondAllyTeamID&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AssignPlayerToTeam&#039;&#039;&#039; {{new|98.0}}  {{Sourcelinkhash|7ed9a7e34814c60e5ae16281520cccc4daf3c367}}&lt;br /&gt;
  ( number playerID, number teamID)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetGlobalLos&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number allyTeamID, bool globallos )&lt;br /&gt;
&lt;br /&gt;
= Unit Handling =&lt;br /&gt;
&#039;&#039;&#039;Spring.CreateUnit&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;note: offmap positions are clamped! (you still can use MoveCtrl todo so)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( string &amp;quot;defName&amp;quot; | number unitDefID,&lt;br /&gt;
    number x, number y, number z,&lt;br /&gt;
    (number facing | string &amp;quot;facing&amp;quot;),&lt;br /&gt;
    number teamID&lt;br /&gt;
    [, boolean build = false] &lt;br /&gt;
    [, boolean flattenGround = true]&lt;br /&gt;
    [, number unitID]&lt;br /&gt;
    [, number builderID]) -&amp;gt; number unitID | nil (meaning unit was not created)&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for facing are:&lt;br /&gt;
    &amp;quot;south&amp;quot; | &amp;quot;s&amp;quot; | 0&lt;br /&gt;
    &amp;quot;east&amp;quot;  | &amp;quot;e&amp;quot; | 1&lt;br /&gt;
    &amp;quot;north&amp;quot; | &amp;quot;n&amp;quot; | 2&lt;br /&gt;
    &amp;quot;west&amp;quot;  | &amp;quot;w&amp;quot; | 3&lt;br /&gt;
  if build is true the unit is created in &amp;quot;being built&amp;quot; state, with buildProgress = 0&lt;br /&gt;
  unitID and builderID are {{new|92.0}}, the former allowing to spawn a unit with&lt;br /&gt;
  a specific ID.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DestroyUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID&lt;br /&gt;
    [, boolean selfd = false]&lt;br /&gt;
    [, boolean reclaimed = false]&lt;br /&gt;
    [, number attackerID ] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
 selfd := makes the unit act like it self-destructed&lt;br /&gt;
 reclaimed := don&#039;t show any DeathSequences, don&#039;t leave a wreckage.&lt;br /&gt;
   NOTE this does _not_ give back the resources to the team!&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TransferUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    numer newTeamID&lt;br /&gt;
    [, boolean given = true ] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;if given=false, the unit is captured&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Control ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCosts&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, { &lt;br /&gt;
     [ buildTime  = number amount ],&lt;br /&gt;
     [ metalCost  = number amount ],&lt;br /&gt;
     [ energyCost = number amount ]&lt;br /&gt;
   } ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;tooltip&amp;quot; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number health |&lt;br /&gt;
    { [ health   = number health ],&lt;br /&gt;
      [ capture  = number capture ],&lt;br /&gt;
      [ paralyze = number paralyze ],&lt;br /&gt;
      [ build    = number build ] }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMaxHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number maxHealth ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitDamage&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number damage&lt;br /&gt;
    [, number paralyze = 0 [, number attackerID = -1 [, number weaponID = -1&lt;br /&gt;
      [, number impulse_x [, number impulse_y [, number impulse_z ]]] ]]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitStockpile&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number stockpile [, number buildPercent ]]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitExperience&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number experience ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitFuel&#039;&#039;&#039; {{removed|101.0}}&lt;br /&gt;
  ( number unitID, number fuel ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCrashing&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( number unitID, boolean crashing ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLineage&#039;&#039;&#039; {{removed|83.0}}&lt;br /&gt;
  ( number unitID, number teamID [, boolean isRoot] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitNeutral&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean neutral ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitTarget&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;userTarget &amp;amp; success new in version 95.0, setting nil target new in 99.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number enemyUnitID | number x, number y, number z, | nil,&lt;br /&gt;
    [ boolean dgun = false ], [ boolean userTarget = false ] ) -&amp;gt;  success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMaxRange&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number maxRange ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMass&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number mass ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitBlocking&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;crushable new in version 85.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean blocking [, boolean collide [, boolean crushable]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitBlocking&#039;&#039;&#039; {{new|95.0}} changed parameters:&lt;br /&gt;
  number unitID,&lt;br /&gt;
  boolean isBlocking,&lt;br /&gt;
  boolean isSolidObjectCollidable,&lt;br /&gt;
  boolean isProjectileCollidable,&lt;br /&gt;
  boolean isRaySegmentCollidable,&lt;br /&gt;
  boolean crushable,&lt;br /&gt;
  boolean blockEnemyPushing,&lt;br /&gt;
  boolean blockHeightChanges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMetalExtraction&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number depth [,number range] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitBuildSpeed&#039;&#039;&#039;&lt;br /&gt;
  ( number builderID,&lt;br /&gt;
    number buildSpeed, [ number repairSpeed [, number reclaimSpeed&lt;br /&gt;
  [,number resurrectSpeed [, number captureSpeed [, number terraformSpeed ]] ]]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitNanoPieces&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( number builderID, table pieces ) -&amp;gt; nil&lt;br /&gt;
This saves a lot of engine calls, by replacing:&lt;br /&gt;
function script.QueryNanoPiece() return currentpiece end&lt;br /&gt;
Use it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitAttach&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number transporterID, number passengerID, number pieceNum ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitDetach&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number passengerID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitDetachFromAir&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number passengerID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLoadingTransport&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number passengerID, number transportID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Disables collisions between the two units to allow colvol intersection during the approach.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPieceParent&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number AlteredPiece, number ParentPiece ) -&amp;gt; nil&lt;br /&gt;
Changes the pieces hierarchy of a unit, by attaching a piece to a new parent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitArmored&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;armorMultiple new in version 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, boolean armored [, number armorMultiple] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitShieldState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number weaponID = -1] [, boolean enabled] [, number power] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitFlanking&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;mode&amp;quot;, number mode ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;moveFactor&amp;quot;, number factor) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;minDamage&amp;quot;, number minDamage ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;mazDamage&amp;quot;, number maxDamage ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, string &amp;quot;dir&amp;quot;, number x, number y, number z) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitWeaponState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponNum, table states ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, number weaponNum, string key, number value ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;format of the states table:&lt;br /&gt;
    {&lt;br /&gt;
      [&amp;quot;reloadState&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;reloadFrame&amp;quot;     = number value,] (synonym for reloadState!)&lt;br /&gt;
      [&amp;quot;reloadTime&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;accuracy&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;sprayAngle&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;range&amp;quot;           = number value,] (*)&lt;br /&gt;
      [&amp;quot;projectileSpeed&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;burst&amp;quot;           = number value,]&lt;br /&gt;
      [&amp;quot;burstRate&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;projectiles&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;aimReady&amp;quot;        = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
    }&lt;br /&gt;
  (*) if you change the range of a weapon with dynamic damage&lt;br /&gt;
  make sure you use SetUnitWeaponDamages to change dynDamageRange as well.&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitWeaponDamages&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number weaponNum | &amp;quot;selfDestruct&amp;quot; | &amp;quot;explode&amp;quot;, table damages ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, number weaponNum | &amp;quot;selfDestruct&amp;quot; | &amp;quot;explode&amp;quot;, string key, number value ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetX,&lt;br /&gt;
    number vType, number tType, number Axis&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;enum COLVOL_TYPES {&lt;br /&gt;
      COLVOL_TYPE_DISABLED = -1,&lt;br /&gt;
      COLVOL_TYPE_ELLIPSOID = 0,&lt;br /&gt;
      COLVOL_TYPE_CYLINDER,&lt;br /&gt;
      COLVOL_TYPE_BOX,&lt;br /&gt;
      COLVOL_TYPE_SPHERE,&lt;br /&gt;
      COLVOL_NUM_TYPES       // number of non-disabled collision volume types&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_TESTS {&lt;br /&gt;
      COLVOL_TEST_DISC = 0,&lt;br /&gt;
      COLVOL_TEST_CONT = 1,&lt;br /&gt;
      COLVOL_NUM_TESTS = 2   // number of tests&lt;br /&gt;
    };&lt;br /&gt;
    enum COLVOL_AXES {&lt;br /&gt;
      COLVOL_AXIS_X   = 0,&lt;br /&gt;
      COLVOL_AXIS_Y   = 1,&lt;br /&gt;
      COLVOL_AXIS_Z   = 2,&lt;br /&gt;
      COLVOL_NUM_AXES = 3    // number of collision volume axes&lt;br /&gt;
    };&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPieceCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number pieceIndex, boolean enable, &lt;br /&gt;
    number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetZ&lt;br /&gt;
    [, number volumeType [, number primaryAxis]]&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
As of 101.0 this is 1-based piece index argument (was 0-based).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitTravel&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number travel [, number travelPeriod] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMoveGoal&#039;&#039;&#039;   &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;used by default commands to get in build-,attackrange etc.&amp;lt;/span&amp;gt;&lt;br /&gt;
  (number unitID, number goalx, number goaly, number goalz &lt;br /&gt;
  [, number goalRadius [, number moveSpeed [, bool moveRaw ]]] )&lt;br /&gt;
{{new|98.0}} &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;moveRaw: [http://springrts.com/mantis/view.php?id=4412 allow unit to dumbly move to a coordinate without calculating path.]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLandGoal&#039;&#039;&#039;   {{new|101.0}}&lt;br /&gt;
  (number unitID, number goalx, number goaly, number goalz [, number goalRadius ] ) -&amp;gt; nil&lt;br /&gt;
Used in conjunction with {{name|Spring.UnitAttach}} et al to re-implement old airbase &amp;amp; fuel system in lua.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPhysics&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;drag new in version 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number posx, number posy, number posz,&lt;br /&gt;
    number velx, number vely, number velz,&lt;br /&gt;
    number rotx, number roty, number rotz,&lt;br /&gt;
    number dragx, number dragy, number dragz,&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number x, number z [, boolean alwaysAboveSea] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitDirection&#039;&#039;&#039; {{new|90.0}}&lt;br /&gt;
  ( number unitID, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number velx, number vely, number velz ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitRotation&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number rotx, number roty, number rotz ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitImpulse&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number x, number y, number z [, decayRate ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitSeismicPing&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number pingSize ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RemoveBuildingDecal&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitMidAndAimPos&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, &lt;br /&gt;
    number mpx, number mpy, number mpz, &lt;br /&gt;
    number apx, number apy, number apz, &lt;br /&gt;
    [, boolean relative] ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
mpx, mpy, mpz: new middle position of unit&lt;br /&gt;
&lt;br /&gt;
apx, apy, apz: new position that enemies aim at on this unit&lt;br /&gt;
&lt;br /&gt;
relative: are the new coordinates relative to world or unit coordinates?&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitRadiusAndHeight&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, number radius, number height ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitWeaponFire&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponID ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.UnitWeaponHoldFire&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number weaponID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Unit LOS ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCloak&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    boolean cloaked | number scriptCloak,&lt;br /&gt;
    [ number decloakDistance | boolean decloakAbs ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  If the 2nd argument is a number, the value works like this:&lt;br /&gt;
   1:=normal cloak&lt;br /&gt;
   2:=for free cloak (cost no E)&lt;br /&gt;
   3:=for free + no decloaking (except the unit is stunned)&lt;br /&gt;
   4&amp;gt;=ultimative cloak (no ecost, no decloaking, no stunned decloak)&lt;br /&gt;
&lt;br /&gt;
  The decloak distance is only changed if the 3th argument is a number or a boolean.&lt;br /&gt;
   If the boolean is false it takes the default decloak distance for that unitdef,&lt;br /&gt;
   if the boolean is true it takes the absolute value of it.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitSonarStealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean sonarStealth ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitStealth&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean stealth ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitAlwaysVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean alwaysVisible ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLosMask&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number allyTeam, number los | table losTypes ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;the 3th argument is either the bit-and combination of the following numbers:&lt;br /&gt;
  LOS_INLOS     = 1&lt;br /&gt;
  LOS_INRADAR   = 2&lt;br /&gt;
  LOS_PREVLOS   = 4&lt;br /&gt;
  LOS_CONTRADAR = 8&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;or a table of the following form:&lt;br /&gt;
  losTypes = {&lt;br /&gt;
    [los = boolean,]&lt;br /&gt;
    [radar = boolean,]&lt;br /&gt;
    [prevLos = boolean,]&lt;br /&gt;
    [contRadar = boolean,]&lt;br /&gt;
  }&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitLosState&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number allyTeam, number los | table losTypes ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;see above for more info on the arguments&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitSensorRadius&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string type, number radius ) -&amp;gt; nil | number newRadius&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;type can be:&lt;br /&gt;
  &amp;quot;los&amp;quot;,&amp;quot;airLos&amp;quot;,&amp;quot;radar&amp;quot;,&amp;quot;sonar&amp;quot;,&amp;quot;seismic&amp;quot;,&amp;quot;radarJammer&amp;quot;,&amp;quot;sonarJammer&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetRadarErrorParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  (number allyTeamID, number allyteamErrorSize &lt;br /&gt;
  [, number baseErrorSize [, number baseErrorMult ]]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitPosErrorParams&#039;&#039;&#039; {{new|95.0}}&lt;br /&gt;
  (number unitID, number posErrorVector.x, number posErrorVector.y, number posErrorVector.z,&lt;br /&gt;
  number posErrorDelta.x, number posErrorDelta.y, number posErrorDelta.z&lt;br /&gt;
  [ , number nextPosErrorUpdate]) --&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Unit Resourcing ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitResourcing&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    string res, number amount |&lt;br /&gt;
    { res = number amount, ... }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for res are: &amp;quot;[u|c][u|m][m|e]&amp;quot;&lt;br /&gt;
       unconditional | conditional&lt;br /&gt;
                 use | make&lt;br /&gt;
               metal | energy&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AddUnitResource&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;m&amp;quot; | &amp;quot;e&amp;quot;, number amount ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.UseUnitResource&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string &amp;quot;m&amp;quot; | &amp;quot;e&amp;quot;, number amount ) -&amp;gt; nil | boolean okay&lt;br /&gt;
  ( number unitID, { [&amp;quot;m&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;e&amp;quot; | &amp;quot;energy&amp;quot;] = amount, ... } ) -&amp;gt; nil | boolean okay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitHarvestStorage&#039;&#039;&#039; {{new|97.0}}&lt;br /&gt;
  ( number unitid, number metal )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;note&amp;quot;&amp;gt;See also {{xtaglink|Gamedev:UnitDefs|harvestStorage}} UnitDef tag.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feature Handling =&lt;br /&gt;
&#039;&#039;&#039;Spring.CreateFeature&#039;&#039;&#039;&lt;br /&gt;
  ( string &amp;quot;defName&amp;quot; | number featureDefID, &lt;br /&gt;
    number x, number y, number z&lt;br /&gt;
    [, number heading &lt;br /&gt;
    [, number AllyTeamID &lt;br /&gt;
    [, number featureID ]]] ) -&amp;gt; number featureID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DestroyFeature&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TransferFeature&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number teamID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature Control ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureHealth&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number health) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureReclaim&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number reclaimLeft) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureResurrect&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, string &amp;quot;UnitDefName?&amp;quot; [, number facing | string &amp;quot;facing&amp;quot; ] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  possible values for facing are:&lt;br /&gt;
    &amp;quot;south&amp;quot; | &amp;quot;s&amp;quot; | 0&lt;br /&gt;
    &amp;quot;east&amp;quot;  | &amp;quot;e&amp;quot; | 1&lt;br /&gt;
    &amp;quot;north&amp;quot; | &amp;quot;n&amp;quot; | 2&lt;br /&gt;
    &amp;quot;west&amp;quot;  | &amp;quot;w&amp;quot; | 3&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeaturePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number x, number y, number z [, boolean snapToGround]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureDirection&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureRotation&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureVelocity&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeaturePhysics&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
&lt;br /&gt;
(like their feature counterparts at [[Lua_SyncedCtrl#Unit_Control]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureMoveCtrl&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID [, boolean enable [, number* args]]) to control feature movement&lt;br /&gt;
   the number* arguments are parsed as follows and all optional&lt;br /&gt;
   if enable is true:&lt;br /&gt;
     [, velVector(x,y,z) -- initial velocity for feature&lt;br /&gt;
     [, accVector(x,y,z) -- acceleration added every frame&lt;br /&gt;
     ]]&lt;br /&gt;
   if enable is false:&lt;br /&gt;
     [, velocityMask(x,y,z) -- dimensions in which velocity is allowed to build when not using MoveCtrl&lt;br /&gt;
     [,  impulseMask(x,y,z) -- dimensions in which impulse is allowed to apply when not using MoveCtrl&lt;br /&gt;
     [, movementMask(x,y,z) -- dimensions in which feature is allowed to move when not using MoveCtrl&lt;br /&gt;
     ]]]&lt;br /&gt;
&lt;br /&gt;
As of spring 103.0 it is necessary to unlock feature movement on x,z axis before changing feature physics. For example use &amp;quot;Spring.SetFeatureMoveCtrl(featureID,false,1,1,1,1,1,1,1,1,1)&amp;quot; to unlock all movement prior to making SetFeatureVelocity calls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, boolean noSelect ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureAlwaysVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureCollisionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID, number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetX,&lt;br /&gt;
    number vType, number tType, number Axis&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;check Spring.SetUnitCollisionVolumeData for further explanation of the arguments&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeaturePieceCollisionVolumeData&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID, number pieceIndex, boolean enable, &lt;br /&gt;
    number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
    number offsetX, number offsetY, number offsetZ&lt;br /&gt;
    [, number volumeType [, number primaryAxis]]&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureMidAndAimPos&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, &lt;br /&gt;
    number mpx, number mpy, number mpz, &lt;br /&gt;
    number apx, number apy, number apz, &lt;br /&gt;
    [, boolean relative] ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;check Spring.SetUnitMidAndAimPos for further explanation of the arguments&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureRadiusAndHeight&#039;&#039;&#039; {{new|89.0}}&lt;br /&gt;
  ( number unitID, number radius, number height ) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureMass&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number featureID, number mass ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureBlocking&#039;&#039;&#039;&lt;br /&gt;
  (number featureID, boolean blocking, boolean collidable) --&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetFeatureBlocking&#039;&#039;&#039; {{new|95.0}} changed parameters:&lt;br /&gt;
  number featureID,&lt;br /&gt;
  boolean isBlocking,&lt;br /&gt;
  boolean isSolidObjectCollidable,&lt;br /&gt;
  boolean isProjectileCollidable,&lt;br /&gt;
  boolean isRaySegmentCollidable,&lt;br /&gt;
  boolean crushable,&lt;br /&gt;
  boolean blockEnemyPushing,&lt;br /&gt;
  boolean blockHeightChanges&lt;br /&gt;
&lt;br /&gt;
= Lua to COB =&lt;br /&gt;
&#039;&#039;&#039;Spring.CallCOBScript&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number funcID | string funcName, number retArgs, COBArg1, COBArg2, ... )&lt;br /&gt;
    -&amp;gt; nil | number returnValue, number retArg1, number retArg2, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.CallCOBScriptCB&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font style=&amp;quot;color:red;font-weight:600&amp;quot;&amp;gt;broken in 0.78.2.1; will be removed with the introduction of Lua as COB replacement&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, number funcID | string funcName, number retArgs, COBArg1, COBArg2, ... )&lt;br /&gt;
    -&amp;gt; nil | number returnValue, number CallbackData, number retArg1, number retArg2, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCOBScriptID&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, string funcName ) -&amp;gt; nil | number funcID&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Note: Don&#039;t use Spring.[Get|Set]UnitCOBValue in LUS just because you are familar with it since bos/cob, use the mighty LuaSpringAPI instead!&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCOBValue&#039;&#039;&#039; &lt;br /&gt;
  ( number unitID [, boolean splitData=false], number COBValue&lt;br /&gt;
    [, number param1 [,number param2 [, number param3 [, number param4 ] ] ] ] )&lt;br /&gt;
  -&amp;gt; number result | number result1, number result2&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;you find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span class=note&amp;gt; also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitCOBValue&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number COBValue, number param1 [,number param2] ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;you find the possible values for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span class=note&amp;gt; also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Give Order =&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;options can also be a bitmask; e.g. 0 instead of an empty table (can avoid performance hit on table creation)&amp;lt;br&amp;gt;&lt;br /&gt;
see [[Lua CMDs]] for relevant constants&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderToUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID,&lt;br /&gt;
    number cmdID,&lt;br /&gt;
    params = {number, etc...},&lt;br /&gt;
    options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderToUnitMap&#039;&#039;&#039;&lt;br /&gt;
  ( unitMap = { [unitID] = dontCare, etc... },&lt;br /&gt;
    number cmdID,&lt;br /&gt;
    params = {number, etc...},&lt;br /&gt;
    options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderToUnitArray&#039;&#039;&#039;&lt;br /&gt;
  ( unitArray = { [1] = unitID, etc... },&lt;br /&gt;
    number cmdID,&lt;br /&gt;
    params = {number, etc...},&lt;br /&gt;
    options = {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;} ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderArrayToUnitMap&#039;&#039;&#039;&lt;br /&gt;
  ( unitMap = { [number unitID] = dontCare, etc... },&lt;br /&gt;
    orderArray = {&lt;br /&gt;
      { number cmdID,&lt;br /&gt;
        {number, etc...},     &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;params&amp;lt;/font&amp;gt;&lt;br /&gt;
        {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}   &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;options&amp;lt;/font&amp;gt;&lt;br /&gt;
      }, ..&lt;br /&gt;
    }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GiveOrderArrayToUnitArray&#039;&#039;&#039;&lt;br /&gt;
  ( unitArray = { [1] = number unitID, etc... },&lt;br /&gt;
    orderArray = {&lt;br /&gt;
      { number cmdID,&lt;br /&gt;
        {number, etc...},    &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;params&amp;lt;/font&amp;gt;&lt;br /&gt;
        {&amp;quot;alt&amp;quot;, &amp;quot;ctrl&amp;quot;, &amp;quot;shift&amp;quot;, &amp;quot;right&amp;quot;}   &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;options&amp;lt;/font&amp;gt;&lt;br /&gt;
      }, ..&lt;br /&gt;
    }&lt;br /&gt;
  ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
=Ground=&lt;br /&gt;
== Grass ==&lt;br /&gt;
&#039;&#039;&#039;Spring.AddGrass&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RemoveGrass&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
== Heightmap ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Note that x &amp;amp; z coords are in worldspace (Game.mapSizeX/Z), still the heightmap resolution is [[Lua_ConstGame|Game.squareSize]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.LevelHeightMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.AdjustHeightMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(heightmap[x][z] += height;)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RevertHeightMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number origFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetHeightMapFunc&#039;&#039;&#039;&lt;br /&gt;
  ( lua_function [, arg1 ,[ arg2 [, ... ] ] ) -&amp;gt; nil | number absTotalHeightMapAmountChanged&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Example code:&amp;lt;/span&amp;gt;&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Spring.SetHeightMapFunc(function()&lt;br /&gt;
	for z=0,Game.mapSizeZ, Game.squareSize do&lt;br /&gt;
		for x=0,Game.mapSizeX, Game.squareSize do&lt;br /&gt;
			Spring.SetHeightMap( x, z, 200 + 20 * math.cos((x + z) / 90) )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.AddHeightMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetHeightMapFunc()&amp;lt;/span&amp;gt; &lt;br /&gt;
  ( number x, number z, number height ) -&amp;gt; nil | number newHeight&lt;br /&gt;
&#039;&#039;&#039;Spring.SetHeightMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetHeightMapFunc()&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x, number z, number height [,number terraform = 1] ) -&amp;gt; nil | number absHeightDiff&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;the terraform argument is a scaling factor:&lt;br /&gt;
so if 0 nothing will be changed (the terraform starts) and if it is 1 the terraform will be finished.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.LevelSmoothMesh&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.AdjustSmoothMesh&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number height ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.RevertSmoothMesh&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number z1 [, number x2, number z2], number origFactor ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetSmoothMeshFunc&#039;&#039;&#039;&lt;br /&gt;
  ( lua_function [, arg1 ,[ arg2 [, ... ] ] ) -&amp;gt; nil | number absTotalHeightMapAmountChanged&lt;br /&gt;
&#039;&#039;&#039;Spring.AddSmoothMesh&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetSmoothMeshFunc()&amp;lt;/span&amp;gt; &lt;br /&gt;
  ( number x, number z, number height ) -&amp;gt; nil | number newHeight&lt;br /&gt;
&#039;&#039;&#039;Spring.SetSmoothMesh&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;can only be called in SetSmoothMeshFunc()&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number x, number z, number height [,number terraform = 1] ) -&amp;gt; nil | number absHeightDiff&lt;br /&gt;
&lt;br /&gt;
== TerrainTypes ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetMapSquareTerrainType&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number z, int newType ) -&amp;gt; nil | int oldType&lt;br /&gt;
&#039;&#039;&#039;Spring.SetTerrainTypeData&#039;&#039;&#039;&lt;br /&gt;
  ( int typeIndex&lt;br /&gt;
  [, number speedTanks = nil ]&lt;br /&gt;
  [, number speedKBOTs = nil ]&lt;br /&gt;
  [, number speedHovers = nil ]&lt;br /&gt;
  [, number speedShips = nil ] ) -&amp;gt; nil | boolean true&lt;br /&gt;
&lt;br /&gt;
== MetalAmount ==&lt;br /&gt;
&#039;&#039;&#039;Spring.SetMetalAmount&#039;&#039;&#039; {{new|83.0}}&lt;br /&gt;
  ( number x, number z, number metalAmount)&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;x &amp;amp; z coords are in worldspace/16&amp;lt;br&amp;gt;metalAmount must be between 0 and 255*maxMetal (with maxMetal from the .smd or mapinfo.lua)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Command Descriptions =&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot; style=&amp;quot;font-size:120%; font-weight:600&amp;quot;&amp;gt;Doesn&#039;t work in unsynced code!&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.EditUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number cmdDescID, table cmdArray ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  structure of cmdArray:&lt;br /&gt;
  {&lt;br /&gt;
    [ id          = int ],&lt;br /&gt;
    [ type        = int ],&lt;br /&gt;
    [ name        = string ],&lt;br /&gt;
    [ action      = string ],&lt;br /&gt;
    [ tooltip     = string ],&lt;br /&gt;
    [ texture     = string ],&lt;br /&gt;
    [ cursor      = string ],&lt;br /&gt;
    [ queueing    = boolean ],&lt;br /&gt;
    [ hidden      = boolean ],&lt;br /&gt;
    [ disabled    = boolean ],&lt;br /&gt;
    [ showUnique  = boolean ],&lt;br /&gt;
    [ onlyTexture = boolean ],&lt;br /&gt;
    [ params      = { string = string, ... } ]&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
{{var|queueing}} is {{new|101.0}} and allows custom commands to be non-queueing (handy for state toggles).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.InsertUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number cmdDescID ] , table cmdArray ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.RemoveUnitCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number cmdDescID ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&#039;&#039;&#039;Spring.SetNoPause&#039;&#039;&#039;&lt;br /&gt;
  ( boolean noPause ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetUnitToFeature&#039;&#039;&#039;&lt;br /&gt;
  ( boolean tofeature ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
an ugly global switch that can be used to block units turning into features when they finish being built (like *A DT&#039;s do, which have the isFeature tag)&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=14&amp;amp;p=481521 thread]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetExperienceGrade&#039;&#039;&#039;&lt;br /&gt;
  ( number expGrade&lt;br /&gt;
   &amp;lt;font color=#55ee99&amp;gt;[, number ExpPowerScale [, number ExpHealthScale [, number ExpReloadScale ]]]&amp;lt;/font&amp;gt; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;expGrade defines how often UnitExperience() will be called,&lt;br /&gt;
   it is based on the following equation:&lt;br /&gt;
     (int) [exp/(exp+1)] / expGrade&lt;br /&gt;
   If this integer differs from the one before the experience change&lt;br /&gt;
   it will call UnitExperience().&lt;br /&gt;
  Also those 3 last params are only available in .cheat&lt;br /&gt;
  &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SpawnCEG&#039;&#039;&#039;&lt;br /&gt;
  ( string &amp;quot;cegname&amp;quot; | number cegID,&lt;br /&gt;
    number posX = 0, number posY = 0, number posZ = 0,&lt;br /&gt;
    number dirX = 0, number dirY = 0, number dirZ = 0,&lt;br /&gt;
    number radius = 0, number damage = 0&lt;br /&gt;
  ) -&amp;gt; nil | boolean success, cegID&lt;br /&gt;
&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;cegID new in 95.0&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Projectiles =&lt;br /&gt;
&#039;&#039;&#039;Spring.SpawnProjectile&#039;&#039;&#039;&lt;br /&gt;
  ( number weaponDefID, table projectileParams ) -&amp;gt; nil | number projectileID&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;possible keys of projectileParams are:&lt;br /&gt;
    pos = {number x, number y, number z},&lt;br /&gt;
    end = {number x, number y, number z},&lt;br /&gt;
    speed = {number x, number y, number z},&lt;br /&gt;
    spread = {number x, number y, number z},&lt;br /&gt;
    error = {number x, number y, number z},&lt;br /&gt;
    owner = number,&lt;br /&gt;
    team = number,&lt;br /&gt;
    ttl = number,&lt;br /&gt;
    gravity = number,&lt;br /&gt;
    tracking = number,&lt;br /&gt;
    maxRange = number,&lt;br /&gt;
    startAlpha = number,&lt;br /&gt;
    endAlpha = number,&lt;br /&gt;
    model = string,&lt;br /&gt;
    cegTag = string,&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DeleteProjectile&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number projID ) -&amp;gt; nil&lt;br /&gt;
Silently removes projectiles (no explosion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileTarget&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Pre 95.0:&amp;lt;/span&amp;gt;  ( number projectileID, &lt;br /&gt;
    [ number targetID, string targetTypeStr ] | [ number posX, number posY, number posZ ] ) &lt;br /&gt;
    -&amp;gt; nil | boolean validTarget&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class = &amp;quot;warning&amp;quot;&amp;gt;Post 95.0:&amp;lt;/span&amp;gt;  ( number projectileID, &lt;br /&gt;
    [ number targetID [, number targetType]]  |  [number posX, number posY, number posZ]) &lt;br /&gt;
    --&amp;gt; nil | boolean validTarget&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;targetTypeStr can be one of: &lt;br /&gt;
    &#039;u&#039; - unit&lt;br /&gt;
    &#039;f&#039; - feature&lt;br /&gt;
    &#039;p&#039; - projectile&lt;br /&gt;
  while targetTypeInt is one of:&lt;br /&gt;
    string.byte(&#039;g&#039;) := GROUND&lt;br /&gt;
    string.byte(&#039;u&#039;) := UNIT&lt;br /&gt;
    string.byte(&#039;f&#039;) := FEATURE&lt;br /&gt;
    string.byte(&#039;p&#039;) := PROJECTILE&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileIgnoreTrackingError&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number projID, bool ignore ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileIsIntercepted&#039;&#039;&#039; {{new|99.0}}&lt;br /&gt;
  ( number projID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileMoveControl&#039;&#039;&#039; &amp;lt;span class=note&amp;gt;(disables engine movecontrol, so lua can fully control the physics)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number projID, boolean enable ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectilePosition&#039;&#039;&#039;&lt;br /&gt;
  ( number projID [, number x = 0 [, number y = 0 [, number z = 0 ]]] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileVelocity&#039;&#039;&#039;&lt;br /&gt;
  ( number projID [, number x = 0 [, number y = 0 [, number z = 0 ]]] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileCollision&#039;&#039;&#039;&lt;br /&gt;
  ( number projID ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileGravity&#039;&#039;&#039; &lt;br /&gt;
  ( number projID [, number grav = 0] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileSpinAngle&#039;&#039;&#039; {{new|95.0}} Deprecated&lt;br /&gt;
  ( number projID [, number spinAngle = 0] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileSpinSpeed&#039;&#039;&#039; {{new|95.0}} Deprecated&lt;br /&gt;
  ( number projID [, number speed = 0] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileSpinVec&#039;&#039;&#039; {{new|95.0}} Deprecated&lt;br /&gt;
  ( number projID [, number x = 0 [, number y = 0 [, number z = 0]]] ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileCEG&#039;&#039;&#039;&lt;br /&gt;
  ( number projID, string ceg_name ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetPieceProjectileParams&#039;&#039;&#039; {{new|95.0}} &lt;br /&gt;
  (number projectileID,&lt;br /&gt;
  [ number explosionFlags, [ number spinAngle, [ number spinSpeed,&lt;br /&gt;
  [ number spinVector.x, [ number spinVector.y, [ number spinVector.z ]]]]]]) --&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileAlwaysVisible&#039;&#039;&#039; {{new|95.0}} &lt;br /&gt;
    (number projectileID, boolean alwaysVisible) --&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.SetProjectileDamages&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( number unitID, number weaponNum, table damages ) -&amp;gt; nil&lt;br /&gt;
  ( number unitID, number weaponNum, string key, number value ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;format of the damages table:&lt;br /&gt;
   {&lt;br /&gt;
      [&amp;quot;paralyzeDamageTime&amp;quot; = number value,]  &lt;br /&gt;
      [&amp;quot;impulseFactor&amp;quot;      = number value,]&lt;br /&gt;
      [&amp;quot;impulseBoost&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;craterMult&amp;quot;         = number value,]&lt;br /&gt;
      [&amp;quot;craterBoost&amp;quot;        = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageExp&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageMin&amp;quot;       = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageRange&amp;quot;     = number value,]&lt;br /&gt;
      [&amp;quot;dynDamageInverted&amp;quot;  = number value,] (&amp;lt;&amp;gt;0.0f := true)&lt;br /&gt;
      [&amp;quot;craterAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;damageAreaOfEffect&amp;quot; = number value,]&lt;br /&gt;
      [&amp;quot;edgeEffectiveness&amp;quot;  = number value,]&lt;br /&gt;
      [&amp;quot;explosionSpeed&amp;quot;     = number value,]&lt;br /&gt;
      [number armorType     = number value,] (changes the damage against this armor type)&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9088</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9088"/>
		<updated>2016-10-20T05:04:04Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Open Source */  Fixed description of MF and Cursed, they had been swapped by mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). &lt;br /&gt;
&lt;br /&gt;
Games can also be [[Getting_Spring_Content_and_Links|downloaded manually]], as sdz files, and placed into ../Spring/Games. Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games. Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Zero-k_image.jpg|300px|link=http://zero-k.info/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.org/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([https://github.com/spring1944/spring1944/blob/master/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:S44_tigers.jpg|300px|link=http://spring1944.org/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-NC-ND])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Evoimg.jpg|300px|link=http://www.evolutionrts.info]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kernel_Panic_3.4.jpg|300px|link=Kernel Panic]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CT_Hojos.png|300px|link=http://www.moddb.com/games/conflict-terra]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:start3.jpg|300px|link=http://springfiles.com/spring/games/edge-1]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mf_spring_wiki.jpg|300px|link=http://www.metalfactions.pt]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:cursed_logo.jpg|300px|link=http://www.indiedb.com/games/the-cursed]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Imperial Winter assault.jpg|300px|link=https://springrts.com/phpbb/viewforum.php?f=46]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=69 Journeywar] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:JwLogo.jpg|300px|link=https://springrts.com/phpbb/viewtopic.php?f=69&amp;amp;t=23275&amp;amp;start=1180]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  Journeywar is the final battle between Combine and Exobiotics. Join the fight and rediscover the HL- Universe from a new, strategic perspective. Download in Springlogbby as jw:test archive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:BAScreenShot.jpg|300px|link=http://springrts.com/phpbb/viewforum.php?f=44]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_Annihilation.png|300px|link=http://springfiles.com/spring/games/tech-annihilation-8]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:notAgame02.jpg|300px|link=http://nota.machys.net/downloads]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Screen508_s.jpg|300px|link=XTA]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9075</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9075"/>
		<updated>2015-12-29T04:55:04Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Open Source */ changed license information for metal factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). &lt;br /&gt;
&lt;br /&gt;
Game can also be [[Getting_Spring_Content_and_Links|downloaded manually]], as sdz files, and placed into ../Spring/Games. Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games. Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.org/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://spring1944.svn.sourceforge.net/viewvc/spring1944/trunk/S44Main.sdd/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=Zero-k_image.jpg|link=http://zero-k.info/}}&lt;br /&gt;
|&lt;br /&gt;
|  |{{navimgx|xsize=300|ysize=225|image=S44_tigers.jpg|link=http://spring1944.org}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-NC-ND])&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  valign=&amp;quot;top&amp;quot;| {{navimgx|xsize=300|ysize=188|image=Evoimg.jpg|link=http://www.evolutionrts.info}}&lt;br /&gt;
|&lt;br /&gt;
|  | {{navimg|xsize=300|ysize=225|image=Kernel_Panic_3.4.jpg|link=Kernel Panic}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  |{{navimgx|xsize=300|ysize=225|image=start3.jpg||link=http://springfiles.com/spring/games/edge-1}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=CT_Hojos.png|link=http://www.moddb.com/games/conflict-terra}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=cursed_logo.jpg|link=http://www.indiedb.com/games/the-cursed}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Mf_spring_wiki.jpg|link=http://www.metalfactions.pt}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C. &lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|  width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Imperial Winter assault.jpg|link=https://springrts.com/phpbb/viewforum.php?f=46}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=BAScreenShot.jpg|link=http://springrts.com/phpbb/viewforum.php?f=44}}&lt;br /&gt;
|&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=200|image=Tech_Annihilation.png|link=http://springfiles.com/spring/games/tech-annihilation-8}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=notAgame02.jpg|link=http://nota.machys.net/downloads}}&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | {{navimg|xsize=300|ysize=225|image=Screen508_s.jpg|link=XTA}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
| width=40 |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9074</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9074"/>
		<updated>2015-12-29T04:48:22Z</updated>

		<summary type="html">&lt;p&gt;Raaar: /* Open Source */ added metal factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). &lt;br /&gt;
&lt;br /&gt;
Game can also be [[Getting_Spring_Content_and_Links|downloaded manually]], as sdz files, and placed into ../Spring/Games. Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games. Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.org/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://spring1944.svn.sourceforge.net/viewvc/spring1944/trunk/S44Main.sdd/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=Zero-k_image.jpg|link=http://zero-k.info/}}&lt;br /&gt;
|&lt;br /&gt;
|  |{{navimgx|xsize=300|ysize=225|image=S44_tigers.jpg|link=http://spring1944.org}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-NC-ND])&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  valign=&amp;quot;top&amp;quot;| {{navimgx|xsize=300|ysize=188|image=Evoimg.jpg|link=http://www.evolutionrts.info}}&lt;br /&gt;
|&lt;br /&gt;
|  | {{navimg|xsize=300|ysize=225|image=Kernel_Panic_3.4.jpg|link=Kernel Panic}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  |{{navimgx|xsize=300|ysize=225|image=start3.jpg||link=http://springfiles.com/spring/games/edge-1}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=CT_Hojos.png|link=http://www.moddb.com/games/conflict-terra}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND,GPL,PD])&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=cursed_logo.jpg|link=http://www.indiedb.com/games/the-cursed}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Mf_spring_wiki.jpg|link=http://www.metalfactions.pt}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C. &lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|  width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Imperial Winter assault.jpg|link=https://springrts.com/phpbb/viewforum.php?f=46}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=BAScreenShot.jpg|link=http://springrts.com/phpbb/viewforum.php?f=44}}&lt;br /&gt;
|&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=200|image=Tech_Annihilation.png|link=http://springfiles.com/spring/games/tech-annihilation-8}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=notAgame02.jpg|link=http://nota.machys.net/downloads}}&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | {{navimg|xsize=300|ysize=225|image=Screen508_s.jpg|link=XTA}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
| width=40 |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Mf_spring_wiki.jpg&amp;diff=21944</id>
		<title>File:Mf spring wiki.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Mf_spring_wiki.jpg&amp;diff=21944"/>
		<updated>2015-12-29T04:32:34Z</updated>

		<summary type="html">&lt;p&gt;Raaar: metal factions image for the games page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;metal factions image for the games page&lt;/div&gt;</summary>
		<author><name>Raaar</name></author>
	</entry>
</feed>