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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SuperNoob</id>
	<title>Spring - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SuperNoob"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/SuperNoob"/>
	<updated>2026-11-08T21:49:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21162</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21162"/>
		<updated>2007-07-02T16:20:12Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Update... what, I can&amp;#039;t have a break? :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobby Name: [SSFL]SuperNoob (&amp;quot;Snoob&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/ingame Result: [11:19:46 AM] * Message from server: Your in-game time is 33998 minutes.&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
&lt;br /&gt;
XTA v8 (rarely)&lt;br /&gt;
&lt;br /&gt;
WD&lt;br /&gt;
&lt;br /&gt;
EE&lt;br /&gt;
&lt;br /&gt;
NOTA&lt;br /&gt;
&lt;br /&gt;
Spring 1944&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t ask what SSFL means, if you do, I&#039;ll have to kill you. :P&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Floating_Metal_Maker&amp;diff=7562</id>
		<title>Floating Metal Maker</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Floating_Metal_Maker&amp;diff=7562"/>
		<updated>2007-07-02T16:17:10Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is simply a floating variant of the normal [[Metal Maker]]. This should not be used as a source of metal, unless you have expanded across as much of the map and cannot get to any more metal patches. It should be used to funnel excess energy to metal, and should be used with the Metal Maker GroupAI for the greatest effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:armfmakr.jpg|Arm Floating Metal Maker]][[Image:corfmakr.jpg|Core Floating Metal Maker]]&lt;br /&gt;
&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Tim_Blokdijk&amp;diff=21176</id>
		<title>User:Tim Blokdijk</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Tim_Blokdijk&amp;diff=21176"/>
		<updated>2007-07-02T16:15:46Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Art I made, collected or hopefully improved.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Feel free to improve the work under the [http://www.gnu.org/copyleft/gpl.html GNU GPL], just like I did.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blender Logo&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.timblokdijk.nl/spring/logo/blenderlogo.blend Old Blender logo source]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.timblokdijk.nl/spring/logo/logo018.blend New Blender logo source]&amp;lt;br&amp;gt;&lt;br /&gt;
Layer 1: Main layer, setup to render.&amp;lt;br&amp;gt;&lt;br /&gt;
Layer 2: Source NURBS for the logo.&amp;lt;br&amp;gt;&lt;br /&gt;
Layer 3: Source inner ring.&amp;lt;br&amp;gt;&lt;br /&gt;
Layer 4: Original 1.0 logo.&amp;lt;br&amp;gt;&lt;br /&gt;
Font &amp;quot;jrandomc.pfb&amp;quot; included (GPL) made by [http://www.theory.org/~matt/fonts/free/ Matt Chisholm]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.timblokdijk.nl/spring/logo/redlogo.jpg Background] image.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring City&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Edit of the art &amp;quot;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1921 ankh]&amp;quot; made (great stuff!)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.timblokdijk.nl/spring/Spring_City/city_for_spring_gnu_licence_tim_edit1.tar.bz2 Photoshop] file&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.timblokdijk.nl/spring/Spring_City/ae_AlYermook.ttf Font] (Don&#039;t know if it&#039;s GPL but it&#039;s under a Debian approved license)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sounds&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.timblokdijk.nl/spring/WD/sounds/final.zip New Nato infantry sounds!]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Clans&amp;diff=23381</id>
		<title>Category:Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Clans&amp;diff=23381"/>
		<updated>2007-07-02T16:11:51Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clan Pages and Pages about Clans. See [[Clans]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spamming&amp;diff=17047</id>
		<title>Spamming</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spamming&amp;diff=17047"/>
		<updated>2007-07-02T16:11:10Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spamming&#039;&#039;&#039;, when it comes to game tactics, is a term used to describe:&lt;br /&gt;
* [[Porcing]] using a great many of weak [[defense buildings]]&lt;br /&gt;
* A very numerous [[swarming|swarm]]&lt;br /&gt;
Spamming is sometimes seen as a bad game practice, because it makes the game more difficult for owners of lower-grade hardware. Displaying spammed environment results in massive slowdown (lag), which prevents the player from taking any actions or makes them very difficult. Intentional spamming in order to cause lag and render the enemy defenseless is clearly unfair. However, it is sometimes neccesary, i. e. against a porced player.&lt;br /&gt;
&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7654</id>
		<title>GD Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GD_Unit_Guide&amp;diff=7654"/>
		<updated>2007-07-02T16:08:04Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Revert Again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:E&amp;amp;E-GD.png|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
== Level One: Land ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost: Light cannon tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Vladost.jpg|left|100px]]&lt;br /&gt;
The Vladost forms the bulk of any Global Dynasty force.  These durable tanks are equiped with a double-barreled cannon. They are best used in lines where their superior range and damage can inflict heavy losses on the enemy. Vladosts nearly always shoot first in an engagement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petra: Light missile tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Petra.jpg|left|100px]]&lt;br /&gt;
The Petra serves as a support unit for the GD forces.  Their arcing missile fire allows them to bring their weapons to bear no matter their surroundings.  Due to its inferior armor this unit should be put to the rear of a combat force, where it can use its indirect fire to greater effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taiga: Light laser tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Tagia.jpg|left|100px]]&lt;br /&gt;
The Taiga fires a short-ranged continuous laser at enemy targets, rapidly cutting through their armor.  Faster than other GD units as well as more heavily armored these untis excel at short range combat.  Their superior damage against structures makes them ideal for flank attacks or especially as candidates for covert airdrops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IIC: Radar tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:VladostIIC.jpg|left|100px]]&lt;br /&gt;
The Vladost IIC is a GD forces eyes and ears.  Equipped with a short range sensor suit these tanks can improve line of sight as well as providing mobile radar.  However Armed with only a single-barreled cannon and reduced armor these are not a substitue for light cannon tanks.  They will however tilt the balance in your favor allowing your forces to engage the enemy from maximum range and detecting flank attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia LT: Ion Cannon Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:TcherniaLT.jpg|left|100px]]&lt;br /&gt;
The GD&#039;s ace in the hole when it comes to rapid strikes by the enemy, the Tchernia Ion Cannon Tank is literally a show stopper, armed with a single large bore ion cannon this tank is capable of stopping any enemy units in it&#039;s tracks with an EMP pulse. Due to its expensive cost and high energy use this tank should be built sparingly, however it can turn the tide should you face a numerically superior foe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost Light Artillery&#039;&#039;&#039;&lt;br /&gt;
[[Image:Pavost.jpg|left|100px]]&lt;br /&gt;
The Pavost light artillery is the back bone of the GD&#039;s early long range divisions. Capable of putting a hail of fire on a target area when grouped, The Pavost will get your enemy moving, weakened and confused. However Pavost light artillery have very thin armor, if caught alone it has no chance of survival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pavost AAI: Light Anti-air tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:PavostAA.jpg|left|100px]]&lt;br /&gt;
The Pavost AAI is the first line in the GD&#039;s defense against aerial attacks. Its Light Flak cannon can easily dispatch light aircraft of all sorts, and built in mass it can even deal with medium aircraft. These should be included in all attack forces to protect against aerial attack. As heavier aircraft become present on the battlefield the Pavost AAI may require support from other anti air elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladost IAMP&#039;&#039;&#039; &lt;br /&gt;
[[Image:VladostIIA.jpg|left|100px]]&lt;br /&gt;
A perfect surprise for your enemies, this modified Vladost tank known as the IAMP version, has been refitted with a amphibious suit for navigating even deep water. Equipped with the same double-barreled cannon as its land going counterpart this tank can still pack a punch. However the Amphibious Vladost is easy prey for ships and submarines lacking anyway to retaliate against them. Use them with care, as a well planned and executed amphibious assault can breach even the most heavily defended stronghold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kamir I&#039;&#039;&#039;&#039;&lt;br /&gt;
[[Image:KamirI.jpg|left|100px]]&lt;br /&gt;
This light fast scout tank is capable of building remote camera&#039;s and camoflaged radar.  Great for roving ahead of an attack force and determining the oposition.  This scout tank is perfect for harassing the enemy, keeping tabs on distant parts of your territory, clearing minefields and quickly reclaiming debris on the battlefield. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gurnz construction vehicle&#039;&#039;&#039;&lt;br /&gt;
[[Image:Gurnz.jpg|left|100px]]&lt;br /&gt;
The Gurnz is your ticket to victory. It may be ugly, it&#039;s crew may be surly and ill trained, it&#039;s paint might be chipped and it might smell, but the Gurnz is still your basic building unit. It can construct level one buildings and level two HUBs, allowing you to tech up to the next level of units.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front== &lt;br /&gt;
January 23, 3132 AD &lt;br /&gt;
Denmark Campaign &lt;br /&gt;
24 km outside URC held Helden &lt;br /&gt;
(Formerly Odense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“The Vladost battle tank&#039;s control room sounded like a better choice to me when I first joined up. It was either that or the helo division. And every single time I took the plane to Kong I spent the entire time in the head, retching. &lt;br /&gt;
&lt;br /&gt;
	It had &#039;sounded&#039; good. Now I was seriously reconsidering that. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Explosive! Explosive rounds, damn it!Ã¢â‚¬Â Victor kicked me in the back. He was well situated, his head sticking out of the copula, his legs right near my upper back and head. I put my eye against the looker and spotted the enemy bots round the hill. I fingered the trigger, my other hand telling the auto-loader to give us a explosive. A bolt of plasma burnt into the side of our tank and I yelped as the room became boiling hot for a moment. Then the damage control systems kicked in and the air reached a livable temperature. For revenge, I pulled the trigger. &lt;br /&gt;
&lt;br /&gt;
	BOOM! BANG! I swear the second cannon sounds different from the first. I swear it, but neither the driver, nor my commander believe me. No matter. The explosive shell smashes into the ground between the two bots and smoke fills my scanner scope. A secondary explosion kicks up more dirt. The second shell hits and another explosion kicks up even more dust. The dust clears and I grin. Both bots are down. &lt;br /&gt;
&lt;br /&gt;
	WHAM! Something slams me in the back of my head. Smoke fills the cabin and Victor is screaming something. I reach for my escape hatch. It doesn&#039;t open. Victor kicks me in the back, scrambling out of his hatch. The gunner isn&#039;t screaming. I smell burnt meat. Another something slams into the tank and my head smashes against the wall. Then hands are grabbing me, pulling me up. I scramble out, stars dancing in front of my eyes. &lt;br /&gt;
&lt;br /&gt;
	Victor throws me off the tank and I hit the dirt, wheezing. He is about to jump when the tank itself explodes violently. I stand, my head ringing, blood running down the side of my head. Bits of the tank land all around me, piffing into the dirt ground. My knees knock together as it hits me. Victor might have been a bastard...and Hoe, the gunner, he&#039;d been all right...&lt;br /&gt;
&lt;br /&gt;
	I hear the stomp stomp stomp of URC mechs. I turn around and see the four mechs that had hit us...bastards had crested the hill we were sitting against. Where was the rest of the battle group! I turned, trying to see some tanks.&lt;br /&gt;
&lt;br /&gt;
	None. I was alone. &lt;br /&gt;
&lt;br /&gt;
	I turned back to the robos. I supposed the plasma would be quick...I closed my eyes.&lt;br /&gt;
&lt;br /&gt;
	And that was what saved my eyes. A flash, brighter than anything I thought possible, burst through my eye lids. I hit the ground and heat washed over me. I opened my eyes in time to see the robos fall down. A brilliant, beautiful cloud rose above the city of Odense. It was shaped like the mushrooms I used to eat when I was a kid. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Holy shit,Ã¢â‚¬Â I muttered. Ã¢â‚¬Å“They did it. They really did it.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	So thats why we had been stationed here. Thats why the GD had pulled back. I felt cold. If I had known how bad it was going to get...I&#039;d have deserted. But at the time I only known one thing: The war had gone nuclear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doppler: Radar/Sonar Helo&#039;&#039;&#039;&lt;br /&gt;
[[Image:Doppler.jpg|left|100px]]&lt;br /&gt;
	The helicopter is small, cheap and can be used to patrol the area around your base, extending your radar and sight range. Useful as a mobile spotter and a submarine finder, the Doppler can make your day much easier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cossack: Interceptor Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Cossack.jpg|left|100px]]&lt;br /&gt;
	Equipped with air to air missiles, the Cossack is perfect for taking down the enemy bombers. Capable of destroying most enemy aircraft (assuming the Cossack team has numbers on its side) the Cossack is a must have for total air superiority. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khan: Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Khan.jpg|left|100px]]&lt;br /&gt;
	The Khan is a gunship, equipped with deadly heavy machine guns, the Khan is suited to destroying enemy patrols and harassing enemy forces. Remember to pull it back before it&#039;s fuel supplies run low, or it will not be coming back from it&#039;s mission. Best used in packs to destroy isolated pockets of resistance, hunt down fleeing enemies, or blasting apart undefended buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grund: Light Transport Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Grund.jpg|left|100px]] &lt;br /&gt;
	A swift transport, the Grund is capable of trasnporting light units. Unfortunately it&#039;s speed is balanced by a complete lack of armor, guns or anything that will allow it to survive enemy attacks. Use it to ferry unit&#039;s around safe territory, or carefully sneak it through the enemy&#039;s defensive line.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
 December, 25 3132 AD. GD &#039;tactical withdrawal&#039; Somewhere over Siberia. &lt;br /&gt;
&lt;br /&gt;
	I bounced in my cockpit and watched my army fall back. It felt bad, It felt worse than the day Moriscaw was plasma bombed by the robo bastards. It felt even worse than when my first son had died. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it. Damn it!Ã¢â‚¬Â I muttered, keeping my voice off the radio. The rest of my squad didn&#039;t near to hear me going to pieces. Hell, I didn&#039;t need to hear me going to pieces. A sudden buffet of wind shook my Cossack. That made me pay attention. Siberia killed. It had killed when my ancient ancestors had fought the Nazis, it had killed before them...it would kill after I and mine had gone by too. &lt;br /&gt;
&lt;br /&gt;
	But the one thing it wouldn&#039;t...couldn&#039;t kill was the robos. URC mechs marched underneath us, bolts of plasma lighting up the ground. Occasionally one of our tanks would fire back...more often, they would explode brightly. Like a star in the night sky. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Contact!Ã¢â‚¬Â Kim shouted, his voice crackling over my radio. I snapped back to focus, my training taking over. The red dots on my radar screen were going to fast to be tanks, too slow to be fighters. Bombers...and the computer in my radar projected their course to the bridge. Shit! &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Form up on my mark,Ã¢â‚¬Â I said. Ã¢â‚¬Å“Don&#039;t let a single one of those bombers get past!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I moved my joystick and the Cossack moves about. I see the bombers. Wide, engines glowing. They&#039;re not even trying to hide! I grin, reading my heat seeking missiles. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missiles away!Ã¢â‚¬Â I shout. The missiles streak towards the bombers. One impacts, then the other. The bomber falls out of the sky, trailing smoke. It hits the ground and it&#039;s plasma hold lights up with a bright green flash. Missiles streak past me as my wingmates open fire. Two more bombers go down. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“This is too easy...Ã¢â‚¬Â I murmur. I let go two missiles and the last bomber explodes. &lt;br /&gt;
&lt;br /&gt;
	I wait for the shoe to drop. &lt;br /&gt;
&lt;br /&gt;
	Nothing. I bring my Cossack back to the patrol route. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey, why can&#039;t they make it this easy each time?Ã¢â‚¬Â That&#039;s...Vlad. Then warning indicators flash and his helo&#039;s signals vanish. A flash bursts through my windshield and I look to the side. Vlad&#039;s helo, whats left of it, falls to the ground. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Missles! Break, break break!Ã¢â‚¬Â I shout. Another one of the helo&#039;s, this time Kim&#039;s, explodes. Ã¢â‚¬Å“Fall back!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	The remains of my squad peels towards the bride. As we leave the operational area, my radar detects more URC bombers heading towards the bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Two: Land== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khrushchev: Medium battle tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Krushchev.jpg|left|100px]]&lt;br /&gt;
Armed and armored like a...tank, the Khrushchev is a deadly weapon on the battle. Slow, but heavily armored, the Khrushchev is armed with two cannons and a mini-gun that can take down a verity of targets. The Khrushchev, in numbers, is a platform capable of handling any number of enemy ground units. Beware: It&#039;s lack of mobility and can lead it it&#039;s doom through enemy flanking maneuvers and sneak attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irveranguz: Medium Missle Tank&#039;&#039;&#039; &lt;br /&gt;
[[Image:Irveranguz.jpg|left|100px]]&lt;br /&gt;
With arching missiles and heavier armoring, the Irveranguz can destroy enemies located behind hills, around corners and so on. Use it to back up the direct fire power of your tanks, and to control crowds through it&#039;s high AOE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kirovich: Medium Laser Tank&#039;&#039;&#039; &lt;br /&gt;
[[Image:Kirovich.jpg|left|100px]]&lt;br /&gt;
With no less than four short range, high powered lasers, the Kirovich is a fast assault raider, capable of burning down enemy buildings in a flash. Beware: High energy usage make this tank a nuclear powered beast that can destroy your economy. Make sure your power plants are running at full tilt. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurora: Bombardment Artillery&#039;&#039;&#039;&lt;br /&gt;
[[Image:Aurora.jpg|left|100px]]&lt;br /&gt;
The Aurora brings death at long range, with two massive barrels and an infinite amounts heavy shells. Unlike its level 1 counterpart, it can fire horizontally. This feature, if used with care, can be used to devestate aproaching armies if their positions are wel known. It is also slower and more unwieldy than the Pavost light artillery. Use it with care, and be sure to protect it, as it is an expensive investment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tchernia: Medium Ion Cannon&#039;&#039;&#039;&lt;br /&gt;
[[Image:Tchernia.jpg|left|100px]]&lt;br /&gt;
A larger, longer ranged, more heavily armored version of the Tchernia LT, with duel cannons, the Tchernia is a non-lethal weapon that can turn the tide of battle by paralyzing your enemies and styming their advanced. Guaranteed Ã¢â‚¬Å“Blitzkrieg StopperÃ¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yatioa: AA TankÃ¢â‚¬Â&lt;br /&gt;
[[Image:Yaota.jpg|left|100px]]&lt;br /&gt;
A heavy Flak wielding tank, this tank is capable of destroying URC VTOLS en mass. Keep it protected from a ground assault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yakovitch: ECM Tank&#039;&#039;&#039; &lt;br /&gt;
[[Image:ECM.jpg|left|100px]]&lt;br /&gt;
Equipped with nothing but a machine gun, the Yakovitch is still one of the most powerful weapons in your arsenal. Capable of hiding an entire attack force from enemy radar, the Yakovitch is the way to sneak your army behind the enemies gates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaikovic: Minelayer Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Minelayer.jpg|left|100px]]&lt;br /&gt;
Capable of building light and medium mines, use the Vaikovic to cover the entrances into your base. Capable of stopping all but the most determined (or suicidal) enemies, mine fields are your best friend when it comes to defense. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Khrushchev IAMP: Amphibious Battle Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Anphib.jpg|left|100px]]&lt;br /&gt;
Equipped with standard suicide pills and self contained air supply, this version of the Khrushchev is perfect for delivering a nasty water born shock to the enemy. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irveranguz IIAMP: Amphibious Missile Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Amissle.jpg|left|100px]]&lt;br /&gt;
With watertight seals for the missiles and an air tight command cabin, this version of the Irveranguz can cross waters and support your Amphibious Khrushchevs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kurzt IAMPT: Amphibious Torpedo Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Torp.jpg|left|100px]]&lt;br /&gt;
The only amphibious tank that comes without suicide pills, the Kurzt is capable of firing torpedoes at sea targets. Use them to cover your amphibious assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Yatioa IIAMP: Amphibious AA Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:AAA.jpg|left|100px]]&lt;br /&gt;
An anti air tank that&#039;s also capable of crossing water passages. Use them to create a all purposes water born assault.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3156 AD. Tokeyo Defense Campaign. 10 km outside GD held Yokohama&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Five helos flew over head. They were...I grinned. I wondered if Dyana was in one of those. She and I had met...was it a year already? I had been in the Siberian pull back, the Denmark campaign...&lt;br /&gt;
&lt;br /&gt;
	Had it been a decade? A decade? This war had been going on longer than my sister had lived. Longer than Dyana&#039;s son. Now that had been a sobering conversation. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Hey! Mal! Radio just chimed in and we&#039;re moving out!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I sat up, folding the mirror I had been using to aid my sunbathing. The thing they didn&#039;t tell you about Khrushchevs is that not only are they excellent main battle tanks, awesome engines of destructions and so on and so forth, but also amazing sunbathing...rest...things. &lt;br /&gt;
&lt;br /&gt;
	Maybe the sun was cooking my brain instead of just my skin. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Moving where?Ã¢â‚¬Â I asked, walking across the hood of the tank to my copula and slipped into my seat. Jaeger and Henekle got into their positions, Henekle near the front of the tank, next to the machine gun. She would be getting us where we were going. Jaeger sat in front of me, in a nicely kick able location. I refrained from abusing my command privileges such, instead slapping the side of the turret, grinning. Ã¢â‚¬Å“Where to!Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Point A-5,Ã¢â‚¬Â Henekle said. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Full speed!Ã¢â‚¬Â I said. Around us, the rest of the division was moving out. Some Tagia&#039;s paved the way in front of us, followed by some older Vladost tanks. I remembered when Vladosts had been the forefront of tank warfare. That was back when the robos had used light, four legged bots. Now they had started to use larger, two legged ones. They hit harder and packed more armor...but less armor than our stuff. They&#039;re first strikes against Yohohama had been rebuffed, their flanks broken by Iron Rain. Thats what we called the 432nd artillery division. Iron Rain. &lt;br /&gt;
&lt;br /&gt;
	The other Khrushchevs moved along our sides, each of their commanders relaxing in their cupolas. There was a jovial air to our movements. As if we were driving to a party instead of an attack. The URC must have regretted attacking the Japanise Islands by no- &lt;br /&gt;
&lt;br /&gt;
	A Tagia in front of us exploded. I ducked down, heart hammering in my chest. What the...bombers! &lt;br /&gt;
&lt;br /&gt;
	But the sky was clear. Two helos flew over head, as if to make sure. I knew Dyana wouldn&#039;t let a single robo fla through, let alone a tac bomber.&lt;br /&gt;
&lt;br /&gt;
	This time a Khrushchev next to me cooked up. It hit me, the same time it hit our commanders. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“You have entered a mine field at point A-3. Halt and wait for the sappers. Wait for the sappe-Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Another Khrushchev cooked up. That one had been sitting still. A green bolt burned its way across my eyes and I pointed to the side, shouting at Jaeger. For a moment I slipped back into Russionease, but caught myself. My tank crew just had to be Repatriated East German. This time I got it right, but it had cost us valuable seconds. Another vehicle cooked up, a Kirovich. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Robos! That way!Ã¢â‚¬Â I pointed. Not exact, but it got Jaeger to turn the turret. Cannon reports sounded. The turret turned and I saw the mechs full on. Two leggers, all of them. Most were plasma...but a single one had a shotgun slung under one side. &lt;br /&gt;
&lt;br /&gt;
	Shit. &lt;br /&gt;
&lt;br /&gt;
	The shotgun blasted and the cannon rounds blasted into our sides. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Henekle, move us backwards!Ã¢â‚¬Â I shouted. Ã¢â‚¬Å“Jaeger, bag us that shotgunner!Ã¢â‚¬Â&lt;br /&gt;
&lt;br /&gt;
	Two other Khrushchev commanders had the same idea. The shotgunner exploded. The URC attack peeled off, but the damage had been done. Behind us, explosions sounded. The radio squawked. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Tank group, retreat back to Yotohama base. Total URC attack is under way. Repeat. Total URC attack is under way!&lt;br /&gt;
&lt;br /&gt;
==Level Two: Air==&lt;br /&gt;
&#039;&#039;&#039;Zukov: Air Attack helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:Inter.jpg|left|100px]]&lt;br /&gt;
	Deadly air superiority fighter, this is the heavy fighter can take down enemy planes nicely and survives longer than the Cossack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov: Cluster Bomber&#039;&#039;&#039; &lt;br /&gt;
[[Image:DFA.jpg|left|100px]]&lt;br /&gt;
	Capable of saturating an area with high yield explosives, this helo is affectionately referred to it&#039;s pilots as &#039;Cluster&amp;lt;explative deleated&amp;gt;er&#039; Because it...er...screws the enemy up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharkrov II: Ground Attack Helicopter&#039;&#039;&#039;&lt;br /&gt;
[[Image:GAH.jpg|left|100px]]&lt;br /&gt;
	A rearmed Cluster Bomber, the Kharkroc II is capable of sticking around and delivering missile after missile to it&#039;s targets. Use it as a harassment or harrying role, capable of slowing or even destroying an undefended convoy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orsk: Tactical Bomber&#039;&#039;&#039;&lt;br /&gt;
[[Image:Orsk.jpg|left|100px]]&lt;br /&gt;
	Where the Kharkrov is a weapon on massive destruction, the Orsk is a scalpel. Capable of destroying a single target then return home, the Orsk is useful for taking out a radar dish, a factory...whatever needs destroying. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murnmansk: Anti-ship Bomber&#039;&#039;&#039;&lt;br /&gt;
[[Image:TBH.jpg|left|100px]]&lt;br /&gt;
	The terror of the high seas, the Murnmansk is capable of destroying enemy shipping. Dropping a torpedo into the oceans at high speeds, the Murnmanks should be used to cover for your navy.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
August, 1, 3156 AD. Japan Defense Campaign. 10 km above GD held Sydney.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Shit!Ã¢â‚¬Â I muttered, jerking on my stick. The missile locks blared. BEEP! BEEP! BEEP! I thumbed the flare button and the lock on failed. As I turned my Zukov round, I saw the base outside my window. &lt;br /&gt;
&lt;br /&gt;
	Bedlam. The robos were rolling through the defensive line, plasma fire and shotgun blasts shattering buildings, blowing apart construction vehicles. Then I saw mechs fall under cannon and laser fire. The tank group had returned. It was smaller...smaller enough to make my heart falter slightly. Mal might be in one of the tanks left back in that damned mine field...&lt;br /&gt;
&lt;br /&gt;
	I spun the Zukov around again, detecting inbound targets. Bombers. I triggered my missiles and they smashed into the air. Both hit and the first URC bomber went down. They&#039;re escort showed up, two fighter VTOLS breaking away from the fighter swarm. They fired and the missiles shot towards me and my wing mate. I dropped, turning off my blades at the right moment. The missile missed.&lt;br /&gt;
&lt;br /&gt;
	My wing mate wasn&#039;t that lucky. His Zukov exploded, smashing into the ground. I fired my next pair of missiles, locking onto both VTOLs. My missiles peeled off and struck both robos. One blew up and smashed into the ground. The other survived with minor damage, darting through the air at me. It fired it&#039;s missiles. In an instant I saw them heading towards me. I tanked on my stick, pulling off a maneuver that would have sent me into the ground...if the missile hadn&#039;t hit me first. &lt;br /&gt;
&lt;br /&gt;
	A warning blared in my ears and slammed my fist down on the eject. The cockpit exploded...then I shot down, away from the Helicopter, which smashed onto a URC mech. The mech, to my fury, didn&#039;t explode. I hung from the silk, looking over the battlefield. The URC bombers flew over the base. &lt;br /&gt;
&lt;br /&gt;
	A flurry of plasma tore though he ground, buildings, tanks. People. Smoke began to rise as URC flame throwers began to burn up the base. I saw the wrecks of half our tanks, the buildings burning, the helos downed or fighting a desperate battle in the sky. &lt;br /&gt;
&lt;br /&gt;
	But the URC simply had more. They always had more. &lt;br /&gt;
&lt;br /&gt;
	I hit the ground, rolling with the impact. I disengaged my parachute, trying to get as far away from the base as possible as I could on foot. I felt the ground shake, clomp, clomp, clomp. I turned around, slowly. A URC two legger stood, it&#039;s plasma barrels glowing. It fired again, the bolts of plasma  incredibly hot. I gasped, ducking as the URC stepped over me, walking forward. &lt;br /&gt;
&lt;br /&gt;
	I stood and ran. The sky above me was filled with URC planes. The only other thing in the air...was smoke. &lt;br /&gt;
&lt;br /&gt;
	I got to the perimeter, where a massive hole had been torn by a URC explosive. I ducked out and looked around. Sydney was north...but where was north? A Khrushchev rolled past me, firing backwards as it drove forward. A plasma bolt impacted in its back and it exploded, the blast knocking me off my feet.&lt;br /&gt;
&lt;br /&gt;
	I stood up, brushing my shirt off. I chose a random direction, any direction away from the base...and ran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Three: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ural: Heavy Battle Tank&#039;&#039;&#039;&lt;br /&gt;
[[Image:Ural.jpg|left|100px]]&lt;br /&gt;
The Ural. A name that can inspire fear in the enemy. The Ural is a heavy death platform. Equipped with a staggering level of firepower, the Ural is a leviathan, capable of rolling over the enemy if used en mass. A single Ural can strengthen a battle line, while a battle line of Urals is deadly beyond belife. Warning: The Ural is equipped with two front cannons, two side turrets and a double barreled turret. The only way every gun can be fired would be if the Ural was facing straight forward. Ural is weak if flanked. Check your corners.&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:CurrentVersion&amp;diff=22462</id>
		<title>Template:CurrentVersion</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:CurrentVersion&amp;diff=22462"/>
		<updated>2007-07-02T16:06:27Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.74b3&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Modweb_Generator&amp;diff=14673</id>
		<title>Modweb Generator</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Modweb_Generator&amp;diff=14673"/>
		<updated>2007-07-02T16:06:04Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Modweb Generator is a set of PHP scripts created by [[User:Maelstrom|Maelstrom]] to easily create statistics pages for each unit and weapon in a mod.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
To create a &#039;Modweb&#039; for your mod, follow these instructions&lt;br /&gt;
# Download the current version of the Modweb scripts from the forum thread. A link is down the bottom of this page.&lt;br /&gt;
# Unzip the Modweb generator into a directory on your webserver.&lt;br /&gt;
# Unzip the following folders and files of your mod into the &#039;&#039;&#039;mod/&#039;&#039;&#039; directory of the Modweb:&lt;br /&gt;
#* The &#039;&#039;&#039;modinfo.tdf&#039;&#039;&#039; file, found in the base directory of the mod, into the base directory&lt;br /&gt;
#* The &#039;&#039;&#039;units/&#039;&#039;&#039; directory of the mod,&lt;br /&gt;
#* The &#039;&#039;&#039;weapons/&#039;&#039;&#039; directory of the mod,&lt;br /&gt;
#* The &#039;&#039;&#039;gamedata/&#039;&#039;&#039; directory of the mod.&lt;br /&gt;
#* The files in &#039;&#039;&#039;unitpics/&#039;&#039;&#039; directory of the mod in the &#039;&#039;&#039;output/images&#039;&#039;&#039; folder of the modweb generator (note : unitpics &#039;&#039;&#039;MUST&#039;&#039;&#039; be in &#039;&#039;&#039;.bmp&#039;&#039;&#039; format.&lt;br /&gt;
# Run &#039;&#039;&#039;index.php&#039;&#039;&#039; through your web browser of choice, and select the relevant options from the menu.&lt;br /&gt;
# Copy the contents of the &#039;&#039;&#039;output/&#039;&#039;&#039; folder to the desired location&lt;br /&gt;
# Your done!&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Depending on the template, build pics will need to be uploaded to an &#039;&#039;&#039;images/&#039;&#039;&#039; directory where all the HTML files are located.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* [http://ta-aa.sourceforge.net/modweb/ AA&#039;s Technical Unit Guide], using excellent custom templates (outdated).&lt;br /&gt;
* [http://froob.iamacup.com/AAmodweb/ AA 2.21 Technical Unit Guide], Made by Maelstrom and [Gen]Fox after loads of headache.&lt;br /&gt;
* [http://taspring.clan-sy.com/warcows/XTAv6/ XTA Modweb]. A bit outdated, but still there.&lt;br /&gt;
* [http://www.ta-spring.com/mods/xectvsmynn/unitguide/ Xect vs. Mynn Modweb]. Used an old version of the Modweb.&lt;br /&gt;
* Please add yours to the list if its not here!&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
[[category:Mod Development]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KoM&amp;diff=10162</id>
		<title>KoM</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KoM&amp;diff=10162"/>
		<updated>2007-07-02T16:05:36Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KoM (King of Monitors) ==&lt;br /&gt;
&lt;br /&gt;
ok, i just want to know, who has the best moniter(highest res + refresh rate)...i recently purchased an &#039;iimaya vision master 403&#039;...and it displays 2048 X 1536 at 95hz..lol..&lt;br /&gt;
&lt;br /&gt;
anyone beat that? :D&lt;br /&gt;
&lt;br /&gt;
== current king ==&lt;br /&gt;
&lt;br /&gt;
[a_clan]willieturnip&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Maelstrom&amp;diff=20912</id>
		<title>User:Maelstrom</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Maelstrom&amp;diff=20912"/>
		<updated>2007-07-02T16:03:12Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maelstroms Page ==&lt;br /&gt;
&lt;br /&gt;
Random stuff I have made:&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 My SMD Creator]&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Delaying_Inevitable_Defeat:_Development_Time&amp;diff=5396</id>
		<title>Delaying Inevitable Defeat: Development Time</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Delaying_Inevitable_Defeat:_Development_Time&amp;diff=5396"/>
		<updated>2007-07-02T16:00:04Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Introduction&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After several months of playing Spring, it has become apparent to me that I am better known for making comebacks than for winning battles. Upon reading the treatise on winning in a one on one enviroment, I looked back upon my own experiences and drew several conclusions and tips that one should bear in mind, especially when playing against terrible odds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inevitable Defeat &amp;amp; You&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The concept of inevitable defeat is often simply in your mind. If you understand that, you can often overcome it. Yes, you lost your defensive line, your standing forces, control of the sea, your massive air superiority, your main base. So what? If you have just one constructor, or one ally willing to give you one, you can make a difference - a lasting difference! If you don&#039;t have a constructor, and cannot obtain one, you&#039;re still not out of the woods - you can still make a difference - albeit it a minor one!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the face of crushing defeat, one is given a unique opportunity to play without reserve.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This is little different at base from the anarchic freedom allowed to individuals during any number of wars in human history. However, in the limited enviroment of Spring, such a condition is not given to atrocity - for there are only warriors, and no civilians. It allows for unfettered creativity.&lt;br /&gt;
&lt;br /&gt;
What better time to develop your own tactics and strategy than when afflicted with unfettered creativity? Limited resources, little left to lose... this is not a time to surrender! This is a time to experiment!&lt;br /&gt;
&lt;br /&gt;
If you want me to sum up this stream of thought, I will put it thus...&lt;br /&gt;
*In the face of defeat, experiment&lt;br /&gt;
*You may not be defeated completely, despite all evidence to the contrary&lt;br /&gt;
*There is no shame in defeat if you make an effort&lt;br /&gt;
&lt;br /&gt;
-Neddiedrow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SM3_FAQ&amp;diff=16069</id>
		<title>SM3 FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SM3_FAQ&amp;diff=16069"/>
		<updated>2007-07-02T15:55:04Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Nother Spam Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions on SM3 =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is DevIL ==&lt;br /&gt;
DevIL is the Image Loading library that spring uses.&lt;br /&gt;
http://openil.sf.net/&lt;br /&gt;
&lt;br /&gt;
DevIL supports loading of bmp, dds, gif, jpg, png, pcx, psd, psp, tga, raw, pal, tif, pal, sgi, hdr among others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Map Size (x) should be equal to GameAreaW and GameAreaH&amp;quot;? ==&lt;br /&gt;
For the map to load you need to add these two variables to your .sm3:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
	GameAreaW=xxx;&amp;lt;br&amp;gt;&lt;br /&gt;
	GameAreaH=xxx;&amp;lt;br&amp;gt;&lt;br /&gt;
The map size(note, not the heightmap size which is map 1 pixel) width/height goes here.&lt;br /&gt;
&lt;br /&gt;
== How do I use external textures? ==&lt;br /&gt;
Create a modinfo.tdf textfile in your mapname.sdd. It should contain:&lt;br /&gt;
&lt;br /&gt;
[MOD]&amp;lt;br&amp;gt;&lt;br /&gt;
{&amp;lt;br&amp;gt;&lt;br /&gt;
Name=mapname;&amp;lt;br&amp;gt;&lt;br /&gt;
Description=your description here;&amp;lt;br&amp;gt;&lt;br /&gt;
ModType=0;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NumDependencies=1;&amp;lt;br&amp;gt;&lt;br /&gt;
Depend0=texturefilename.sd7;&amp;lt;br&amp;gt;&lt;br /&gt;
}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will tell Spring to look in the directory where your map is located(eg. \maps\) for the textures you have specified in the SM3. Example:&lt;br /&gt;
&lt;br /&gt;
[Rock]&amp;lt;br&amp;gt;&lt;br /&gt;
{&amp;lt;br&amp;gt;&lt;br /&gt;
TileSize=60;&amp;lt;br&amp;gt;&lt;br /&gt;
File=textures/rock/rock.jpg;&amp;lt;br&amp;gt;&lt;br /&gt;
Bumpmap=textures/rock/rock_normal.jpg;&amp;lt;br&amp;gt;&lt;br /&gt;
}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which would tell Spring that your texture is at texturefilename.sd7/textures/rock/rock.jpg.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map making]]&lt;br /&gt;
[[Category:SM3 map format]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13211</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13211"/>
		<updated>2007-07-02T15:47:37Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Spam Revert... #*(&amp;amp;(&amp;amp; bots.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Lakes===&lt;br /&gt;
&lt;br /&gt;
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5.  &lt;br /&gt;
&lt;br /&gt;
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 10x10;  Description=Made by CW83, Wind:1-25;&lt;br /&gt;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This map can get very porcy with all the steep ridges, but you only need to break through one entrance...&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
Snoob: Has to be played with shadows off, but it&#039;s good...though the textures are kind of lacking.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16;  Description=2 Highways through hilly terrain;&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Remake===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: A fairly faithful reproduction of the OTA classic, CtC Remake is a rather small 1v1 at only 8 x 4 and doesn&#039;t have quite enough metal for a sea battle. Still, it is a fun map for tiny sea engagements. Might be better with some metal in the water, but then it wouldn&#039;t be a remake, now would it?&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  There&#039;s metal and geo vents for each player.  Too resource-rich for small games.&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Lowland Crossing===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This 1v1 map has a good look to it - I like the mix of land/hills/water. Unfortunately, it&#039;s set up to be a major porc-fest with the sections of deep water in the middle. Of course, porcers will love it. I highly recommend it for new players due to its small size (6 x 8) and clearly defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
Snoob: Funny until you see the metal.&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
Sehk: An interesting map based off of a variation of the Risk board. There is little strategic difference between water and land - the land favours vehicles to some extent... not the greatest for play, but fun on occasion.&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Severnaya Industrial===&lt;br /&gt;
&lt;br /&gt;
SpikedHelmet: Very excellent map. Besides the obvious visual beauty, the map is very interesting to play, with well-placed resources and very intriguing terrain which makes for very challenging gameplay. A+.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Divide===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: A nice little 1v1 with hills crossable only by k-bots. Also has a fiercely contested center due to the high metal, geothermal spots and the fact that it is the only pass between the north and south sections of the map.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk - Fairly well played, attractive, but limited. A lack of metal in the water and an imprecise distribution of metal somewhat handicap this fierce map, characterized by a requirement of control in the fields of land air and sea.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield v2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: The new SSB now has metal in the water, making this map even more popular than before.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Islands v2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: Basically Small Supreme Battlefield v2 without the land bridge connecting the two sides of the map. Great when you want that SSB action but a focus on sea power... or hovers. :(&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk: See Small Supreme Battlefield above.&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===The Pass V2===&lt;br /&gt;
&lt;br /&gt;
BDCoolio: This is a larger version of the original, but still doesn&#039;t have nearly enough metal. The passage itself is also still very narrow, making air power a must.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
Chapp: This map is incredibly interesting for a few reasons, Versions 3 through 5 have interesting nuances.&lt;br /&gt;
V3: Very unique terrain types, slopes allow for vehicles on most every side of a pass/ravine.&lt;br /&gt;
V4: Switched from metal map to metal spots, slopes steepened, making vehicles more difficult to play. Terrain type made uniform, K-bots recieve a massive speed boost. Darkest of the 3 versions.&lt;br /&gt;
V5: Metal spots still, Brightest of the 3 versions.&lt;br /&gt;
&lt;br /&gt;
BDCoolio: Version 3 is probably your best bet, as v4 is considered by many to be a mistake, and v5 is a massive download. V3 is 14x14, the other two are 16x16.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4625</id>
		<title>Commander bombing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4625"/>
		<updated>2006-12-18T23:05:34Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: changed later to late. &amp;gt;_&amp;lt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commander bombing or commbombing is when a player uses the awesomeness of the starting commander to wreck havoc on an enemy&#039;s base or auxillary defenses.  The D-gun combined with a huge explosion when the comm dies will very quickly destroy the opposing player&#039;s economy and production if the buildings were grouped together. There are several tactics that constitute commbombing:&lt;br /&gt;
&lt;br /&gt;
# Running out to an enemy&#039;s cannon/defenses that is shelling you/ruining your peewees and dgunning it (very common on Altored Divide map)&lt;br /&gt;
# Walking into enemy&#039;s base early game and dgunning the opposing player&#039;s comm, destroying most of their base and their commander (perhaps even taking them completely out of the game)&lt;br /&gt;
# In the late game, flying a transport with a commander (perhaps not even yours!) in it into their base to explode it&lt;br /&gt;
&lt;br /&gt;
Commbombing is generally frowned upon, as many times they are used in ways which rapidly end or throw the game.  The [[D-gun]] especially seems overpowered if allowed to function as an offensive weapon.  This is why many times games will limit d-gun to start position. This, however, will not stop a commander from d-gunning an incoming Krogoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4624</id>
		<title>Commander bombing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander_bombing&amp;diff=4624"/>
		<updated>2006-12-18T23:05:15Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: (Latter changed to Later)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commander bombing or commbombing is when a player uses the awesomeness of the starting commander to wreck havoc on an enemy&#039;s base or auxillary defenses.  The D-gun combined with a huge explosion when the comm dies will very quickly destroy the opposing player&#039;s economy and production if the buildings were grouped together. There are several tactics that constitute commbombing:&lt;br /&gt;
&lt;br /&gt;
# Running out to an enemy&#039;s cannon/defenses that is shelling you/ruining your peewees and dgunning it (very common on Altored Divide map)&lt;br /&gt;
# Walking into enemy&#039;s base early game and dgunning the opposing player&#039;s comm, destroying most of their base and their commander (perhaps even taking them completely out of the game)&lt;br /&gt;
# In the later game, flying a transport with a commander (perhaps not even yours!) in it into their base to explode it&lt;br /&gt;
&lt;br /&gt;
Commbombing is generally frowned upon, as many times they are used in ways which rapidly end or throw the game.  The [[D-gun]] especially seems overpowered if allowed to function as an offensive weapon.  This is why many times games will limit d-gun to start position. This, however, will not stop a commander from d-gunning an incoming Krogoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13205</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13205"/>
		<updated>2006-11-05T00:25:39Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: /* Monopoly */  edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Lakes===&lt;br /&gt;
&lt;br /&gt;
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5.  &lt;br /&gt;
&lt;br /&gt;
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 10x10;  Description=Made by CW83, Wind:1-25;&lt;br /&gt;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
Snoob: Has to be played with shadows off, but it&#039;s good...though the textures are kind of lacking.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16;  Description=2 Highways through hilly terrain;&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  There&#039;s metal and geo vents for each player.  Too resource-rich for small games.&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
Snoob: Funny until you see the metal.&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
Sehk: An interesting map based off of a variation of the Risk board. There is little strategic difference between water and land - the land favours vehicles to some extent... not the greatest for play, but fun on occasion.&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Severnaya Industrial===&lt;br /&gt;
&lt;br /&gt;
SpikedHelmet: Very excellent map. Besides the obvious visual beauty, the map is very interesting to play, with well-placed resources and very intriguing terrain which makes for very challenging gameplay. A+.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk - Fairly well played, attractive, but limited. A lack of metal in the water and an imprecise distribution of metal somewhat handicap this fierce map, characterized by a requirement of control in the fields of land air and sea.&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk: See Small Supreme Battlefield above.&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
Chapp: This map is incredibly interesting for a few reasons, Versions 3 through 5 have interesting nuances.&lt;br /&gt;
V3: Very unique terrain types, slopes allow for vehicles on most every side of a pass/ravine.&lt;br /&gt;
V4: Switched from metal map to metal spots, slopes steepened, making vehicles more difficult to play. Terrain type made uniform, K-bots recieve a massive speed boost. Darkest of the 3 versions.&lt;br /&gt;
V5: Metal spots still, Brightest of the 3 versions.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13204</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13204"/>
		<updated>2006-11-05T00:22:37Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: /* Altored Earth */ edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Lakes===&lt;br /&gt;
&lt;br /&gt;
Peter: a nice 1v1 map.  3 mex spots near each start location give a total of ~5 metal.  The underwater pair gives another ~5, and the peninsula spots also total ~5.  &lt;br /&gt;
&lt;br /&gt;
The main asymmetry is that there is land above the water at the north end, and some kbots can walk through.  (as opposed to the south end, where the water goes all the way to the edge of the map.)  The water is deep and steep, so there are no spots to ford the river with non-amphibious units.  A transport will be important.  Some of the hills might be too steep for hovercraft, but they could come up the river.  Definitely an interesting map.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 10x10;  Description=Made by CW83, Wind:1-25;&lt;br /&gt;
  Gravity=130; TidalStrength=10;  MaxMetal=0.8;  ExtractorRadius=60;&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Absolute Zero===&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Altored Divide===&lt;br /&gt;
Diesel: One of my all-time favorites. This map is an absolute classic and provides excellent teamplay opportunities thanks to its clever design. Furthermore it is relatively fast-paced while not excessive with the metal. The texture isn&#039;t the best but who cares when it just plays so good!&lt;br /&gt;
&lt;br /&gt;
===Altored Earth===&lt;br /&gt;
&lt;br /&gt;
Sehk: Big, brawny, with some interesting metal placement. Not very pretty, but often fun to play on. A more advanced version with more metal, better texture and better terrain could be an award winning map.&lt;br /&gt;
&lt;br /&gt;
Snoob: Has to be played with shadows off, but it&#039;s good...though the textures are kind of lacking.&lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pintle: Classic map for quick 2v2 or 1v1. Often boils down to a plasma duel or a commander face off over the centre. There is one spot south of the middle where a lab can be built&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===BlackStar===&lt;br /&gt;
&lt;br /&gt;
Sehk: A rather fun five person FFA map, based around stars and pentagrams. It is pretty, but as it supports an odd number of players, it may never achieve widespread play. The water is viable, but unnecessary. Sharp mountains make effective static defenses difficult to implement in many areas, actually discouraging porcing until late game.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Bypass v1===&lt;br /&gt;
&lt;br /&gt;
Peter: 6 player north vs. south map.  Each player gets 6 mex spots that each give ~2.6, and there&#039;s more metal in the middle.  So too much metal for many fewer players.  4 geo vents, two near the north and two right next to each other in the southeast.  mostly flat (and no chokepoints or hills that you could really hide behind).  The highways are a nice feature:  kbots especially get a big speedup from it (movespeed is T/K/H/S = 1.9/1.6/1.4/1.4).  You should see a flea fly on it!  Strangely (since the tank multiplier is higher than the kbot multiplier) a peewee will outrun a flash on the road, but not on the normal ground everywhere else (1/1/1/1/).  Large kbots move well, too, esp. the big spider kbots.  The road is much harder (less deformable) than all the other terrain.  No water.&lt;br /&gt;
&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16;  Description=2 Highways through hilly terrain;&lt;br /&gt;
  MinWind=10; MaxWind=22;   MaxMetal=0.87; ExtractorRadius=44;&lt;br /&gt;
  Gravity=100;         MapHardness=1000;  (road: *2,  ground: *0.09, hill: *0.2)&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
Sehk: Popular, but not a group I enjoy much.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Dig Site===&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
Diesel: Although not very fair this is a solid and enjoyable map that deserves more attention. It&#039;s all about quick expansion baby.&lt;br /&gt;
&lt;br /&gt;
Pintle: &amp;quot;Unfair&amp;quot; comments don&#039;t seem to recognise the hilarity that can ensue on this map in a large FFA. One of my all time faves&lt;br /&gt;
&lt;br /&gt;
===Epic===&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
Peter: OTA-style metal spots each give 1.3.  No water, ground covered by bumps.&lt;br /&gt;
Start spots for 10 players.  There&#039;s metal and geo vents for each player.  Too resource-rich for small games.&lt;br /&gt;
stats:&lt;br /&gt;
  size: 16x16; Description=GreenHaven-V3 Classic TA Map Converted for TA Spring by GenBlood;&lt;br /&gt;
  Gravity=150;    MapHardness=200; MaxMetal=.32; ExtractorRadius=140; MinWind=8.3; MaxWind=17.4;&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hell&#039;s Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: An excellent map that unfortunately does not get the attention it deserves. This map offers a good teamplay experience and excellent opportunity to strike behind enemy lines in most games. The importance of the middle is often overrated. Metal placement is fair.&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
Diesel: A most excellent map that has all the elements of a good map and none of a bad one.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Mars===&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Monopoly===&lt;br /&gt;
&lt;br /&gt;
===MoonQ10 &amp;amp; Moon Q20===&lt;br /&gt;
&lt;br /&gt;
Sehk: Strong pair of windless maps, these are good for team games, though a little less so for 1v1. The canyons offer interesting defensive and offensive challenges, and the metal distribution feels just right.&lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===Risk===&lt;br /&gt;
&lt;br /&gt;
Sehk: An interesting map based off of a variation of the Risk board. There is little strategic difference between water and land - the land favours vehicles to some extent... not the greatest for play, but fun on occasion.&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
Pintle: Best map i&#039;ve played for team games&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
Sehk: One of a very few larger maps that feels better in 1v1 than in a team game, due to the symmetric and rather stolid metal placement. Enjoyable, if not brilliant, still a great map for the occasional game.&lt;br /&gt;
&lt;br /&gt;
===Severnaya Industrial===&lt;br /&gt;
&lt;br /&gt;
SpikedHelmet: Very excellent map. Besides the obvious visual beauty, the map is very interesting to play, with well-placed resources and very intriguing terrain which makes for very challenging gameplay. A+.&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Small Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk - Fairly well played, attractive, but limited. A lack of metal in the water and an imprecise distribution of metal somewhat handicap this fierce map, characterized by a requirement of control in the fields of land air and sea.&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Splintered Tropics===&lt;br /&gt;
&lt;br /&gt;
Sehk: A fun map that is far too shallow for serious team games. Best for FFAs; most land units can ford in E&amp;amp;E, many in AA, some in XTA. A good concept that would be interesting in larger maps with deeper water.&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Supreme Battlefield===&lt;br /&gt;
&lt;br /&gt;
Sehk: See Small Supreme Battlefield above.&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===The Pass===&lt;br /&gt;
&lt;br /&gt;
Diesel: A decent choke-point map that would have been better had the passage been wider, to allow for more than just AK/peewee assaults. Usually ends up the porcfest with each side building stuff on the mountain. Metal is on the low end but nevertheless acceptable.&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
===XantheTerra===&lt;br /&gt;
Jackalope: A relatively flat map with a beautiful texture and even but fairly random metal distribution.  There are slight hills in various areas which can slow down your units when attacking, kbots will do better.&lt;br /&gt;
&lt;br /&gt;
Sehk: This is a rather useful map, particularly for mods that happen to use vehicles and mechs/k-bots, such as AA, XTA and E&amp;amp;E. It seems small, but can easily support a 5v5.&lt;br /&gt;
&lt;br /&gt;
Chapp: This map is incredibly interesting for a few reasons, Versions 3 through 5 have interesting nuances.&lt;br /&gt;
V3: Very unique terrain types, slopes allow for vehicles on most every side of a pass/ravine.&lt;br /&gt;
V4: Switched from metal map to metal spots, slopes steepened, making vehicles more difficult to play. Terrain type made uniform, K-bots recieve a massive speed boost. Darkest of the 3 versions.&lt;br /&gt;
V5: Metal spots still, Brightest of the 3 versions.&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
===SpeedMetal===&lt;br /&gt;
&lt;br /&gt;
Sehk: A map of great contention, this map suffers from useless water and a very restrictive field of play. It can be fun to try out new things, but all in all it isn&#039;t a very good map. Has the metal down, but not really the map part.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21161</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21161"/>
		<updated>2006-11-05T00:18:32Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: updated ingame time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobby Name: [SSFL]SuperNoob (&amp;quot;Snoob&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/ingame Result: [6:17:58 PM] * Message from server: Your in-game time is 21379 minutes. (November 4th, 2006)&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t ask what SSFL means, if you do, I&#039;ll have to kill you. :P&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21160</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21160"/>
		<updated>2006-10-16T23:17:37Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: removed retarded stuff...some of it, anyway.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobby Name: [SSFL]SuperNoob (&amp;quot;Snoob&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/ingame Result: [4:04:51 PM] * Message from server: Your in-game time is 19354 minutes. (Sept. 11, 2006)&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t ask what SSFL means, if you do, I&#039;ll have to kill you. :P&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21157</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21157"/>
		<updated>2006-09-11T21:07:21Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: hooray for user pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobby Name: [SSFL]SuperNoob (&amp;quot;Snoob&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
/ingame Result: [4:04:51 PM] * Message from server: Your in-game time is 19354 minutes. (Sept. 11, 2006)&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t ask what SSFL means, if you do, I&#039;ll have to kill you. :P&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21155</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21155"/>
		<updated>2006-09-11T00:10:28Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21153</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21153"/>
		<updated>2006-09-10T23:51:21Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21152</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21152"/>
		<updated>2006-09-10T23:42:24Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;(():) --omg its an asshat!&lt;br /&gt;
STFU and get back in the closet before someone sees that I snuck you out of Area IV of the SSFL facility. - xtflx&lt;br /&gt;
&lt;br /&gt;
did you miss that part of the SSFL google search.. With the scary hazards in Area IV of the SSFL Facility?&lt;br /&gt;
&lt;br /&gt;
....wha?....yeah?&lt;br /&gt;
&lt;br /&gt;
I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S.: I have your precous core commander and if you ever want to see him again I want 5 cans of dickbeef on my doorstep by 2p.m.. And don&#039;t think about tryign to break him out. We have him locked up on your homeplanet out in the open guarded by a handfull of level ones. - Antaro C... erm i mean...The arm commander&lt;br /&gt;
&lt;br /&gt;
lol, while you weren&#039;t looking, I got him back. :P&lt;br /&gt;
&lt;br /&gt;
P.P.S: PRECUOS FTW :P..my High School english teacher would be proud :p&lt;br /&gt;
&lt;br /&gt;
indeed.&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21148</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21148"/>
		<updated>2006-09-10T23:31:11Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;(():) --omg its an asshat!&lt;br /&gt;
STFU and get back in the closet before someone sees that I snuch you out of Area IV of the SSFL facility. - xtflx&lt;br /&gt;
&lt;br /&gt;
....wha?&lt;br /&gt;
&lt;br /&gt;
I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shadowsage&amp;diff=21074</id>
		<title>User:Shadowsage</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shadowsage&amp;diff=21074"/>
		<updated>2006-09-10T23:29:59Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would like to say hi to you.&lt;br /&gt;
&lt;br /&gt;
I am [EE]Shadowsage, GD extraordinare.&lt;br /&gt;
If you mess with me, i will shred you into little pieces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of people shredded(by memorable matches)&lt;br /&gt;
[SSFL]SuperNoob,&lt;br /&gt;
Dooms1988,&lt;br /&gt;
[EE]Sheekel,&lt;br /&gt;
bigguy87,&lt;br /&gt;
Darkeye&lt;br /&gt;
&lt;br /&gt;
All hail shadowsage, tbh. -SuperNoob&lt;br /&gt;
Also, I still want a donut. :(&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21145</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21145"/>
		<updated>2006-09-10T23:28:42Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;(():) --omg its an asshat! - xtflx&lt;br /&gt;
Better master? No, you still didn&#039;t fix &amp;quot;flickoring&amp;quot;... :P&lt;br /&gt;
&lt;br /&gt;
I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21142</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21142"/>
		<updated>2006-09-10T23:22:39Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21140</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21140"/>
		<updated>2006-09-10T23:19:36Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;br /&gt;
&lt;br /&gt;
I enjoy long walks in the park while peewees murder each other romantically by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Supernoob&amp;diff=21166</id>
		<title>User:Supernoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Supernoob&amp;diff=21166"/>
		<updated>2006-09-10T23:10:59Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: pathetic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I&#039;m like totally supernoob..I enjoy long walks in the park, romantic peewees murders by the flickoring light of the monitor, capturing and torturing various ARM units......&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Supernoob&amp;diff=21164</id>
		<title>User:Supernoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Supernoob&amp;diff=21164"/>
		<updated>2006-09-10T23:08:03Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: take that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I&#039;m like totally supernoob..I enjoy long walks in the park, romantic peewees murders by the flickoring light of the monitor, D-gunning nooblets like xthefrontlinex, and also capturing and torturing various ARM units. &amp;gt;:)&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21139</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21139"/>
		<updated>2006-09-10T23:05:48Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: I be woot. :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also.&lt;br /&gt;
MODS SNOOB PLAYS:&lt;br /&gt;
AA 2.11 (rarely)&lt;br /&gt;
XTA v7&lt;br /&gt;
WD&lt;br /&gt;
EE&lt;br /&gt;
SWTA&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21138</id>
		<title>User:SuperNoob</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:SuperNoob&amp;diff=21138"/>
		<updated>2006-09-10T23:02:54Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: eh?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I AM A STUPMO! -Shadowsage&lt;br /&gt;
&lt;br /&gt;
...Stumpo? -&amp;quot;Snoob&amp;quot;&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shadowsage&amp;diff=21073</id>
		<title>User:Shadowsage</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shadowsage&amp;diff=21073"/>
		<updated>2006-09-10T22:59:07Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would like to say hi to you.&lt;br /&gt;
&lt;br /&gt;
I am [EE]Shadowsage, GD extraordinare.&lt;br /&gt;
If you mess with me, i will shred you into little pieces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of people shredded(by memorable matches)&lt;br /&gt;
[SSFL]SuperNoob,&lt;br /&gt;
Dooms1988,&lt;br /&gt;
[EE]Sheekel,&lt;br /&gt;
bigguy87,&lt;br /&gt;
Darkeye&lt;br /&gt;
&lt;br /&gt;
All hail shadowsage, tbh. -SuperNoob&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shdwstar&amp;diff=21083</id>
		<title>User:Shdwstar</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shdwstar&amp;diff=21083"/>
		<updated>2006-09-10T22:56:41Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: yaaaaay. ty. :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[X]ShadowStar&#039;&#039;&#039;&lt;br /&gt;
http://www.shadowstar.biz/ta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
yadda yadda yadda &lt;br /&gt;
----&lt;br /&gt;
beefcakes&lt;br /&gt;
&lt;br /&gt;
and donuts? -SuperNoob&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shdwstar&amp;diff=21081</id>
		<title>User:Shdwstar</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shdwstar&amp;diff=21081"/>
		<updated>2006-09-10T22:53:46Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: Eat it all the way this time. -_-&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[X]ShadowStar&#039;&#039;&#039;&lt;br /&gt;
http://www.shadowstar.biz/ta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
People I&#039;ve owned;&lt;br /&gt;
&amp;lt;Name removed due to privacy reasons&amp;gt;&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shdwstar&amp;diff=21079</id>
		<title>User:Shdwstar</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Shdwstar&amp;diff=21079"/>
		<updated>2006-09-10T22:51:43Z</updated>

		<summary type="html">&lt;p&gt;SuperNoob: eat that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[X]ShadowStar&#039;&#039;&#039;&lt;br /&gt;
http://www.shadowstar.biz/ta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
People I&#039;ve owned;&lt;br /&gt;
[x]ShadowStar&lt;/div&gt;</summary>
		<author><name>SuperNoob</name></author>
	</entry>
</feed>