Readme.txt This is my first published map, and I hope it is a good one. I designed it mostly for skirmishes, where the AI had a tendency to build up in the maze structures at starting point two. This is a 16 Meg RAM, 20x20 map. Metal is normal for metal world, solar puts out 30, tidal puts out 50. Starting positions 1-4 have 2 thermal vents nearby, while 5-8 don't have the same level of safety, they have better access to the water and tidals. Positions 5 and 8 also start near 4 thermal vents, and 6 and 7 start in the middle of a bridge maze, isolating them (hopefully) from early rushes. The tileset is completely Cavedog's metal set. No originality there; then again, for being the first map, I wasn't aiming for tile originality. There would be larger spans of ocean, but I didn't feel like sitting with Annihilator for hours lowering pixel after pixel on parts of the map, and TAMEC's extra metal tileset needs to be fixed from the site. The name of this map is Seige, and if the AI behaves properly, that's how it should end up being. I haven't packed a custom AI for this one, and although I use a slightly modified version of Cavedog's, I assumed I would leave the AI scripting to more talented hands than mine. Feedback on this is much appreciated, and I enjoy doing maps as much as playing them. Miranda Jaime Hunter Wyld Hunter