Revision Two Fixed: http://files.filefront.com/kutm+r2zip/;12743062;/fileinfo.html Unzip to empires root directory. Thread music: http://www.youtube.com/watch?v=MCVehuXlJxk This is my first big release so there are a few uncertainties: 1. It all goes tits up and causes a complete internet blackout for three miles when you try to run it (unlikely) 2. Something breaks, be it a missing material I forgot to include or everyone else's computer on the planet does something differently from mine, if this happens tell me, if it's your computer I won't do anything, if it doesn't annoy me I won't do anything, if I can't be arsed I won't do anything but posting will make you feel better and I'm curious. 3. You do something odd and I have to patch the map to stop you doing it, I tried to exploit the fuck out of this map before I released it so it should be exploit proof, chances are if you think it's an exploit I've already thought about it and it shouldn't break the map, this includes things like wall climbing onto the shipping crates, that shouldn't be a problem (although I did nodraw some of them so it will look fugly). If by any chance you manage to wallclimb, mine-propel, displacement-bug and barracks-build-through-the-bottom-of-a-brush your way to the 'win the game for BE' button on top of the big tower please let me know. 4. The res list is wrong. I had to write the res list by hand because there isn't any other way to do it and pakrat breaks the bsp, so if I made a typo the map might not download from the server properly If this happens let me know, with a screenshot, and I'll fix it. 5. You get stuck, this is a possible problem but I tested all the areas I could think of where you could do it accidentally as an infantryman, and they were all unstickable fairly easily. There are a few which you can get to by purposefully hurling yourself into an obviously inescapable area but this is frankly your own damn fault. 6. You realise you can build walls in the tunnels. I know you can build walls in the tunnels and this isn't a problem, because an engineer can easily deconstruct them, it would delay you yes but as the enemy can't defend them they are easily killed by engineers. This also goes for all the other places you can build walls. I may change it however if it becomes a problem, although I do not suspect it will. 7. The map frequently crashes half way through the game, this might be a problem as there is an awful lot of stuff in the map, however I don't think it will do it, but the only way I can test it is to have 48 players on the map blowing the crap out of each other and I don't have 48 players handy, that's where you lot come in. 8. You notice the clouds disapper at some places in the city. I know, I don't know why they do it so I can't fix it, it's not that noticable. 9. There are too few resources. I don't know what the standard resource output is, so I just set one point per second per refinery, this is low but that's somewhat intentional, as I find most maps have huge numbers of resources which only serve to help the winning team, this map should result in the winning team having at most two more resources than the enemy. 10. I forgot to put a camera in for the starting view, I'll fix it later. Ok a quick run down of how the map works for those of you who don't know. The city is a miniature version of district essentially, fight from flag to flag and capture the ones with refineries under them to earn a res trickle. Three spawn points marked on the minimap, and flag can be captured at any time. Two spawns in tunnels under the large cliffs to allow infantry free movement, and a double res node in the northwest. One res node per base, and one in the middle of the map inside a bunker. I advise you to set up a base in the northwest and lock it down with walls and barracks and APC spawns, and I advise you to fight over the city too, use scunts to infiltrate and cap a spawn then bring in everyone else, the city is hard to defend. Infantry should get their arses into a bunker when not doing anything else, because bunkers are very good in this map, I scrapped most of the designs and just improved the best one with all the benefits of the others, it offers great cover, something to hide an APC behind, and an elevated firing position if you need one.