Map Description:

Simple King of The Hill style map including a map option to set KotH game mode. 
A lot of metal and quite high windspeed to allow for very fast paced hill fights 
and easy upgrading to 2nd level, to make them even more hard. Ressources can be 
tuned down in map options (75 and 50%).
The walls are not accessible to normal units, only all terrain units can go there.
Sand terrain is slightly deformable by explosions (hardness=220); rocks, center zone 
and metal spots have higher hardness (up to 880).

Players:    3 or 6 in FFA (1v1v1 or 1v1v1v1v1v1), 6 start points 
            If you want to team up, maybe better use custom start zones 
            instead of the fixed start points
Size:       18x18
Windspeed:  12-25
Metal:      income 2/2.5/3 units per round and spot depending on spot location
Gravity:    130
Tidal:      20
Author:     qray

Changelog:
V1.2-KotH: 
    -fixed that BA fences were recognized as units and could keep the hill zone controlled
    -added saving of timer display position in config file
    -added option (default "on") that teams can get their com back if lost and if no commander 
     has reappeared in this team 
     commander respawn after average of all remaining hill times with sound and text notification
     a little circle in team color and a text marker show where commander will respawn
     needed hill time will increase at respawn by 1/4 of initial time
V1.1-KotH: 
    -new texture, added type and grass maps, increased extractor radius, 
    -reduced map options,
    -fixed bugs in KotH script, added compatibility (ZeroK and EvoRTS), added 
    -distance check when 2 or more commanders in the hill zone, made counter 
    -display movable (position is not stored)
V1.0-KotH: first release


King of the Hill (KotH) Game Description:

To start a King of the Hill game, choose "Kill Everything" in normal game options 
(BA) and set "Hill Time" in the Map Options to a non-zero value (good values are 
between 10-15 minutes). For ZK hill time is set to 15 minutes by default.
If Hill Time is zero (default except for ZK), a normal game as set in the Mod Options
 will start and the KotH mutator script will not run.

Every team has a counter which time in minutes can be set in the map options between 
1 and 30 minutes. Goal of the game is to occupy/control the "hill zone" (round circle 
in the middle) for this time. Then, the other teams are destroyed and you have won.
The time is accumulative, so if you are thrown out, it won't be reset and you
can try to get in again to occupy it for the remaining minutes/seconds.

Occupying the hill: you have to get in once with your commander (EvoRTS: overseer) 
while the hill zone is not occupied by another team. Then, your hill time starts to 
count down as long as any(!) of your units is in the hill zone (so you can move the 
com out). If two commanders are in the zone at the same time, the one closer to the 
center will get the control.
The definition of "unit in the zone" includes aircrafts even when flying. This can be 
changed in the map options. Landed aircrafts do always count. (Dragon teeth and 
Fortification Walls etc. do not count.)
During this time, nobody else can occupy the zone. When the last unit of the occupying 
team in the zone is killed or removed, the time stops counting down and control is lost.

When the hill zone is occupied, it will take the team color of the team in control. It 
will revert to white when control is lost.
The displayed counters show the time to go in the color and with the player name of the 
first player in an ally team (of course only releveant if more than one player is in 
the ally team). The counters can be moved by clicking & holding the move button in the 
top right corner with the left mouse button. The position will be stored.

By default, a team that lost all its commander gets the back after waiting for a time 
that is calculated as the average of the remaining hill times of all teams. This waiting
time will be displayed below the hill time counter of this team.
The commander will respawn at its initial start position (displayed by a team colored
ground circle and a map marker). A sound and a text message will indicate the respawning.
The remaining hill time of this team will be increased at respawn by 1/4 of the initially 
needed hill time.

The King of the Hill mode has been tested with Balanced Annihilation. It should also 
work with BAR, Zero-K and EvolutionRTS (only superficially tested); other Spring 
mods/games are not supported (for now?) and script will not start.




Credits:

Images during map making made with Inkscape (rough height map draft) and Gimp (detail 
work), using also SpringMapEdit. Conversion made with MapConvNG.

KotH script based on one by Alchemist; including a circle draw function by jK. Also 
helpful were tips by Silentwings and zwzsg for debugging the KotH script and KingRaptor 
and all others in "com finding" thread:
http://springrts.com/phpbb/viewtopic.php?f=23&t=30920

Other map scripts from and/or based on the map blueprint container by jK.

Thanks to everyone who gave/gives tips and help in the map making forum and the wiki!
Especially in thread: http://springrts.com/phpbb/viewtopic.php?f=13&t=30891



Legal:

Artwork of the Map:
Released under Creative Commons (CC) BY 3.0
Means: Everyone can take this work or parts of it as a basis for his own map or 
modify and release it. Credits should be included in any re-release.

Scripts (==Lua):
GPL2.0