[MAP]
{
   Description=Made by Forboding Angel;
   TidalStrength=0;
   Gravity=130;
   MaxMetal=1;
   ExtractorRadius=200;
   MapHardness=800;
   AutoShowMetal=1;

   [ATMOSPHERE]
   {
//      Skybox=cubemap.dds;
      FogColor=0.8 1 1;
      FogStart=.7;

      CloudColor=0.9 0.9 0.9;
      SkyColor=0.1 0.15 0.7;

      SunColor=1 1 1;
      CloudDensity=0.3;

      MinWind=1;
      MaxWind=25;
   }
   [WATER]
   {
      WaterSurfaceColor=0.34 0.59 1;
      WaterPlaneColor=0.34 0.59 1;
      WaterBaseColor=0.4 0.6 0.8;
      WaterAbsorb=0 0 0;
      WaterMinColor=0.1 0.1 0.3;
      WaterDamage=;
   }
   [LIGHT]
   {
      SunDir=0 0.5 1;                  //direction of sun (spring will normalize it later)(y component is upward)
      
      GroundAmbientColor=0.8 .8 .85;      //ambient (non sun lit) color of ground (and grass etc)
      GroundSunColor=1.0 1.0 .9;       //color of ground where fully sun lit (added to ambient)
      GroundShadowDensity=1.95;        //how far from the non shadowed to the ambient color stuff in shadow will go

      UnitAmbientColor=0.42 0.41 0.52;    //ambient (non sun lit) color of units (and wreckage etc)
      UnitSunColor=0.72 0.70 0.53;        //color of units where fully sun lit (added to ambient)
      UnitShadowDensity=.81;
   }
   [TEAM0]
   {
      StartPosX=7792;
      StartPosZ=350;
   }
   [TEAM1]
   {
      StartPosX=475;
      StartPosZ=7675;
   }
   [TEAM2]
   {
      StartPosX=867;
      StartPosZ=3108;
   }
   [TEAM3]
   {
      StartPosX=7650;
      StartPosZ=2767;
   }
   [TEAM4]
   {
      StartPosX=5225;
      StartPosZ=450;
   }
   [TEAM5]
   {
      StartPosX=4417;
      StartPosZ=7233;
   }
}
