Alright, let's get this faux plot out of the way: . . . You are called upon to quash a bizarre magical incursion in the mountains. Locals report that first they spied strange lights within abandoned huts at the mouth of a mountain cave, and thereafter a chill wind and locust plague beset them. You must stamp out whatever magic has arisen in these huts before a new Demon Portal can take hold . . . In this single-player map, nothing matters except hitting each "hut." You should have way more power than you need to do so. I wanted to test whether it were possible to expand on victory conditions in the game without actually programming new code. There already are "get to the other side" battles (like mine), but how about "capture the flag" or "get to several key locations; you don't actually have to stay there afterward" battles? My logic: 1. To implement "objects to capture," you'd have to have a one-time victory point reward. 2. You ONLY get one-time rewards by killing enemies. 3. So you'd have to pin a really weak enemy to these key locations, and have those enemies be the only ones worth victory points. 4. The only way to enforce this positioning is to have the enemy be pinned behind impassable terrain, and restrict the player to range 2 Attacks. 5. Okay, Giant Cockroaches versus Mercenaries, go. Again, this map is biased toward the player. The point is that something like this could be a START on alternate victory conditions. I hope that the layout lends itself to basic movement strategy, and seems like it could be a fun challenge with tweaking (and maybe new programming . . . ).