Marshall's modified Gauntlet pud, version 1.6

Disclaimer:  The original idea was from gauntlet.pud, available on the 
Warcraft II expansion CD, produced by Blizzard.  There are some cool puds
on the CD.  If you want them, buy the CD.

The pud:
4 human players play 4 human heroes in a maze, sort of like the video game
Gauntlet(TM).  The heroes fight through this maze, killing the Dungeon 
Master's orcish hordes, who are high on numbers but low on hitpoints. The
heroes, incidentally, have lots of hitpoints.

History of this pud:
Ver 1.1  Blizzard's, 4 human heroes against the orc computer.  This was
a little easy, so we made ver 1.2

Ver 1.2  Blizzard's, but the orc hordes could now be controlled by a human
player.  Unfortunately, ogre mages had full hit points and if the Dungeon
Master got those it was game over.

Ver 1.3  This version didn't go anywhere.  There was some problem with giving
the Dungeon Master his 100k gold and 100k lumber, in that the map editor 
didn't like starting people out with those resource levels. 

Ver 1.4  This one worked better.  Tou suggested that I make it 10k gold and
10k lumber, but cut building prices for the DM to 1/10th of original cost.
I smacked myself on the head for being an idiot and not thinking of that,
and implemented it.  Thanks, Tou.  So this was done, and the pud worked, but
the DM had way too much money and trashed the heroes.  

Ver 1.5  The DM's funds were reduced to 6k gold and 6k lumber.  
Unfortunately, I messed it up and people could once again build peons.  Well,
this is bad because the archer hero had a keep, and Ricardo managed to build
8 archers and a footman.  Since all of these guys were pumped, he cleaned up.

Ver 1.6  I fixed some minor bugs.  For instance, I had forgotten to update
ranger attack range to match archer attack range, so the upgrade from archer
to ranger actually REDUCED attack range.  I also found out that the map editor
likes round numbers for unit costs, so I once again made peons require oil.
Then I decided that I wanted more heroes available.  So I revamped the 
hero start location, gave every hero player 10 oil, and made each hero unit
cost 10 oil, nothing else, and have an inconsequential build time.  So 
the heroes now have a choice between the following heroes:

Griffin
Gnomish Flying Machine  (no, it doesn't attack, but it DOES have 1600 hp)
Dwarven Demolition Team
Peasant (he builds towers and walls, could be a very powerful character if
         you protect him.)
Footman (lots of hp)
Knight/Paladin  (a knight, but you get a church)
Archer/Ranger   (an archer, but you have the keep and lumber mill)
Ballista (he takes out generators like nobody's business.)
Mage 


I'll provide hp's for the heroes and other statistics later.  I haven't 
tested all of this yet, but here is my current suggestion for a pumped hero
team:
Griffin or Archer  (can hit things where they can't hit him, hits flying)
Mage
Knight/Paladin   (good ground guy, heals)
Peasant  (I think he is going to be awesome).


Version 1.7  I fixed the stupid unit problems for the Dungeon Master.  He
can build about 25 units or so at the beginning.  I increased the sight
range of his buildings so he has a better idea of what the map looks like.
(He's the DM after all).  On the plus side for the heroes, I increased 
peasant hero hp to 1200, and I raised Death Knight build cost to 300.  The
DM can, if he builds nothing else, build 20 DKs, but he is just going to lose
if he does this.  He needs to come up with a good mix.  I hope this fixes
the problems I noticed with version 1.6.

Version 1.8  Moved a couple DM buildings around to help him see the maze
better.  Doubled DM's funds (version 1.7 accidentally set them to 10k,10k,
I set them now to 20k,20k), but made DK's cost 1200 each.   Hopefully this
provides the DM with strategies alternate to pure DK attacks.

