anchor.diff:          lastColor := 0; //Default
         DropBox_Color.Clear;
         //Default colour chosen by map author
  -      DropBox_Color.Add(MakeListRow([''], [fMaps[mapId].FlagColors[fMaps[mapId].DefaultHuman]], [MakePic(rxGuiMain, 30)]));
  +      DropBox_Color.Add(MakeListRow([''], [map.FlagColors[map.DefaultHuman]], [MakePic(rxGuiMain, 30)]));
         //Separator
         DropBox_Color.Add(MakeListRow([''], [$FF000000], [MakePic(rxGuiMain, 0)]));
  -      aiColors := fMaps[mapId].AIOnlyLocsColors; // save it locally to avoid multiple calculations
  +      aiColors := map.AIOnlyLocsColors; // save it locally to avoid multiple calculations
         //MP colours
         for I := Low(MP_TEAM_COLORS) to High(MP_TEAM_COLORS) do
         begin
  
positive.code:   lastColor: Integer;
    MD: TKMMissionDifficulty;
    aiColors: TKMCardinalArray;
  begin
    fMaps.Lock;
    try
  
negative.code:     end
      else
      begin
        map := fMaps[mapId];
        //Prepare extra data we are about to display
        map.LoadExtra;
  
        fLastMapCRC := map.MapAndDatCRC;
        case Radio_MapType.ItemIndex of
          0:  gGameSettings.MenuSPScenarioMapCRC  := fLastMapCRC;
          1:  gGameSettings.MenuSPMissionMapCRC   := fLastMapCRC;
          2:  gGameSettings.MenuSPTacticMapCRC    := fLastMapCRC;
          3:  gGameSettings.MenuSPSpecialMapCRC   := fLastMapCRC;
        end;
  
        Label_Title.Caption := map.Name;
        Memo_Desc.Text      := map.BigDesc;
        MinimapView.Show;
  
        //Location
        DropBox_Loc.Clear;
        for I := 0 to map.LocCount - 1 do
          if map.CanBeHuman[I] or ALLOW_TAKE_AI_PLAYERS then
            DropBox_Loc.Add(map.LocationName(I), I);
  
        //Difficulty levels
        DropBox_Difficulty.Clear;
        if map.TxtInfo.HasDifficultyLevels then
        begin
          I := 0;
          for MD in map.TxtInfo.DifficultyLevels do
          begin
            DropBox_Difficulty.Add(gResTexts[DIFFICULTY_LEVELS_TX[MD]], Byte(MD));
            if MD = mdNormal then //Default difficulty is "Normal"
  