public void MapSetup(int width, int height) {
		//Scale integrity
		if (width<minsize) {width=minsize;}if (width>maxsize) {width=maxsize;}
		if (height<minsize) {height=minsize;}if (height>maxsize) {height=maxsize;}
		this.width=width;
		this.height=height;
		map = new terrain.Base[height][width];
		//TODO: Current way of keeping the map clean, I should find a way of doing this with a smaller startup cost.
		for (int y = 0; y < height; y++) {
			for (int x = 0; x < width; x++) {
				map[y][x] = new terrain.Dirt();
			}
		}
	}