+.TH Command LBMAP
+.NA bmap "Big map of all your worldly knowledge around a land unit"
+.LV Expert
+.SY "bmap [<SECTS> | <SHIP>] <s|p|l|r|t|*|h>"
+.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|*|h>"
+.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|*|h>"
+.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|*|h>"
+A bmap gives you a graphic representation of all or part of your country.
+.s1
+Bmap differs from map in that it reflects everything you've learned
+about the world. If, for example, you navigate near a sector and find
+out that it is sea, it will show up on your bmap as sea, even if it
+doesn't show up on your map.
+.s1
+Note that bmap shows the \*QLAST KNOWN INFORMATION\*U you have about
+a sector. It may change, and your bmap will not reflect it. For example,
+if you re-designate a sector, it won't show up on your bmap as the
+new sector type until you do a map.
+.s1
+Commands contributing to bmap include (but are not limited to):
+map, nav, fly, bomb, recon, para, drop, lookout, coastwatch, radar.
+(probably others)
+.s1
+Your own sectors show up as a designation mnemonic
+(see \*QSector-types\*U) while sectors held by other countries
+appear as question marks (\*Q?\*U).
+Mountains, wilderness areas, and seas appear
+as '^', '-' and '.' respectively.
+.s1
+You can also get an lbmap by typing 'B' at the march prompt.
+.s1
+Note that any sector
+marked as 'X' on your bmap will automatically be avoided by
+ships when they are trying to calculate the best path between two
+points. Whenever you detect a sea mine in a sector, the server will
+automatically put an 'X' on your bmap.
+.s1
+You can call up a local bmap while navigating or marching by typing 'B'
+at the prompt.
+.s1
+Examples:
+.EX bmap -9:18,-8:5
+generates a 28 x 14 bmap based on data supplied by the sectors
+in the area specified.
+.NF
+ ---------0000000000111111111
+ 9876543210123456789012345678
+ -8 . . . - - -8
+ -7 . . . . - ^ -7
+ -6 . . . . - - - - -6
+ -5 . . - . a a - ^ ? ? - -5
+ -4 . . . . k o ! - ^ ? ? ? -4
+ -3 . - . a h j a ^ ^ ^ ^ ^ - -3
+ -2 . . - . a a a ^ a a - - - -2
+ -1 . . . a a a b + + ^ ^ - -1
+ 0 . . . m c u a a - ^ - ^ 0
+ 1 . - . a a . a a - - ^ 1
+ 2 - ^ ^ a a a ^ a - - ^ 2
+ 3 - - - - - - - . . - 3
+ 4 ^ - - - - - ^ - - 4
+ 5 - ^ - - ^ - - - 5
+ ---------0000000000111111111
+ 9876543210123456789012345678
+.FI
+.s1
+.EX bmap # >mapfil
+where your \*Qrealm\*U (or '#',
+see \*Qinfo realm\*U or \*Qinfo update\*U)
+is -5:5,-6:6 will type out a 11 by 13 sector bmap
+and also put the bmap in the file called \*Qmapfil\*U.
+.s1
+You can also give the number of a ship, and bmap will give you a small
+bmap centered on the location of that ship, provided you own it.
+If you use lmap, the number of a land unit will give you a map around
+that land unit. The pmap command does the same for planes.
+.s1
+.L "BMAP FLAGS"
+.s1
+If you specify an 's' flag, bmap will put your ships on the map.
+If you specify an 'l' flag, bmap will put your land units on the map.
+If you specify an 'p' flag, bmap will put your planes on the map.
+A '*' will put all on the map, in this order: land units, ships, planes.
+To highlight sectors you own, specify the 'h' flag.
+.s1
+You actually have two bmaps. One which is created by the server; this
+one is called your 'true' bmap. You can view your true bmap at any
+time using the
+.SY "bmap <SECTS> true"
+command. However, usually when you view your bmap, you are looking at
+your 'working' bmap. The only difference between your working bmap
+and your true bmap is that your working bmap also contains
+designations put on there by you using the 'bdes' command, and by your
+friends using the "sharebmap" command. If somehow your bmap gets
+corrupted, you can revert your working bmap back to your true bmap
+using the command:
+.SY "bmap <SECTS> revert"
+.s1
+.SA "bdes, map, navigate, fly, bomb, recon, paradrop, drop, lookout, coastwatch, radar, sharebmap, LandUnits, Maps"