CnC 3

Download

27424 downloads

Uploaded:05-25-2007

Spielegeier Map Pack 1

spielegeier_de_cnc3_mappack1.zip | 12.24 MB

Base v2 (by MrDavidoff) Da Mahe Madness (by Agodzo) Demon Rock (by Venom775) Hell\'s Passage (by hawk10314) Isles of Dread (Final Edition) (by Cent) Lion\'s Valley (by Lion) Lion\'s Walls (by Lion) Lion\'s Walls (No Fog Effect) (by Lion) Narc 1v1 Tourney v2 (by Narc) Ridge 1v1 v2.0 (by Sw1tch) River Rush (by v1rtu) Rock 90 (by Big Smoke) Scorched Earth 2 (by RVMECH) The Last Ore Chasm (by Joel \"noethis\" McDonald) Total Termination (by DragonFX90) 4 Spieler / Players Maps ---------------000000000000000000000000000000000000000000---------- CMDTower (by Cowski) Flow of Corruption (by hawk10314) Lost Contact (by Michael Richter) Quadagon (by Mael) Red Zone Rumble Redzone Haze (by JBV3737) Tiberian Dawn 6 Spieler / Players Maps ------------------------- Carpathia 1.0 (by Stack111) Dead and Gone (by Time2KILL) JB Waterworks-A (by Jey Bee) JB Waterworks-B (by Jey Bee) 8 Spieler / Players Maps ------------------------- Twilight Flame Remake (Redzone Theme) (by Genome) Two Against The World 2.1 (by Cyrus Blaze) http://www.spielegeier.de

Download

9018 downloads

Uploaded:03-28-2008

Kane Edition Map Pack

cc3kaneeditionmaps.zip | 2.37 MB

2-8 players, 5 in sum. Well, what are you waiting for ?! Download them and check them out!

Download

23096 downloads

Uploaded:05-25-2007

Spielegeier Map Pack 4

spielegeier_de_cnc3_mappack4.zip | 12.23 MB

IV (by OverlorD) Deadly Grounds (by Ron Herrmann) Desert Crossing (by TheRedScare) Dune (by v1rtu) Fallen Island 1.0 (by Cody aka g0dAries) Isle of War 1.01 (by R315razor) Lion's Heartland Shield (by Lion) Midnight Port (by Reflex707) Mountain Pass (by OverlorD) Red Canyon (by v1rtu) Tiberiumwüste (by Krashna) Tournament Highway (by Forrey) 4 Spieler / Players Maps ------------------------ 4Play (by Thrawn28) A River Run's Through It (by Reflex707) Beach Side - Blue Zone (by ??) City Chaos (by Ron Herrmann) Corrupted Oasis (by SoD.X) Desolation (by v1rtu) Deth Lowlands (by Dethpoet) Dry Heat (by hawk10314) Green Valley (by TK) Island Warfare 0.2a (by ??) King Of The Hill (by Experiment) Lion's Heartland Shield (by Lion) OTSM-Terrasse (by Kasian) Rumble in the Jungle (by Lorgar84) Shoulder Valley (Beta) (by CROMEX) The Motherlode (by spyVspy) The Outback (by ??) Tiberium Forest (by Boknar) Tiberium Steppes (by wsted439) 6 Spieler / Players Maps ------------------------ Heck Freezes Over (by ULTimATE-N00B) Hillfight (by Buccane & ApogedoN) 7 Spieler / Players Maps ------------------------ Brücken MS (by Manfred Stummer) 8 Spieler/ Players Maps ----------------------- Lake Chicamicamico (by TK) http://www.spielegeier.de

Download

19587 downloads

Uploaded:05-25-2007

Spielegeier Map Pack 2

spielegeier_de_cnc3_mappack2.zip | 10.24 MB

City Spike Standoff (by Rolk) Tournament Desert (by Hetero Hauke) Tournament Desert Classic v2 (by MaDDoX) Tournament Desert Reloaded (by ReLaX) Tournament Waste 4 Spieler / Players Maps ------------------------ Close Encounters Coastal Conflict - Yellow Zone (by DarkAlex) Fatal 4 Way 1.4dc (by Divinecobalt) Meteora (by Marius) Near Enemy (by ReFlex) No Escape (by pwdkd) Sunlight Flame NoSW (by Blue Fox) Tiberium Heaven 1.1 (by DragonFX90) Uprising (by TheG2) 6 Spieler / Players Maps ------------------------ Bay of Pigs 2 (by Cyrus Blaze) Blitz Ticks Bridges Fair Advantage (by Hexedian) Hostile Dawn Tour of Egypt 1.0 (by ApogedoN) 7 Spieler / Players Maps ------------------------ The Green Hell (by rB.Eagle) 8 Spieler / Players Maps ------------------------ Static TownFight (by Buccane) Twilight Flame 2028 (by Hetero Hauke)

Download

6857 downloads

Uploaded:04-19-2008

CNC3 KW Maps

cnc3kwmapsbymadsci989.zip | 6.13 MB

(updated) • Island Paradise (4 player) Things you should know: 1.In the map City Fortified there are multiple scripts. There are 4 side bases that become active and hostile when a player’s unit enters the area behind the walls. Also, when a player first builds a power plant, some of the surrounding defenses become owned by that player. 2.For Close Encounter I changed a few things around. Now in the middle there is a building that disables super weapons for all players when destroyed. Other than that it is still a close-quarters game. 3.In Colony there is a city surrounded by yellow zone. Whatever team controls this will control large amounts of resources. Not only that but whomever controls the electromagnetic control will exclusively have control of the super weapons. If you don’t want super weapons at all destroy one of the nodes found in each base. 4.Harbor Warfare was somewhat redone to make it look better and to fix some problems. 5.Island Paradise is an island map with some tech structures to capture in the middle. There are two spikes in each base. 6.All the maps have ample amounts of tiberium and the ai plays very well.

Download

3988 downloads

Uploaded:06-23-2008

"Kane" Map Pack

cnc3_kane_maps_pack.zip | 3.92 MB

Download

13830 downloads

Uploaded:01-27-2008

Mappers Guild Tiberium Wars Mappack 1

mappers_guild_tw_mappack_1.zip | 16.14 MB

mostly impressed. [i]Mostly[/i] because there are some tings about some of the maps that are just annoying to me: In some of the maps the camera is extremely close to the ground, in others so far away that you can barely see infantry. This however may be my because of my 1280x1024 resoultion. I can't tell. In other maps the light is extremely bright and makes a base light up like a firehouse. But in the end i can only say this: If you like high quality maps with a lot of details and some strategy based enviroment this is your download.

Download

19255 downloads

Uploaded:05-25-2007

Spielegeier Map Pack 3

spielegeier_de_cnc3_mappack3.zip | 6.98 MB

Arts - BestBuy PreOrder) Up North-Yellow Zone (by DarkAlex) 4 Spieler / Players Maps ------------------------ Death Valley (by Electronic Arts - GameStop PreOrder) Desert Reign (by L1ZZ1X) Islandtournament Red Zone Boarder (by Shottgun) Vier Städte (by Morgul20) 6 Spieler / Players Maps ------------------------ Art of Defense - Tiberium Grounds 1.1 (by Xionox) Blacks Bigger Battle (by Electronic Arts - BestBuy & GameStop PreOrder) Das Ödland von Agon (by Alexyz) Defcon 6 Remake v1 (by Katty) 8 Spieler / Players Maps ------------------------ Kill, Crush, Destroy (by Cyrus Blaze) WNx Twilight Flame 2049 (by WNxColor) http://www.spielegeier.de

Download

4028 downloads

Uploaded:01-14-2009

Cipher_Ultra's Second Map Pack

cipher_ultras_second_map_pack.zip | 9.73 MB

Zone (2-4) Blue Gold (2) Coagulation (2) Blue Zone B3 Suburbs (2) Sheffield 2052 (4) Valhalla (2) Yellow Twilight (4) Video previews of some maps are available here: http://uk.youtube.com/user/CipherUltra

Download

4998 downloads

Uploaded:05-22-2007

Twilight Flame

twilight_flame_2.zip | 1018.91 KB

time, the map has tons of blue tiberium around the map and tiberian spikes, so players shouldn\'t run out of money fast. The remake doesn\'t stay entirely true to its older version, the new version has darker textures and different detail. If you like Twilight Flame from Zero Hour, you\'ll like this map.

Download

3639 downloads

Uploaded:04-27-2007

Heck Freezes Over

heck_freezes_over_test.zip | 146.77 KB

map has. For some reason, this is only a six player map while the original is eight players. Good: Familiar layout. Bad: There really aren't any snow textures in C&C3, so it's pretty much the same one repeated the entire map. It's not eight players for some reason? Verdict: This map should be redone. It needs to be eight players if it's going to copy the RA2 layout, and might as well just be desert textures. It would be a whole lot more pretty if it was just desert textures done well.

Download

4128 downloads

Uploaded:08-05-2009

N88TR's Map Pack 1 for CNC3 TW

n88trs_map_pack_1_for_cnc3_tw.rar | 13.43 MB

maps have been re-balanced and often times re-textured. All maps have been vigorously tested vs the AI. Maps have been made for fun and fast-paced action for the most part. Larger maps are geared towards turtling up and setting the AI on Hard or Brutal. Some maps may be quite challenging and this is because N88TR always play a modded game. Either Sedistix's wonderful mod Tactix, or TheGunRun's Retarded.

Download

4671 downloads

Uploaded:06-03-2008

Cipher_Ultra's Map Pack

cipher_ultras_map_pack.zip | 7.64 MB

effects. See Read me for more details.

Download

3002 downloads

Uploaded:04-18-2008

Pre-Order Bonus Map Pack

kaneswrathmappack1.zip | 2.1 MB

special bonus tournament multiplayers maps which were exclusive to those who pre-order. Well Commander, you are in luck as for one week only we will make 4 of these maps available in a special exclusive Kane\'s Wrath Map Pack. Consider this a limited edition run for the devout Tacitus Thursday followers and those who visit our website every day. Scroll below for a preview of each of the 4 maps included. PREVIEW IMAGES OF EACH MAP (TOP DOWN AND SCREENSHOT) [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/BlightedTowersmall.jpg[/img] [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/BlightedTowerScreen1sm.jpg[/img] This 2 player Tournament Map is perfect for quick encounters. Holding the middle ground is key on this map, as it contains two extra Tiberium fields and perfect artillery positioning against the enemy base. For those sneaky players though, the outside provides excellent flanking opportunities. GUNSHIP GAUNTLET (2-PLAYER MAP) [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/GunshipGauntletSmall.jpg[/img] [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/GunshipGauntletScreen1sm.jpg[/img] This 2 player map gets rolling fast as starting locations come with lucrative blue Tiberium fields. With entrances to the bases limited, Gunship Gauntlet caters to aircraft and long range weaponry. If your starting field runs dry, expand to the green Tiberium fields in the top right, or secure the extra blue field in the lower left. RUINED RIVER (2-PLAYER MAP) [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/RuinedRiverSmall.jpg[/img] [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/RuinedRiverScreen1sm.jpg[/img] The 2 player map of Ruined River is a favorite among defensive players. The crystallized ravine throughout this map makes ground assaults difficult, resulting in heavy uses of aircraft and support powers. Capture the Tiberium Spike in the lower right for extra economy, or secure the Gun Platform on the middle island for a strategic advantage. CRATERS OF CAMDEN (4-PLAYER MAP) [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/CratersofCamdenSmall.jpg[/img] [img]http://www.commandandconquer.com/images/EAUpload/Intel/All_Intel/TacitusThursday/CratersofCamdenScreen1sm.jpg[/img] Set amongst London’s smoking remains, resources are few and far between on Craters of Camden, forcing players to be frugal with their spending. Players must struggle for control of the single Blue Tiberium expansion field, resulting in a match more focused on precision strikes than mass unit spam.

Download

4191 downloads

Uploaded:07-29-2007

Two Towers

themap.zip | 954.96 KB

for a red zone map, and the towns in the map are great. The map seems desolate and there are a lot of highly detailed small ruins around the map. In the map there are GDI and Scrin units around the map, which gives the feel of history of battle on the map. As a matter of fact, the map is called the Two Towers because there is the giant Scrin towers in two corners of the map. Achieving great detail is hard, but this map comes out on top. Game play- Besides the fact that there is a great amount of tiberium on the map, there is a neutral base in the middle of the map. The base offers a reward of blue tiberium, so expanding there is very useful. Since the map is pretty barren, flanking bases is quite easy but there are little to no choke points. Two Towers is a fantastic map, downloading this will leave you with no regrets.

Download

1238 downloads

Uploaded:05-17-2008

Czechnya\'s Rage

mp_czechnyas_rage.zip.zip | 427.45 KB

Engineers in the area. The rest is up to you.

Download

6578 downloads

Uploaded:09-27-2007

Janeoply\'s Map Pack

janeoply_map_pack_1.zip | 9.74 MB

field of green Tiberium for each base to expand to, but the battle will be fought over the six Tech Spikes grouped in one area. There is plenty of water to the south east, and plenty of land on the other side of the map. There are hills, but they are generally passable, which makes most of the map a large battleground. The terrain is Blue Zone, but it is not lush, it is more of a dieing Blue Zone. This looks cool, but there are only about 5 textures used for the ground. While they are nicely placed, it lacks in variety. Blood Forest - 5/10 4-player, Red Zone, Large map. Top versus Bottom, divided by a river with 2 wide crossings. Many Spikes in the middle to fight over, and there is one expansion Blue Tiberium for each player, and two in the river valley. The ambient sounds are very nice for this map, it has a good atmosphere. However, there is one main texture used for all the ground, and it gets rather repetitive. Cave Fortress - 4/10 4-player, Blue Zone, Large, Top vs. Bottom map. Two rivers divide it, keeping 1/4 of the area between them. North and South are the base locations. There are really not many textures used for this map. Tactially, this could be very interesting, as there are two bridges across each river, and only 4 Spikes to fight over. But unfortunately, the textures are quite lacking. Death Harvest 1 - 4/10 Ahh! 1 Grass Texture! It\'s a 4-player, Blue Zone, Corner spotted, very open map. The center has an Island with four bridges leading to it, and has 8 Spikes on it. There are 8 small Blue Tiberium patches which are halfway between on each of the sides. It reminds me of a few Generals maps, but the Generals maps had more texture variety. There are some nice touches of GDI forces well laid out. Diamond Warfare - 5/10 I hate giving these maps so low ratings just because of textures. But that\'s the case with this one. One texture for the cliffs, one for the grass and a third for the main sandy part. It\'s a 4 player Top vs. Bottom, slightly open map with major cliff ridges dividing the bases from the middle. 9 Spikes to fight over there, and each side starts with a small Blue field next to their base in addition to the regular sized green field. There are another 2 small Blue Tiberium fields for top and bottom, and another two on each side of the map to fight over. Dulce New Mexico - 8/10 Top vs. Bottom, 4 player, Blue Zone, City Divided map. This map is extremely well detailed. Each player starts out with a regular Green field, and then a small Blue field they can build to. Between both team players, there is another Green field across bridges. The real source of money is from the 10 spread out Spikes in the town in this map. Graphics are well done, there are bushes, trees, roads, buildings, monorail tracks. Very nicely put together. My only problem with the map is that the main textures come to a total of Three. That, and 10 Spikes is a little much for my taste, are the only things stopping this from being a 10/10. Firing Squad - 7/10 This map is a cross between Lone Eagle (Generals) and City Under Siege (RA2). It\'s a 4-player, diagonally river-divided, Blue Zone map. There are four destroyable bridges going across the river, two of which the start locations are close to. Everybody starts with a Green field and also a nicely sized Blue one. There are two more Green fields in each of the back corners of the map. The middle of the map is composed of a town with some Gun Turrets to capture along with three Spikes for each side. The textures could be improved, but the detail is very high. Plenty of good stuff to admire in the city. The only other problem is that the start locations are too small. You don\'t have a place to build much of a large base. Ghost Delta - 5/10 A 4-player, Blue Zone, large, chokepoint map. This definately has a proper setting, with a foggy feel to it. Problems are that there is only 1 terrain height besides the mountains which cut some areas off of the map. Along with that, there aren\'t that many textures used. This map only has 5 small Blue Tiberium fields spread apart for each side of the river, and no Spikes like I was used to by now. So lack of money could be a large problem in this. The river delta is very nicely done, but I\'d like to see some more improvements to the map. Green Land - 6/10 This map is a 4-player, large, Blue Zone, around the edges map. The start spots are split up; not in the corners or the center of the sides. There is a large circular plateau which takes up most of the map. The start spots are down from the plateau, surrounding it. Each player can expand to another Green field, and there is one Green field + 8 Spikes to battle over in the middle. Edge texturing is good, but the center is made up of one texture. Hell\'s Dungeon - 9/10 Now here\'s an alien landscape. A 4-player, East vs West, Strange Zone map. This is divided by two rivers with a diamond shaped land segment in the middle. On it are 4 Green fields, while each side starts with one for each player and another between them. Four Spikes are on the center of the map too, and there are a few bridges connecting the sides to the center. This map is really ugly, in a pretty sort of way! Good job on the textures and atmosphere. Highlander Fields - 7/10 This is a 4-player East vs. West, Blue Zone, open, large map. Mainly consisting of large grassy fields, it is divided by a slightly raised area on which there are a few Spikes. There are plenty of ways to cross this raised area, or you can follow it around to the back of an enemy base to surprise attack them there. Decent job on the texturing here. Holographic Sanctuary - 6/10 A 4-Player, Top vs Bottom, medium, Blue Zone, chokepoint map. Each player has access to another small Blue Tiberium field, and there is an extra Green field on each side of the river for the team to divide. The rivers don\'t run straight down the center, but they winds their way making a very interesting, but symmetrical map. There are quite a few ways to get across to the enemies, all destroyable bridges. There is an island in the center, with the obligatory (or it would seem) 8 Spikes. Problem: I counted not one, not two, but three textures used for the whole map. Horizontal Hourglass - 7/10 Textures are well done on this map. It\'s a 4-player, large, Blue Zone, top vs bottom, semi-open map. There is an hourglass canyon which cuts the middle of the map into sections. The two ends of the hourglass hold four Spikes each. There is a bridge across the center of the map, connecting two eye-shaped land masses. Each of those hold two extra Green fields. This map has good textures, but it has no props at all. No bushes, no trees. Interstate Execution - 5/10 This map is a 4-player, corner oriented, Blue Zone, very open map. Bad points are that it uses two textures and has no terrain elevation difference. Two of the start spots have a medium sized part of a city in their corner of the map, they have two small Blue fields to expand to. The others don\'t have the city, but have two regular Green fields. There are 7 spread apart derricks in the city to capture. Please, use more than two textures on a map. The town is nicely laid out. Ionic Meltdown - 4/10 This is a 4-player, Blue Zone, top vs bottom, open map. There are segments cut out of the land with water, making the land the shape of an I (with bars). There are three small Blue fields and 4 regular Green fields in the middle, along with 6 Spikes spread apart. This map uses a good amount of textures, but the lack of terrain variation is disappointing. Plus, there is a Ion Cannon center on the top, so one team can start with an Ion Cannon while the other doesn\'t. Maimed Majority - 3/10 Can you say two textures? One only used for a small bit on the map? It\'s a 4-player, top vs bottom, river split map. There are two rivers which cut the middle out of the map. Each side has three Spikes to start with, but the most of the resources are on the middle section with 6 large Green fields. Some nicely done forests are on this map, but the lack of textures really hurts it. Matrix Hive - 8/10 This is an interestingly laid out map. It is a 4-player, top vs bottom, Yellow Zone, choke point map. The textures are numerous in this one, but not quite as well done as EA\'s maps. The fun comes in the layout here. There is a central passageway from top to bottom, with four Spikes on each side, and bridges over water. The other resources are in two passageways from top to bottom. Those passages hold 4 medium Green fields, so you\'ll be fighting in close quarters for the cash. The rivers could be a different color/texture. It appears completely green and that\'s not very pretty. You start too far away from your initial Tiberium patch. Mercenary Factor - 5/10 Another blah-texture map. Top vs. bottom, divided by two rivers into three parts. The middle has Four large Green fields, while each player starts with a small Blue field and a regular Green field. There are two cities on the middle land, some GDI buildings are in one of them, giving that person the ability to get two cranes for practially nothing. There are two bridges crossing each river in the center, and an extra bridge for the bottom right spot. Unbalance I say! The town is well done as usual. Red Hills - 8/10 This is a 4-player map, non symmetical and Yellow Zone. The players start at various locations around the edge. The texturing on this map is very good. Plenty of ridges in this make it very interesting to navigate. The bad parts are that you start too far away from your Tiberium, and there is not enough build room at your starting point. Other than that, well done! Shadow Infantry - 7/10 This one is a 4-player, Yellow Zone, Chokepoint map. Each player starts with one Spike in addition to their Green field, and can expand to another Green field close by. The map has lots of cliffs protecting the 2nd Green fields, but you can cross through the middle of the map over the hills. So either attack through the center, or around the edge. There are a lot of textures used on this map, but they\'re not used very well. Still too blocky. Silo Anarchy - 6/10 It\'s a 4-player, diagonally divided, Blue Zone map. Each player starts out with one Green field, with another one to expand to AND three silos. There are three Spikes on each side of the river to capture. Three bridges across the map allow for units to cross. This map has decent texture usage, and is very hilly. Roads through the hills are always nice looking. It could use maybe some trees or rocks or some more detail.

Download

9562 downloads

Uploaded:06-24-2007

Planet Scrin 8 Player

ps8.zip | 4.98 MB

AI is enabled on the map as well. There are a couple of Tiberian Spikes on the map, and there are Tiberian Silos too. These paths to the tech buildings are usually built into the mountain; these paths are choke points. There is a big Scrin base in the middle of the map, which is right in front of tiberium. The base has two refineries and a storm column. There is a lot of blue and green tiberium on the map so players should be having big battles often. The map is pretty big, so rushing may night be the best idea on this map. The only thing that I find annoying about the map is that the view is zoomed in very much, but if you can get passed that, you'll be fine. Overall, if you liked the [url="http://commandandconquer.filefront.com/file/Planet_Scrin;79303"]Planet Scrin[/url] four player map, you'll love this one.

Download

11960 downloads

Uploaded:04-26-2007

Tiberian Twilight (8 Player)

tiberian_twilight.zip | 456.07 KB

textures and ended up with this map. I hope each of you enjoy it, and keep a watch out for more remade Zero:Hour Maps from me soon to come! Good: This map has a lot of choke points just like the original Twilight Flame and textures blend well all throughout the map. Bad: Took me 3 days to make...... Verdict: Overall a good map especially if you like Twilight Flame from Zero:Hour

Download

662 downloads

Uploaded:10-07-2008

London (3 Players)

london_v2.0_by_samwise.zip | 220.43 KB

this map was copied of the "London" map in single player, so I cannot really give the author kudos this artistic map; because frankly, detail is pretty good here. Ground textures are various and detailed. Roads are different and added in between buildings, which I might add, are very "British". Big Ben and Parliament make an appearance in this map, with a river cutting the map in two. A very cool image of London. Gameplay- Yes, believe it or not, gameplay is different here. The extra player actually has a smaller tiberium patch, but he gets to build it closer, so it is justified a little. All the other gameplay notes that were aforementioned still apply here. Although one problem, the author forgot to add AI! He added AI in the 1v1 London map, and not here! Doh! If you liked [url="/file/London_1v1;94640"]London 1v1[/url], then try it with another player!

Download

1219 downloads

Uploaded:09-24-2008

Abandoned Super Weapon

abandon_super_weapon.zip | 285.87 KB

weapon in the middle, you will find loads of green tiberium, a great investment indeed. Each team's side will receive three Tiberian Spikes, along with a defensive turret at the source of the main path leading into the enemy's base. The textures on this map are par, with some areas having more detail than others. This is also a red zone map, so there is no debris or houses left over for infantry to garrison. The map seems to spell out paths for units to go in; a lot of choke points and cliffs are seen in here. That super weapon will stay abandoned forever unless you capture it!

Download

2415 downloads

Uploaded:07-01-2008

9 Pack

9_pack.zip | 571.13 KB

pictures for more info.

Download

3234 downloads

Uploaded:05-11-2008

Kanes wrath redzone mappack

kanes_wrath_redzone_mappack.rar | 790.4 KB

theres a hint: it will make life a bit easier against BRUTAL. The maps are working 100% and AI also. These maps are for Kanes Wrath. Creator of the maps: Chuck888 Enjoy!!!!

Download

3174 downloads

Uploaded:02-21-2008

CnC_Fin\'s map pack

cnc_fins_mappack.zip | 1.26 MB

Neighborhood *Hostile Dawn City *Lost City *Tournament Eastern Europe *Blue Zone Riot

Download

1721 downloads

Uploaded:01-28-2008

North Carolina Badlands 1

mp_north_carolina_badlands_1.zip | 240.44 KB

map that encurages you to think strategy. Of cause you can just build up a huge Predator or Mammoth division and roll over the enemy but i strongly suggest thinking diffrently. I for one used a GDI commando to get in from the rear of the NOD base, past the evil Obelisk, and blow up some Power Plants. Of cause that ment sacrificing some Zone Troopers but in the end they knew what they signed up for right? The objective in this mission is to free a captured GDI base in the North Carolina Badlands, and then kick some NOD bu*t. Worth a Download.

Download

199 downloads

Uploaded:12-27-2011

The Schdelt Reimagined

the_schdelt_by_stack111.zip | 1.62 MB

There are multiple Tiberium Fields for expanision with a large blue field in the center. Additionally there are 2 tiberium spikes located at the top and bottom of the map.

Download

629 downloads

Uploaded:06-20-2011

mirza044 KW map pack

mirza044_kw_map_pack.zip | 13.63 MB

and separating the map on two parts (north, south). On the north is an abandoned Nod base, and on the south is an abandoned GDI base. They are next to the player\'s starting positions. There is plenty of resources (four green tiberian fields, two blue fields, and four tib spikes). Enjoy the map! Map Name: Surrounded Number of Players: 4 Setting: urban, blue zone city surrounded by yellow zone This is a 4-player map with a blue zone city. The city is surrounded by wall. It has symmetrical start locations and tiberium fields (6 green tiberium fields, 4 blue tiberium fields, 8 tiberium spikes, 2 tiberium silos, and some other tech buildings). The wall around the city is breached on four locations, near the player\'s startiong locations (that\'t where the blue tiberium fileds are placed). The city is also divided by the river (east,west). Enjoy the map! Map Name: Hammerfest Number of Players: 2 Setting: snow This 2-player map is a remake of the C&C Tiberian Sun map used in the mission \"Capture Hammerfest Base\". This remake is not a mission map, it\'s designed for skirmish and multiplayer games. I tried to recreate as much like the original map as possible. Map is scripted (for Reinforcement Bays to fuction I used the Krileon\'s Reinforcement Bays script for C&C3 - I have to do some minor modifications of my own because the script is not designed with KW\'s 9 factions in mind). My recommendations is to play against hard or brutal AI for skirmish game thus \"neutral\" base defences and \"defenders\" sometimes can be too much for weaker AI to handle. There are some goodies in the \"neutral\" bases - reinforcement bays, tiberium silos and base itself (you only need to capture a construction yard and all base\'s buildings and defences - or what survives your attack :D - going to belong to you). There are two bases on the map - Hammerfest (GDI) base and there is one Nod base. Enjoy the map! Installation Instructions: Change Folder Options to show hidden files and folders. To install this map, extract it into the folder bellow, based on your version of Windows. Map Name: Tiberian Future Number of Players: 4 Setting: red zone This is a 4-player map is a remake of the C&C Tiberian Sun map (inspired by Cabal\'s Genesis Pit) that I created long time ago. Tiberium is plentiful. Beware of the central island. Some of the scripts used here were created by Krileon. Enjoy the map! Map Name: Bosnia Number of Players: 4 Setting: yellow zone This is a 4-player map that depicts yellow zone Bosnia. It\'s a remake of the C&C Tiberian Sun map that I created long time ago. Tiberium is plentiful. Good amount of room to build and expand. Enjoy the map! author: mirza044 mail: mirza044@gmail.com Installation Instructions: Change Folder Options to show hidden files and folders. To install this map, extract it into the folder bellow, based on your version of Windows. Windows XP: C:Documents and Settings(username)Application DataCommand & Conquer 3 Kane\'s WrathMaps Windows Vista and Windows 7: C:Users(username)AppDataRoamingCommand & Conquer 3 Kane\'s WrathMaps

Download

534 downloads

Uploaded:06-07-2011

mirza044 TW Map Pack

mirza044_tw_map_pack.zip | 13.84 MB

symmetrical start locations and tiberium fields (6 green tiberium fields, 4 blue tiberium fields, 8 tiberium spikes, 2 tiberium silos, and some other tech buildings). The wall around the city is breached on four locations, near the player\'s startiong locations (that\'t where the blue tiberium fileds are placed). The city is also divided by the river (east,west). Name: Hammerfest TW Number of Players: 2 Setting: snow This 2-player map is a remake of the C&C Tiberian Sun map used in the mission \"Capture Hammerfest Base\". This remake is not a mission map, it\'s designed for skirmish and multiplayer games. I tried to recreate as much like the original map as possible. Map is scripted (for Reinforcement Bays to fuction I used the Krileon\'s Reinforcement Bays script for C&C3 - I have to do some minor modifications of my own because the script is not designed with KW\'s 9 factions in mind). My recommendations is to play against hard or brutal AI for skirmish game thus \"neutral\" base defences and \"defenders\" sometimes can be too much for weaker AI to handle. There are some goodies in the \"neutral\" bases - reinforcement bays, tiberium silos and base itself (you only need to capture a construction yard and all base\'s buildings and defences - or what survives your attack :D - going to belong to you). There are two bases on the map - Hammerfest (GDI) base and there is one Nod base. Name: Bosnia TW Number of Players: 4 Setting: yellow zone This is a 4-player map that depicts yellow zone Bosnia. It\'s a remake of the C&C Tiberian Sun map that I created long time ago. Tiberium is plentiful. Good amount of room to build and expand. Name: Tiberian Future TW Number of Players: 4 Setting: red zone This is a 4-player map is a remake of the C&C Tiberian Sun map (inspired by Cabal\'s Genesis Pit) that I created long time ago. Tiberium is plentiful. Beware of the central island. Some of the scripts used here were created by Krileon. Name: Sarajevo Battlegrounds TW Number of Players: 2 Setting: urban, red zone This map is very similar to the KW version (with some new visual details). With this map I tried to recreate \"real-life\" Sarajevo (set in an urban red zone). A river runs through the city and separating the map on two parts (north, south). On the north is an abandoned Nod base, and on the south is an abandoned GDI base. They are next to the player\'s starting positions. There is plenty of resources (four green tiberian fields, two blue fields, and four tib spikes).

Download

1384 downloads

Uploaded:12-21-2010

Divergence map

divergence_map.rar | 300.34 KB

Download

928 downloads

Uploaded:02-17-2010

Tiberium Volcano

tiberium_volcano.zip | 711.72 KB

expand to, to boost income, also the map has 20 Spikes throughout! 8 civ bunkers, 8 garrisons are placed at choke points to harrass your enemies, also there are 4 defencive towers near the blue fields to catch the odd harvester or tank. The map features a giant green volcano in the centre of the map and 4 smaller vents throughout the map. All the garrisons, spikes and defensive towers have increased health, so they will play a much bigger role as before. The atmosphere of the map is very eery, with redzone clouds passing by, dust storms on the ground, tiberium chasms and ion storms, the map provides a very interesting feeling. Due to the economy of this map, things may start to get out of control for slow players, but generally, its a very well balanced map, as well as very playable. **NOTE** This map is for Kanes Wrath only.

Download

474 downloads

Uploaded:08-30-2009

Centration

centration.zip | 686.49 KB

features ion storms, tiberium chasms with special looks that give of green smoke and sparking effects. Also the whole map is filled with yellowzone ambient effects that provide low rolling dust all ovr the map. There is also water bodies that devides the map and makes it alot more interesting. Various textures are used to give the map a real desert feel. Crates are scattered throughout the map and provide xtra money and level ups. Each player starts with a green field and 4 spikes, there is also 5 blue fields to expand to for boosting income. As an added bonus there are creeps in the form of mutants that will attack you from the start, so early engineer rushes is a big NO-NO. Trees and bushes, along with rocks enhances the desert feel. 4 Tiberium silo's and 4 defensive towers provide more extra income and firepower, along with garrisons and bunkers this map is realy one for your collection. **NOTE** Map is only for Kanes Wrath **AUTHOR** Chuck888

Download

1065 downloads

Uploaded:10-16-2008

Area 51 (Kanes Wrath)

area_51_2.0_kanes_wrath_by_samwise.zip | 164.89 KB

support now. There is some new textures, some added stuff, and the map is a lot bigger. plus, all players start with a huge tiberium field which regenerates quickly.

Download

696 downloads

Uploaded:07-31-2008

Scrins Rampage

frish20scrins_rampage_v1.03.zip | 119.84 KB

compensate for the patch. The enemy now sends extra waves of enemies. Can you stop scrin from winning?

Download

276 downloads

Uploaded:05-20-2008

Operation Mountain Pass

operation_mountain_pass.zip | 350.83 KB

spikes. **PLEASE READ THESE INSTRUCTIONS FOR USE** 1. This map is only for NOD and GDI. 2. Player 1 must be GDI and Player 2 must be NOD. 3. Player 1 starts bottom right and Player 2 starts top right. 4. At the start of the mission you CANNOT build ANYTHING its locked, so stick to the mission. **OVERVIEW** You start the mission with an APC and a COMMANDO and you must get to your base at the middle part of the map. Only then will your base be activated and be ready for use. **SPECIAL FEATURES** 1. 2 Video presentations. 2. 2 Bonus objectives. **BONUS OBJECTIVES** 1. First you will need to ELIMINATE the nod base at the bottom right. 2. Secondly you must destroy the 3 CLOAKING FIELD GENERATORS. 3. For each objective that you complete you will get reinforcements. **IMPORTENT** This map / mission took me some time to complete because of the vast scripting that is used in the map to get it just right. If you wish to modify the map or scripts be sure to have a good knowlege of scripting because if you MESS IT UP dont come running and tell me the map is not working properly. The map has been tested extencively, but IF THERES REALY A BUG and it wasn\'t caused by YOU then please leave a comment at COMMANDANDCONQUER.FILEFRONT. **NOTE** This map / mission is only for CNC 3 Tiberium Wars. This map is best played at the HARD setting **CREATOR** CHUCK888

Download

1206 downloads

Uploaded:04-12-2008

Market_Place_NOSW

market_place_nosw.zip | 1.01 MB

The author: - Please next time include a English Description if possible. Not everyone understands German. Thank you. Original text: Es handelt sich um eine 2vs4 Player Map. Die beiden oberen Startpunkte haben komplett blaues Tiberium. Alle anderen haben ein blaues und ein grünes Feld. Im Zentrum befindet sich ein Marktplatz. [/QUOTE]

Download

1324 downloads

Uploaded:04-12-2008

The Sun Rises Again

mp_the_sun_rises_again_.zip.zip | 158.44 KB

objective is to destroy the Redeemer Engineering Facility. Good luck, Commanders

Download

1433 downloads

Uploaded:03-10-2008

GDI Mission 1: On Land

gdimission1.rar | 89.65 KB

everthing you need to know for the mission text ingame will say what to do. I am already working on my new map.

Download

3641 downloads

Uploaded:03-02-2008

MegaPort One

megaport_one.zip | 240.88 KB

the port about to be over-run had only one option which was to to respond with extreme measures. This is when players start on the map. The map has many bridges inter-linking the port areas and there are capturable GDI vehicle factories, tech centers, refineries, deployed rigs, EMPs, tiberium spikes and silos. Also look out for money crates. There some AI Mammoths to deal with before reaching the center of the map, and beware of broken down nuke transports!

Download

1173 downloads

Uploaded:01-28-2008

North Carolina Badlands 3

mp_north_carolina_badlands_3.zip | 179.18 KB

map that encurages you to think strategy. You start out with a handful of units, including 2 Juggernauts, a few Mammoths, some infantry and some APC\'s. Using theese units you have to fight and think your way to the NOD base to complete the map. Oh and you have 7 minutes to do so. Cause at the rear of the base is a Temple of NOD. And it is counting down. Worth a Download.

Download

1093 downloads

Uploaded:01-28-2008

North Carolina Badlands 2

mp_north_carolina_badlands_2.zip.zip | 195.33 KB

map that encurages you to think strategy. In this map you have to play economically. You cant just go ahead and spam infantry (Oh yes. You can only build infantry in this map) to win. Instead you have to move slowly and make sure that you have as few losses as possible. I Won\'t tell you anything more.You have to try this. Worth a Download. A Note: Appearently you cant move over the bridge to the lower right of the screen. My game kept crashing each time i did.

Download

4526 downloads

Uploaded:01-27-2008

MrDavidoff´s Map Pack

mrdavidoffs_mappack.zip | 11.68 MB

would stink.So Ill just tell you the following.There are 10 custom maps in this map pack, namely - Port City Scramble Tournament Red Zone DownTown BZ2 DownTown BZ4 Yellow Zone YZ2 Yellow Zone YZ4 Nod Factory Showdown Nod Factory Showdown RZ4 Two Towers Sarajevo YZ8 Some names may sound familiar, because you can find the same maps at cncfiles already, but these are becoming obsolete with this pack.At least the author says, he tried to make them upto date, with what he Learned since these maps first came out..Then there's also a good number of completely new maps.Now, Ill paste some facts about each map as they will give you a good idea, what are these maps like.You will run into my "while it was in the making" sentences, so please don't feel shocked of these.I wont really rate this, as it is my own file.. and it would be hard for me to rate my own work, as when I play these maps today, with some delay. I feel I would make some changes again but.. in general, downloading this will not leave you disappointed, or with regrets. Port City Scramble This was the second map Ive done, with a help of Marauder709 from gamereplays.org, he taught me a lot about WB.. and this map was really good straight from the first release, really.. was a great co-work ? thnx man! Soo.. if the map was so cool before, what did I change? Well, in the terms of game play, Ive adjusted the tiberium amount a bit (there's slightly more now), Ive spread foliage around the map, Ive played a lot with the cities.. they fulfilled their purpose, but they didn't look much interesting.. they were kinda barehanded, so I decided Ill change this and I think the result is very cool (understand - much more eye candy), Ive spread a lot of garbage through the map.. it just fits the Red zone devastated land idea.. makes the map along with the cities and ports feel like its one completed piece..rather then several separated locations, which you could notice in the first version, Ive did some texturing as well, made a new mini map and changed the post effects.. (more about post effects in the Chapter V : tech. specs) Port City Scramble - 2 player skirmish/multi-player map - red zone, east Vs. west S.Pos. - 1 EMP in the middle, 4 cities, 2 ports in the corners - players start with 1 green field, can expand to 1 blue field - 2 tib. spikes in each port, 1 tib. spike in the bigger cities and 1 tib. silo in the smaller cities Tournament Red Zone My first and only remake of EAs maps.. and its for Tiberium Wars ?My first remake of Tournament Arena had the same tiberium field layout like tournament arena, but it didn't have nothing more in common with the TA.. Ive putted two small cities in my first remake, but they were only taking place and slowing down action (in the YZ2, which was based on this layout Ive managed to make the map wider, so cities aren't in the way of moving units).This remake has a lot more in common with EAs TA.. Ive used the, how I call it, „picnic park“ theme of the original TA and instead of making redzone on the map layout,Ive decided it will be much more interesting to keep the picnic park, take it, adjust the textures, move some objects, change the post effects and put it all in a red zone theme map ?I must say, that I really like what I got from this! If you like online play, like TA, you can give this map a try ? Tournament Red Zone - 2 player skirmish/multi-player map - red zone, east Vs. west S.Pos. - players start with 1 green field, can expand to 1 green field and 1 blue field - the map layout is the same like in Eas Tournament Arena, with the exeption of two tiberium spikes/instead of one per upper/lower part of the map DownTown BZ2 In this map pack most maps have some kind of a city/urban location to fight in.. I know that many ppl like urban battles.. luckily for them I like them as well, that's why I wanted to make a very specialized map for urban wars.Simply - a must do!Originally I was planning to do an 8-player map, but the map came out too big and had too many objects.. so the game was lagy.Ive simply over-detailed the map and so I decided to cut it into quarters and - what you can see here the Downtown BZ2 is the result - it is the down left quarter from the original eight player, so you can imagine how big that map was.. Anyways the 2player version came out quite nicely with a decent level of detail and the map medium size I can say it plays very nicely, there are plenty buildings for garrison, enough tiberium and many tech. buildings to capture as well. DownTown BZ2 - 2 player skirmish/multi-player map - devastated blue zone, the whole map is a big city - players start with a small green tiberium field and capturing the tib. spikes, then they can make an expansion, expanding to the upper green field offers a better start for expanding to the blue filed, but expanding south has its own benefits - more tech. buildings DownTown BZ4 And so Ive managed to put four players to a urban map ! After finishing the Downtown BZ2 I was disappointed that a map, that I mend to be for 8 players ended up as a map for only two players.. not saying the map itself would be bad.. i like it, but I wanted to make this kind of map for more then two players and so - in JUST TWO DAYS - Ive made this map. It keeps the destroyed blue zone look, post effects and the urban look..I was looking after the object count to make it a decent and no-lags map.. I had no problems playing it.. so I hope you'll like it.. Ive wanted to hand in the map-pack after finishing this map.. so I didn't have much time to look for some bug/texture errors, so I may make an update for this map sooner or later, if needed. Downtown BZ4 - 4 player skirmish/multi-player map - devastated blue zone, the whole map is a big city - players start with a medium green tiberium field and can capture some tech buildings straight from start, these are very important in late game.. they can expand to green fields and then concentrate on the map centre, that holds a large blue field. Yellow Zone YZ2 I was remaking Tournament Red Zone.. and somewhere along the way Ive decided that Ill do it in a completely different way (the result is just above this1), but at that time, Ive already finished redoing a big part of the original map . and felt sorry to leave it, so.. Ive finished it and changed it from a RZ to a Yellow Zone. Yellow Zone YZ2 is a two player map.. the map kept the tib. field layout like in Tournament Arena, but the map is much bigger with more tiberium.. Ive made a completely New cities.. (compared with the ones from the old TRZ..these really rock, I think..), but I didn't have time to make them mirrored.. so there are two same cities in this map..Sorry for this.. but.. time wasn't on my side ? anyways.. it doesn't effect the game play And you will hardly even notice.. soo.. ? I was a bit worrying, if the game wont lag with so many objects at one place.. but on my system I had no problems, so I guess you'll be okay ? Yellow Zone YZ2 - 2 player skirmish/multi-player map - yellow zone, east Vs. west S.Pos. - 1 EMP in the middle, 2 cities, 2 oil refineries in the corners - players start with 1 green field, can expand to 1 green field and then they will be forced to decide which blue field is closer - 2 tib. spikes per city, 1 tib. spike is also in each oil refinery Yellow Zone YZ4 Ehem.. after Ive finished the YZ2, I had an idea to place a city, which I now knew how to make them look good and mostly, how to get them set up and rotate tiberium fields and player starting locations around it..This map is based on YZ2.. as the name says.. but it gave me much bigger idea for the future (DownTown)..This map itself I think has sufficient lvl of detail, good post effects, the terrain is usually „wawed“ by small hills.. simply I think its a decent map, Ive learned how to use the copy terrain while I was making it, so it was done quite quick.The problem was, that both maps (ive made the version for four players after the map for two was done) were made from red zone maps and I had to turn it to yellow.. so I had a lot of work with textures and the result looks.. well, I know that original EA yellow looks better, but these wont hurt, i hope, so Im quite happy with the result ? Yellow Zone YZ4 - 4 player skirmish/multi-player map - yellow zone, east/south Vs. west/north S.Pos. - 1 big city in the middle of the map - players start with 1 green field, can expand to 1 green field and then they can go for a blue field expansion - 4 tib. spikes in the centre of the big city, 2 more tib. spikes are located in each corner of the map Nod Factory Showdown Note - this map was originally called Battle at Nods Base 2.1 when It was released, but since Ive decided to make a new map based on the old Battle at Nod Base (is not included in this map pack) this one is called Nod Factory Showdown , just to make things clear.. Now one major mistake Ive made in the first release of this was, that I made the map simply too small, with its amount of tib. the map soon got overfilled with units and the build locations for both players were also too small, but the placement of building and items seemed quite good, so Ive decided, that Ill make the map bigger for about 35% over the original, so now there's a sufficient space to move units, build buildings etc.. due to the fact, that Ive re sized the map I had a lot of texture work on it, once again, Ive made completely new cities, added few details in the Nod Base, adjusted the tiberium amount, gave it new foliage, made a new mini map and changed the post effects. Nod Factory Showdown - 2 player skirmish/multi-player map - red zone, east Vs. west S.Pos. - 1 EMP in the middle of the Nod Base, 2 cities in the corners - players start with 1 green field, can expand to 1 green field located in a city or to blue fields in the middle of the map - 2 tib. spikes are located north/south of the player SP in an old Nod power plant station Nod Factory Showdown RZ4 I think it took me.. two months or so to get the entire map pack ready for release, not that I would work 24/7 on it.. more like 3/2 a week.. that's why it took those two months.. and that's quite a long time period.. and the thing is the more maps Ive done the more things Ive decided to change later on.. Imagine having done half of the work and knowing u made one map, that's too much ahead of others.. that's why I had to return back and redo all.. this was annoying, allways asking myself, why I haven't done this in the first place..This map had the same problem like its two player twin - there was not sufficient build space, The map was too small.. and I had to remake the cities, the Nod base.. and so I rather made a completely new map.. rather then attempt to edit the old version.I moved the starting positions into the map corners as.. this setting seems much friendlier to players I think.. I was working on this map after Ive finished the Sarayevo yellow zone and so I had a clear image, how the new Nod base should look like (its like a mini version from the Sarajevo ?).Then I added new cities, post effects.. the tiberium field placement is very easy on this map, basicly just two per player, so you will have to catch the tiberium spikes to have enough tib on your way.. Nod Factory Showdown RZ4 - 4 player skirmish/multi-player map - red zone, east/south Vs. west/north S.Pos. - 1 EMP with 4 tib. spikes in the middle of the Nod Base, 2tib. spikes for each player near his S.Position, 4 cities with a blue tib. field each - players start with 1 green field, can expand to 1 blue field in the cities Two Towers Oh yeah, I remember how well was this map accepted ? , originally I hoped that I wont even have to touch it, that Ill just put it in and wont have to work on it.. but then there were so many things I started to dislike about it, that I rather made a new map.. (Its always easier to start with a new map, rather then try to edit an old map..) I had several reasons for this.. but one of the main reasons was, that I have some bigger or smaller base/city anyways.. usually near the corner xD so I wanted to tryout a different approach this time, add some choke points and give it a real red zone feel with light rays.I also got inspired by EAs SP map for GDI mission „the tower“.. put it all together and you'll get this map ?. Few months ago I could say that Two Towers is the best map I capable to make and now I'm feel happy to announce, that this new release is even better then the last one and once again shows the best of what Im capable to create with World builder x) Two Towers - 6 player skirmish/multi-player map - red zone, S.east Vs. N.west S.Pos. - 1 EMP, 2 tib. spikes in the middle of the map, 2 cities in the corners - players have access to 2 green fields, can expand/base crawl to 1 blue field, then they can expand to one large green field in the corner of the map, near the base area, some team play is requested here, as the players share the starting tib fields, each S.Pos has some advantages and disadvantages.. players are pushed to work as a team - around both the giant scrin towers are small/medium sized Scrin bases, that each offers a reward of capturable buildings and 2 tib. spikes Sarajevo YZ8 Well.. OK..Ive lied to you.. Ive made two remakes of EAs maps.. after the Tournament Arena, this one is based on the map from the GDI campaign from the single player game.. I hope I wont go to jail for this..First of all, I must say, that the person, who made this map did a really great job! ? (although.. I had to do some texture corrections.. ehem ?) Anyways.. what I did was, that I took the original map from the SP GDI campaign. And rotated it clockwise.. then I adjusted everything on the map to fit the MP/Skirmishneeds.. the problem is, however, that I don't know how to remove imported script definitions.. so at this map GdI doesnt have the radar scan ability and Nod is missing its radio jam missile.. This map is enormously big.. so its nothing for low-end pcs - I tell you this in advance and honestly.. this is up to you, how will you set your graphics.. Ill make a note about this in Chapter V Besides this, I think, that this map is one of the best in this map pack.. As it became a (good/bad?) habit for my maps - the center of the map is again very important place.The four tiberium fields located in the middle of the GIANT Nod base could win the entire game.. on the other hand.. a single Scrin MS shot will destroy everything you've hardly conquered.And its not easy to control the whole area due to the map size.. Some players From one team will have to attack it sooner or later, but then.. not all can concentrate on the base, because they must protect their own base.. there's a lot of tib. on the map to fuel the battle for some ammount of time, but due to the fact, that you simply cannot turtle and win on this map.. altho you have enought tib. for turtle around your SPos... theres noway how you could defeat your opponent like this on this map, next thing to take care about is - the unit movemenet.. it takes quite a long time for them to move from one end to the other.. and if u send your Firehawks on a bombing mission to the base at the opposite edge of the map screen.. it will take them VERY long time.. when I was testting the map I had a certain „trained“ feeling to know, when I can send my Bombers on a new mission, knowing, when will they probably drop their bombs, when will they return and when will they be reloaded with a new payload for a new run. But here.. you can send them to your oopponents base and literally forget about them.. This goes for both Nod and Scrin.. Sure.. Scrin has a little advantage, that once its bigger ships get to the enemy base they can deal a big deal of damamge without the need to reload.. but still, if u send them so far away.. you cannot expect them to help you, if youll suddenly need them elsewhere.. all aircraft are much more usefull to use as a direct ground unit support.. but, thats just my oppinion.. Anyways, in general this map requires a little bit different tactics then usual size ones.. Sarajevo YZ8 - 8 player skirmish/multi-player map - yellow zone, east/south Vs. west/north starting player locations (two players in each corner, they have sufficient build space) - 2tiberium spikes are always located near each player base area, then there are 12 more spikes inside the Nod base - players start with 1 big green field (they share it), can base crawl to a blue field near the base area and they can expand to a green field, then its up to them, when will they try to race up through the nod base and capture the 4 blue tiberium fields, that are located in its centre, controlling these could win the game - every building in the nod base is capturable.. and there are lots of them..

Download

3152 downloads

Uploaded:12-18-2007

Eagle\'s Collected Works

eaglecnc3collection.zip | 3.43 MB

v2 Deer\'s Leep Moto 2v2 Some of these maps are good, but others do have texture errors. The Temple Prime Zone has too many Tiberium Columns on it, so it lags. And then the EMod, a completely new game mode for C&C3. Instead of building a base and harvesting Tiberium, you have units spawned for you which you must use to completely destroy the enemy base and his unit-spawning buildings. It is good to see a new game mode for C&C3, and this worked without any glitches. I look forward to seeing more of these style maps to play on. The EMod maps include the following: emod tutorial CoreDowntown emodv3 Deer\'s Leep Moto EMOD 2v2WakeIsland emodV3

Download

2280 downloads

Uploaded:12-12-2007

Fairytale of New York

mp_fairytale_of_new_york.zip | 1.62 MB

accurate to real life, which makes it cool to play. Another reason it's cool is that it is set in snowy winter time. Snowflakes are on the map, and it has a rather cold wintry feel to the map all over. There is a blue tiberium field in the center on the left side and a Subway Hub on the right middle. Generally whoever has the blue tiberium wins on a map, but there are enough subway exit locations that you might be able to pull off an early infantry rush using them. At the least, you could control the sides of the map. Graphics: Very well done. There are paths through the park, roads are accurately placed, everything is very well recreated. The theme of the map is winter, and there aren't any parts that you wouldn't expect to be in the map. Even the water has a nice icey feel. Gameplay: This is an improvement over the Sheffield Blue Zone map. This is a more chokepoint map, and it might be unbalanced in favor of the Scrin because of all the close buildings. But you'd have an interesting battle if it were GDI/Nod against eachother. You have to control the blue tiberium, but there are multiple ways to do it, and you must have control of the buildings. To have control of the buildings, you must have control of the Subway Stations.

Download

2382 downloads

Uploaded:11-03-2007

San Francisco Red Zone

mp_san_francisco.zip | 896.37 KB

your there. The dirt theme really helps the infestation of tiberium as well. Expect to see destroyed houses and tiberium everywhere. A glare effect helps add a special detail to the map. Game play- Nothing new on game play except where the camera is positioned. It is zoomed in and is tilted off to the side, which can be very frustrating trying to move around the map and the camera going everywhere. Also, the zoomed in fashion of the camera makes it hard to see units far away, limiting combat skills. Since it\'s a red zone, there is a lot of tiberium on the map. With a spectacular view of the city, this map thrives on its detail and really gives the tiberian bridge concept art a home.

Download

698 downloads

Uploaded:09-12-2007

Winter Arena

winterarena_by_necromind.rar | 621.08 KB

textures used on this map arn't done to perfection but do not hurt the eyes either, since it is a winter map the lighting could have been a bit dimmer to give the atmosphere more of a eerie feel to it. The minimap is well made and works perfectly and the AI is also fully functional providing a good 1v1 training ground. Gameplay: You start with a patch of green tiberium and can choose to expand to the blue tiberium, which is held in the opposite corner that has two garrisonable buildings for early game protection, there is also a very large patch of green tiberium in the center, which becomes a hot zone early-mid game. Below and above the center tiberium there are two tiberian spikes with garrisonable structures on each side, which can be captured early game for a financial advantage. You can choose to turtle or expand on this map, although it is advised to expand. Overall this is a map that provides a good training ground for new tactics and factions, don't be afraid to give it try.

Download

1811 downloads

Uploaded:07-30-2007

Tournament River

tournamentriver.zip | 290.21 KB

map has so many trees that some graphics cards may have a problem keeping up with all the shadows and things, leading to lag on multiplayer. The map has many mountain passes that are highly detailed with superb textures and rocks. The river that cuts through the map doesn't disappoint either and the AI is coded very well in the map. It will try to flank you anytime it has a chance. Game play- There are two main access point to the enemy's base. You could go through the mountains and flank him or take a faster route over a bridge. The mountain pass is basically a giant choke point and the bridges can be blown up to kill enemy units on the bridge. There is a lot of money on the map, the game starts out with a huge tiberium field next to your base. Tiberian spikes are also in the mountains which players can take control of for even more money. Although I don't know why, but there is a subway hub in the forest you can take control of too. Tournament River is a great tournament style map with great detail, this map will take you on an enjoyable adventure from all the urban and red zone maps out there.

Download

3162 downloads

Uploaded:07-19-2007

City Under Siege

city_under_siege_v1.0_by_pc32435.zip | 634.08 KB

everything you would expect to see in a city. Airports, light rails, you name it and this map has got it. Ground textures in the grass works very well with all the surrounding textures, making it a very detailed experience. The map is in a time where there is some sort of storm. The sounds and the gloomy atmosphere makes it very believable that there is in fact a storm. Every couple minutes an ion storm comes and the whole map gets tinted a shade of blue. Game play- Since the map is based in a city, urban fighting is the style of game play for this map. Bridges separate different sides of the map from each other. The ion storm, which happens every couple minutes could turn the tide in a battle. For example, if your enemy has a bunch of units and an ion storm comes and weakens them, you can come in and possibly defeat him because of the units health. With its amount of detail and its urban style game play, what is not to love about this map? A download is recommended for anyone playing CnC 3.

Download

3703 downloads

Uploaded:07-16-2007

On The Fly

onthefly.zip | 1.63 MB

Tiberium field and in the center of the two players is a small lake with two more Blue Tiberium Fields by it. Each player has a road which leads to a small ridge which has some buildings and two Tech Artillery Platforms on it, behind that ridge is where the two roads merge into one road which takes you into the canyons where you can get to your enemies from, along the road you will find scattered buildings you can garrison your troops in to slow the advance of your enemies. Each enemy is held within the mountains in flat square-like areas each separated by mountains/ridges, each of those spots have two Blue Tiberium Fields. Verdict: Overall a totally awesome map which had to of taken some time and effort to plan the layout and make it into what a great map it is, and will surely be a host to some great battles between either AI or Human Players. I hope to see more maps from these guys because I really am impressed with this map. Score: 10/10

Download

5594 downloads

Uploaded:07-11-2007

Burning Anger

burninganger.zip | 3.45 MB

the map are very good. It will have you believing that your actually there. The river detail is also outstanding and is tinted the color green to make it look like a \"tiberian\" river. Husks of tanks are all littered around the map as well, making it look like more battles were fought there. Destroyed roads and dead trees also add to the feel of the map. Game play- The map is very small to be considered an eight player map, by just looking at it you would think it was a four player map. If you got eight players on the map, expect rushes and resource fighting, so expand early. The river\'s bridges are choke points, so try and keep your strategies out of the bridges. AI works well on the map too. Verdict- If you like to rush or like tight battles, this one is for you. If you like to turtle, don\'t get the map because of the fight for resources. If your somewhere in the middle, it won\'t do you any harm to get one extra map. The detail and fun factor out weigh most of the map\'s problems.

Download

4392 downloads

Uploaded:06-10-2007

Sarajevo Red Zone

sarajevoredzone.rar | 891.38 KB

defences and walls spanning from their bases; the two players also get blue tiberium close to their base. The map has pretty incredible detail. First off, to set the mood of a red zone, the whole map is tinted a shade of green. Then, the water is also green and the water flows from tiberium. The map is littered with tiberium and spikes. But the player can't just go up and take the spikes, that would be too easy. In this map units surround the spikes and the only way to capture it is to kill the units. There is many neutral hostile units in the map, and sometimes you have to fight them to get something or go somewhere. In the bottom left corner there is a rift generator and a Nod construction yard you can capture, only if you fight the units around it. There are many flanks and choke points in the map as well. Sarajevo Red Zone is a unique map that throws different aspects of game play into CnC 3. Anyone that wants something different or just wants to do a 2 vs 3 should get this map. The only bad thing about the map is that sometime the cliffs climb up so high that you can't see the units behind it, but other than that, this map is a keeper.

Download

1451 downloads

Uploaded:06-05-2007

Extraction Point

extraction_point.zip | 1.7 MB

research camp in front of a Castle where GDI Scientists were extracting and analyzing Tiberium. It is now abandoned due to Ion Storms appearing in the region. The Town and the path up the mountain is designed to make Heavy Units like Tanks less effective, thus making Infantry Units like Zone Troopers or Shadow Teams with the ability to cross cliffs using special abilites like Jump Jets more valuable. At the Moutain\'s Peak there are 2 Tiberium Spikes + a blue Tiberium Field.

Download

2019 downloads

Uploaded:06-04-2007

Mountain Pass II

mountain_pass_ii.zip | 620.94 KB

mountain pass, I was quite happy with the original i thought i should give a go at number two so here it is! lots of mountains obviously... a waterfall some post war wreckage enough tiberium for 4 players even though the maps on 2 i used the blur post effect on this map I think it came out quite good I wanted to get light rays but i have yet to figure that out any problems or bugs -overlord_dm@yahoo.com have fun - OverlorD[/quote]

Download

3022 downloads

Uploaded:06-01-2007

The Rift

the_rift.zip | 1.86 MB

conceived excellently. The only bad thing here is that it might be hard to select or to see units if the cliffs are in the way, but other than that, it\'s a great touch. The map is set in a desert environment, but don\'t let that fool you, that map is filled with detail. There are many choke points and flanks in the map which also make strategies change. There is stupendous texture detail on the cliffs, and the way they match the ground texture is unbelievable. Also, there are a couple of tiberian spikes around the map, which really makes the map more believable in the sense that since it is a desert theme, it would have some sort of spike. The map has small tiberian deposits everywhere so you have to spread out quite quickly, blue and green tiberium both make appearances here. Overall, you should get this map. It has many choke points, flanks, detail, and is, above all, fun! The only thing I could find bad or annoying about the map is that you might not be able to see or select your units because of the huge cliffs everywhere, but the map is supposed to be like that.

Download

2575 downloads

Uploaded:05-22-2007

Lake Tiberium

lake_tiberium_2.zip | 502.96 KB

of the map which accessible by four bridges and has tech centers. The map has good texture detail and the tiberian objects are embedded quite nicely into the map. Over all this map is different and a fun change of pace from all the other CnC 3 maps.

Download

1734 downloads

Uploaded:05-22-2007

Coastal Conflict

coastal_conflict_yellow_zone.zip | 546.92 KB

the harvesting. Lighting is set for afternoon. This map is NOT intended for tournament play as it is not symmetrical, nor entirely balanced. It has a slightly un-symmetrical layout to present interesting battlefield scenarios. Enjoy the map!

Download

3469 downloads

Uploaded:05-04-2007

Mountain Pass

mountain_pass.zip | 420.39 KB

to fight over, you have two tiberium patches to start with and then three extra patches to expand to. You can build a refinery by the extra two green patches, but the blue patch, you must have your harvesters drive to. The path into each base is about 1 tank wide, leading to some tight spaced battles. Good: Very well textured. Extremely well detailed. Uncannily well terrain adjusted. A beautiful map all around. Bad: The paths are very small, about 1 tank wide, so there will be issues with units running into eachother. The camera zoom is too large so you have the background clipping problems with the black shroud cutting off the background. Due to some extra Tiberium crystals, the false warning is given that \'Tiberium Field Depleted.\' Verdict: Download this map! It\'s pretty and that fact makes up for the not so great gameplay.

Download

3903 downloads

Uploaded:05-04-2007

C&C3 Map-Island

cc32mapisland.zip | 139.1 KB

camera zoomed in close with the sides divided by a river. Across that river is one bridge which is destroyable. There are two silos, a reinforcement pad and a spike for one player while there is 1 silo, 1 spike a mutant hovel and a subway system for the other. AI is supported. Good: Decently textured. It could use a bit of improvement in a few places, but overall good. Bad: Only one destroyable chokepoint might lead to some long battles. The mixed tiberium leads to you getting the warning \'Tiberium field depleated\' when it actually isn\'t, and your harvesters will go searching for another patch. This is a nasty problem there. Also, the camera is so close it causes some graphical errors when you zoom in all the way. Verdict: This map needs improvement. It might be too hard to win on this map due to the chokepoint, the reinforcement pad is useless, and the tiberium bug is bad.

Download

6124 downloads

Uploaded:04-28-2007

Dead and Gone

cnc3deadandgone.zip | 593.88 KB

Download

6291 downloads

Uploaded:04-24-2007

Carpathia

carpathia_stack111.zip | 1.28 MB

together, and none of the bases or tech buildings show uniformity. Personally, I like it that way better, but other players might not like it because of the randomness of it. Some cliffs the player can climb over and flank an enemy base and there is some map detail in here too like crates and plane crashes. If you would like to make a map, then download the CnC 3 [url="http://commandandconquer.filefront.com/file/CC3_Worldbuilder;78205"]world builder[/url] which recently got released.

Download

127 downloads

Uploaded:08-06-2012

Red Pass 6 Player

red_pass.zip | 492.53 KB

damage any attack and capture the Tiberium points as soon as possible. A desert styled map with a mountainous region cutting off the two teams.

Download

391 downloads

Uploaded:06-11-2011

Alamo

86talon_alamo.zip | 801.53 KB

Download

281 downloads

Uploaded:05-02-2011

Alamo

talon_alamo.zip | 800.82 KB

Download

130 downloads

Uploaded:04-23-2011

Small Town USA Night

small_town_usa_night.zip | 424.39 KB

the blackness of the night. The battle for the USA has begun.

Download

1460 downloads

Uploaded:05-07-2010

Sector-76-E_Remaped

sector76e_remaped.map | 259.69 KB

as much as I enjoyed making it.

Download

493 downloads

Uploaded:02-17-2010

Unknown Colony

unknown_colony.zip | 354.19 KB

and then there are three green fields and another larger blue field in the middle of the map. There are also two tech spikes to fight over. There are plenty of chokepoints to lock down with infantry in the beginning of the game, but there aren't too many buildings, which will allow for more vehicle strategies when destroyed. The art for this map is spectacular, on par almost with what the developers made. My only problem is that you can zoom in and out too far which makes the nasty football-shaped shadows appear. I would highly recommend this map.

Download

494 downloads

Uploaded:02-17-2010

Dune

dune.zip | 1.67 MB

centrally located medium blue field. The map is mostly desert with the extra resources on the right side and spread out buildings on the left and center of the map. Most of the buildings are damaged, but they do provide enough of a barrier to stop large forces from moving through without breaking their formations. There is a more sneaky way to attack around the right side with back enterances into the large Tiberium fields, so you'll see a good amount of harassing in the early game there. In the end, this map will come down to whoever controls the blue Tiberium field in the middle and the extra three Tech Spikes. Graphically, this map is stellar, I would recommend you download it.

Download

480 downloads

Uploaded:08-05-2009

Creepy Canyon

creepycanyon.zip | 763.95 KB

like most of the maps, every locations has its good and bad points. Every player has 1 green Tiberium fields, and multiple smaller tiberium fields. Expanding is important because most of the maps resource are spread around the map and the start location does not give a lot resources. Most of the tiberium spikes are not easy to hold because they are always just a bit farther away them you want them to be. The accessibility of all areas is limited and encourage you to use jetpacks, air units, air transports, they will give a lot of opportunities. The map does not contain any garisoable building. Original map can be viewed here: [url]http://www.ti.ppmsite.com/Public/creepycanyonmega.jpg[url] The map is made for CNC3 and does not work right for KW

Download

352 downloads

Uploaded:07-22-2009

Yellowzone Crossing

yellowzone_crossing.zip | 601.14 KB

100% * General looks and feel * Playability Each player starts of with a small/medium size green and blue field that grows in patches. There are also 3 green fields to expand to, to boost income! So now you will ask why expand? Well there is plenty of additional income throughout the map in the form of spikes and silos, so ultimately if dont explore you will find yourself searching for money very quickly and this will cost you the game. There is also garrisons at key points for you to defend or arrass your opponent/s, guard towers will play a big role since their health is bit higher than normal! As stated before the aim was to get the map extremely playable, but to go allong with that is the look and feel that is very much up to par with the yellowzone feel and conditions! Yellowzone and redzone ground effects are used to add life to the map. The map is surrounded by tiberium chasms, trees, bushes, rocks, white fog and freaky sounds rounds of the map! This map is for has been addapted for normal skirmish play with all ai's working. NOTE: This map is only for Kanes Wrath! AUTHOR Chuck888 / Roelf Rossouw

Download

185 downloads

Uploaded:06-11-2009

OverKill

overkill.zip | 1.71 MB

scored 45,777 enemy kills in 4.5 hours.

Download

382 downloads

Uploaded:05-05-2009

Divergence

divergence.zip | 274.17 KB

there are places where they aren't blended and look very strange just sitting next to eachother with straight borders. On the center hill, there are two spikes to fight over along with an EMP tower. On either side's center there is a Tiberium silo for some extra credits. Generally, this map seems to have not enough money for the large scale that it is. If you can control the cities on either side of the map and the center, as GDI, you'll win easily. But if as Nod you can sneak past the cities, you'll have a wide open expanse to easily flank the enemy base. Could use improvment, but is generally a good map.

Download

1906 downloads

Uploaded:01-14-2009

Retarded Defense: Ravana

rd_ravana_by_thegunrun.zip | 1.15 MB

decides to select the player starting location off the map will be given this role. The AI Director is the player who commands all the AI that spawn onto the map. What the AI Director is asked to do: 1. Destroy all Non-Director Players or have a unit complete the path. What Non-Director Players are asked do: 1. Stop enemy units from completing the path. 2. Survive enemy attack waves controlled by the AI Director 3. Be able to work with hostile teammates. What the AI Director should know: 1. All units will automatically move along the path, unless told otherwise by the AI Director. Only units that aren't disturbed by the AI Director complete the path. 2. AI Director has no MCV and no way to create units. 3. The size of each wave given to the AI Director by the map are decided by coded dice roll. 4. Any Shogun Executioners that are given to the AI Director will only be command-able after four minutes on the map. 5. The AI Director can use player special abilities, such as the Chrono Swap and Balloon Bombs. 6. Some units the AI Director owns cannot be moved by the AI Director. What Non-Director Players should know: 1. Players start with $69,000. 2. Players have Two MCVs. 3. Players are given $2000 every 12 seconds by the map. 4. At the start of the game players are given some time to prep for the incoming waves. 5. Players don't have to kill another player in order to win. What hosts of Retarded Defense games should know: 1. There is no need to set teams. 2. There is no need to change start cash. 3. It is fun to make sure everyone doesn't pick a starting location in order to get a random AI Director. 4. Players can be substituted by Computer Opponents, including the AI Director.

Download

685 downloads

Uploaded:12-02-2008

w4_battle

w4_battle_v2.1.zip | 254.72 KB

unique waves to the new teams in Kanes wraith. (fighting titans gets very fun with friends) The AI will now expand and develop there bases if there the AI controller (makes it much more annoying to kill them) but please note the game may lag eventually as the AI controller like's to mass forces to it's base. You have my full support for studying the triggers and such in this map to get your own aod map working, also you can alter this map in anyway you like just as long as you leave my name in the map credits.

Download

293 downloads

Uploaded:11-24-2008

River Delta

river_delta.zip | 560.53 KB

used gives the water a misty and icy feeling while slowly flowing in a circular way. There are also red zone and yellow zone ground effects used throughout the map to realy bring the map to life. The map is surrounded by tiberium chasms, while the rest of the map is rounded off by ruins, tents, trees, bushes and with some realy freaky sounds and white fog, you will quickly get sucked in by the general elements of the map!! **Features** 4 green fields and 3 blue fields. 12 tib spikes 4 defensive towers 2 tiberium silos 4 civilian bunkers **Who will win on this map?** Well thats a bit tuff, but if you manage to get to the silos first, you get a 5000 bonus, which could definately decide your fate. Also the player who controls the center blue field will roll over all the opponents. **NOTE** This map is for Kanes Wrath **Author** Chuck888

Download

257 downloads

Uploaded:11-17-2008

Testing Grounds

testing_grounds.zip | 528.69 KB

should check out as well. This map is divided by bodies of water and gentle elevation changes. Each player starts with a small green tiberian fields. Two blue tiberian fields and four more green tiberian fields are able to be expanded to. There is a big green tiberian field in the middle of the map that will provide a huge economic boost if one can manage to hold it down. This map has a huge amount of tiberian spikes; 28 spikes to be exact. Why so many? The tiberian fields are not full fields, but are patches. The patches are used up quickly, so they only provide a steady income for a little bit. There is also two EMP controls and two defensive towers in strategic positions. Getting a hold of your opponent's towers will hurt their economy. In the center of the middle, there are money creates to be collected. Rocks, dead trees and tiberium chasms bring the map alive. The ground textures combined with white fog finish of the map with a cold, dusty feeling. Overall, this map is a great yellow zone map that features an interesting economy approach and provides excellent feel that players that want to play a yellow zone map are looking for.

Download

392 downloads

Uploaded:11-11-2008

Deadly Descent

deadly_descent.zip | 555.99 KB

throughout most of the map. The cliffs are blended in very well with the basic ground texture and the tiberium texture blends in well. There are big tiberian shards that are in the top middle, bottom, left, and right; these simple additions help to weed out the yellow zone feel, which the map accomplishes very well. Gameplay- There is a lot of money in this map. There are 20 tiberian spikes all thoughout the map and contains four green fields and four blue fields to expand to. Each player starts off in each of the four corners and each player starts off with one green tiberian patch. There are defensive towers and buildings to garrison at key located at choke points. Ion storms and viceriods echo the yellow zone conditions. There is also an EMP control in the middle of the map for players to capture. This map is good enough to satisfy your thirst for a new yellow zone map.

Download

559 downloads

Uploaded:10-23-2008

Area 51

area_51_2.0_tiberium_wars_by_samwise.zip | 164.61 KB

or bad thing depending on how long you want the game to last. There are buildings in the middle which have some Tiberian Spikes and Defense Towers which guard them. The buildings are accompanied by large runways, which actually seem to match the image of Area 51 now. Roads are around the map, but it is otherwise deserted.

Download

385 downloads

Uploaded:10-08-2008

Cylon Training Grounds

cylon_training_grounds_1.2_by_samwise.zip | 72.36 KB

from his favorite TV show, any guesses? This map is four player with skirmish support if you fancy it. At each start location you will find a large tiberium field with plenty of room for building your base. Each section of the map is pretty much walled off, with an open area in the center of the map. In the center of the map you will find a blue tiberium field and some garrisonable structures surrounding that area. Just slightly north and south of the center, you will find a set of two tiberium spikes with two garrisonable structures next to them. This map does something different, so reward it by downloading this and enjoy!

Download

437 downloads

Uploaded:10-07-2008

London 1v1

london_v1.0_by_samwise.zip | 225.2 KB

business: London 1v1 Detail- I know this map was copied of the "London" map in single player, so I cannot really give the author kudos this artistic map; because frankly, detail is pretty good here. Ground textures are various and detailed. Roads are different and added in between buildings, which I might add, are very "British". Big Ben and Parliament make an appearance in this map, with a river cutting the map in two. A very cool image of London. Gameplay- The author added two new multiplayer spots, which are great. The only bad thing is that the spots are not ideal for setting up Tiberian Refineries, as they are too far away from the tiberium. There are some Tiberian Spikes, but with only two patches, money income will be very slow. Try garrisoning buildings to save valuable units in this map. Detail is great here, although placement can be desired.

Download

484 downloads

Uploaded:10-07-2008

Area 51

62area_51_by_samwise.zip | 49.95 KB

notorious for secret activity such as the F-117, or the Stealth Fighter program, that was secretly hidden from the USSR and other prying eyes. Aliens have been associated with Area 51 ever since the Roswell Incident back on July 7, 1947. So, back to the map! There is one texture throughout the entire map, a shade of white brown. Roads are used but not one other texture is seen. There is buildings in the middle which has some Tiberian Spikes and Defence Towers which guard them. The buildings are accompanied by large runways, which actually show to match the image of Area 51 now. Overall, the map does need some work, but it is supposed to be deserted, and it does have some actual characteristics of Area 51.

Download

491 downloads

Uploaded:09-18-2008

stand off 1.01

stand_off1.01.zip | 205.62 KB

played as 2 vs 3 AI or 3 players vs 2 hard AI all for fun...

Download

435 downloads

Uploaded:09-18-2008

Three way tactics

three_way_tactics.zip | 303.24 KB

Download

307 downloads

Uploaded:09-11-2008

open zone

open_zone.zip | 3.4 MB

Each player has one tiberium field close to there base with a very large blue tiberium field in the middle of the map which is key to winning on this map. Installation: {WindowsXP} - Unzip the "open zone" folder to your "c:Documents and Settings[YOUR NAME]Application DataCommand & Conquer 3 kanes wrathsmaps" {Vista} - "C:Users[USER LOGIN NAME]AppDataRoamingCommand & Conquer 3 kanes wrathsmaps" Others... Made with the kanes wraths world builder. DOES NOT WORK WITH CNC TIBERIUM WARS 3 Has got a text at the start of the map working fine. enjoy :)

Download

459 downloads

Uploaded:09-10-2008

abandon air base

abandon_air_base.zip | 1.12 MB

and 2 games online. 5. description. theres 6 tiberium fields in all 2 spike on map 1 E.M.P in the air base. air base is in the middle of the map all the tiberium fields are on the sides. on each side of the map each player has got a cannon to take. 6. Instalation.{WindowsXP} -Unzip the "Red_zone_84" folder to your "c:Documents and Settings[YOUR LOGIN NAME]Application DataCommand & Conquer 3 kanes wrathsmaps Vista Users: C:Users[USER LOGIN NAME]AppDataRoamingCommand & Conquer 3 kanes wrathsmaps others... was made with the Kane's Wrath WorldBuilder. Has got a intro at the start of the map working fine. If you would like to use this map all I ask is you add my name.

Download

392 downloads

Uploaded:07-26-2008

Bumrush

bumrush.zip | 5.1 MB

enemy's base and they have a lot of horizontal room to turtle up. Both sides have 2 tiberium spikes and 2 guard turret towers.

Download

368 downloads

Uploaded:07-24-2008

Breathless

breathless.zip | 4 MB

mountain mound spread across the map. The middle path is the obvious way but the flanking side passages are also viable, but a bit smaller. Tiberium is everywhere and is not in short supply but each time gets 3 tiberium spikes next to their base for even quickly cash flow.

Download

431 downloads

Uploaded:07-24-2008

Bide

bide.zip | 4.93 MB

side of the map. Dead center is a EMP control center, more tiberium spikes, some garrison spots and a few silos. Get there first!

Download

310 downloads

Uploaded:07-23-2008

Canyan

map_canyan_1.2.zip | 350.28 KB

in .zip formant but if you cant open it you may need to get winrar*

Download

482 downloads

Uploaded:07-23-2008

Arguement

arguement.zip | 5.68 MB

side, 4 in total. There are many buildings around the center circle to garrison troops to harrass passing harvesters. Each side has ample building space and tiberium resources.

Download

1154 downloads

Uploaded:07-10-2008

Iraq War Torn City

iraq_war_torn_city.zip | 641.84 KB

take away/add. Enjoy!

Download

623 downloads

Uploaded:07-01-2008

SixPack Brawl

sixpack_brawl.zip | 413.91 KB

Download

636 downloads

Uploaded:06-18-2008

KANE' s Nuclear Garden

kanes_nuclear_garden_by_bugy.zip | 1.43 MB

Skrin,NOD,GDI-subfraction not permited) -Max. players- 4 -TESTED -screenshots and readme inside zip file... -MUST TRY...... REGARDS bugy.....

Download

484 downloads

Uploaded:06-18-2008

Scrins Rampage

frish20scrins_rampage_v1.02a.zip | 129.55 KB

with several objectives that you will need to complete. If you've managed to beat this map then increase the difficulty of the enemy, it gets harder ;p. Enemy AI needs to go at the top of the map. [b]Note: if you want to play with an ai member on your team, make sure that the bottom left player is a human player as the ai will not move the starting troopers (if you know how to fix this please post). [/b]

Download

397 downloads

Uploaded:06-14-2008

Burning point

cnc3_burning_point_by_bugy.zip | 919.67 KB

Download

236 downloads

Uploaded:06-11-2008

Murders on my back

murders_on_my_back.zip | 753.34 KB

Download

381 downloads

Uploaded:05-18-2008

Cross Over

cross_over.zip | 346.6 KB

centre part of the map. On the left and right hand side is also platau\'s with 2 Tib spikes each and 1 gun sentries each. Four water bodies devides the playing area a bit to make it bit more defendable, it also makes for nice visuals and makes you build in a fashion other than the normal. Rocks, trees and dead bushes with fallen buildings finish of the map. **NOTE** This map is for Kanes Wrath **CREATOR** CHUCK888

Download

504 downloads

Uploaded:05-16-2008

Devils Peek

devils_peek.zip | 360.7 KB

total of 9 spikes, but the trick to them is that you can get them with air transport or some other means but not directly from the ground. Down in the vally are 4 blue fields and the tib is scattered throughout the field, also the income from the blue fields are like a once off, because they grow VERY slow, so you must make the best of it. Every once in a while there will also be ION STORMS in the blue field, so check your harvies. While this map is great for comp stomp, its best played with human players. **NOTE** As stated before this is a fantasy location and is aimed to be for fun and to enjoy it. * This map is for Kanes Wrath **CREATOR** CHUCK888

Download

330 downloads

Uploaded:05-14-2008

Yellowzone Falls

yellowzone_falls.zip | 380.23 KB

running in the middle with a natural passage in the centre for units to pass freely and thus no broken bridges that will LAG the game. On the top side and bottem side of the map there are tib spikes to capture, 3 on each side. There are 1 EMP for each player and 2 GUN sentries. Running into river on each side are small waterfalls with nice moving water effects, the river is not standerd because of a special tga that is used to obtain the effect that that you will see. Tiberium chasms that spring from the ground and white fog finish of the map. **NOTE** This map is made for Kanes Wrath and will maybe work with Tib Wars. **CREATOR** CHUCK888

Download

493 downloads

Uploaded:05-12-2008

Wasted Redzone

wasted_redzonefixed.zip | 818.89 KB

and the player who controls this field has a big advantage. Also theres 4 Tib spikes at the top and a EMP in the centre part. Extremely nice visuals make this map a \"stand out in the croud\" map. Again rolling dust makes this map unique and green fog finishes of the map to give it a spooky and eery feeling. **NOTE** This map took me a great deal of time to complete. Also this map can be used for: * Kanes Wrath * CNC3 Tiberium Wars **CREATOR** CHUCK888 Enjoy!!!!

Download

2240 downloads

Uploaded:05-12-2008

Grace Under Pressure

grace_under_pressure.rar | 505.85 KB

harvesters on it but it will run out, Scrin players should not have a problem with an Accelerator.

Download

300 downloads

Uploaded:05-09-2008

Wrecked Yellowzone

kanes_wrath_map.zip | 379.58 KB

spikes to capture and an EMP centre. Viceroids will try and kill any early attemp to get all Tib spikes with engineers. A special effect in the towns that is a first on any map is the low roling dust that sweeps across the ground. Lots of dead trees and bushes gives the map a truely dry finish and collapsed buildings a really wrecked look! NOTE: This map is for Kanes Wrath Author: CHUCK888

Download

578 downloads

Uploaded:05-03-2008

Blue zone Arena

map_for_kanes_wrath.zip | 298.39 KB

BIG green tib fields to expand to. Nice visuals make this map a must have. This map is for Kanes Wrath. This map was made by chuck888. If u want to modify the map, Please give credit to me the creator.

Download

308 downloads

Uploaded:04-24-2008

Canyan

map_canyan.rar | 58.23 KB

backs. But please don't consider this map horrible just because the time it took. Its a really fun rush map! (don't even try the e-mail it wont work and i wont get it)

Download

289 downloads

Uploaded:03-24-2008

Brazilian Resort

brazilian_resort.zip | 379.17 KB

urban backdrop to it. Although this map's detail isn't the best, it is passable.

Download

411 downloads

Uploaded:03-23-2008

Tight Squeeze

49tight_squeeze.zip | 566.64 KB

2,5.So, there is definetly a lot of place for improvement, but hey, be nice - we all had to start once!

Download

1151 downloads

Uploaded:03-23-2008

The second Tour of Egypt

the_second_tour_of_egypt.zip | 1.25 MB

OverlorD. And the best about it - I can only give good news ! Theres enought place and tiberium, so the map can handle six player matches suffciently.The ground details are very nice! With a good use of ground textures and object placement +1 just for the cliffs! The map has an impresive desert look. Theres nothing really to complain about - maybe the regrow rates on the tib. fields could be a little fastter, but otherwise - I highly recommend this map!

Download

2782 downloads

Uploaded:03-22-2008

Tiberium Square Dance

talon_tiberium_square_dance.zip | 946.36 KB

defendable. There is no tiberium at the start locations, instead you\'ll have 1 or 2 tiberium spikes depending on your start location (players get rewarded if they start on the inside and receive an extra spike) and then have to fight over four green tiberium fields. There is also a blue tiberium field in the middle along with two more tiberium spikes and a couple of silos that will pay out $5000.

Download

393 downloads

Uploaded:03-10-2008

Tornament K.O.T.H

tornament_koth_v1.69.zip | 249.75 KB

each player has a blue and green tiberium feild. Note- best played online Extract files to [C:Documents and SettingsHomeApplication DataCommand & Conquer 3 Tiberium WarsMaps] Map & Script made by Glen36 Operation_ass_kick@hotmail.com

Download

639 downloads

Uploaded:03-07-2008

Bloody Rivers

bloody_rivers.zip | 79.79 KB

partners / Upcoming projects --- 3.1 Mapping partners (if a.t.m) --- 3.2 Upcoming projects --- 3.3 Re-editing this map - 4 Disclaimer

Download

746 downloads

Uploaded:02-04-2008

Calli Cliffs

cali_cliffs.zip | 300.08 KB

of the map and they basically have only one way choke path to get to the enemy's base.The starting green fields near the player spawn points are really big, have lots of tiberium, maybe too much and don't force you to go secure the blue field in the middle of the map.The map is somewhat small - 150 x 250 size and there´s just enough build space, though it can feel bit claustrophobic sometimes.The map isn't symmetrical, which I appreciate, but there are some issues that can effect the game - player at the south position has a harder access to his green field, but his harvesters don't need to travel through a choke path to get to the blue field, like the north players does.The upper starting position has also one disadvantage - you cannot access the enemy's tib. spike (there are two), you must go around it, because the terrain is impassable at that location, same goes for the bunkers, which slow the game down in my opinion.The map is quite easy to turtle, due to the easy - to - block base entrances and with no need to look after the blue field.I found it very hard to go for a rush. Otherwise this map has nice textures and terrain design.Theres a lake on the right side of the map, with nice coast effects, although the author could use a little more variation on the cliff textures, as there's only one for that in the entire map + could put some better dirt around the roads. My overall score is 7.8/10.

Download

419 downloads

Uploaded:02-02-2008

The Box

the_box.zip | 216.91 KB

including five tiberium spikes.I think this is his first map and he was testing what is World builder capable of.The map on the other hand, has an interesting terrain layout, which allows good flankings and early game rushes, you can go around the entire enemy base and then rush it.The problem is, that there wont be that much to attack as there´s just one blue tiberium field for each player, which would be okay, if the author would edit the tiberium fields stats, but he didn't, so you will run out of money TOO early.Otherwise, the camera is in good position, there´s functional mini map, the AI is supported. Overall, this map is an average one, but I can´t really recommend it, as you may feel disappointed. if you would add some more "foliage" trees, rocks, added at least two or more textures and sorted the tiberium fields stats, or added one more tib. or more spikes.. it could have been an interesting map, but like this.. its just 3/10.

Download

2105 downloads

Uploaded:01-28-2008

Sheffield Blue Zone

mp_sheffield_b3.zip | 3.39 MB

This is a absolutely great map. There are tons and tons of strategy oppertunities, possible actions and decisions you have to make in this map. Right from placing your initial building get the most of what little space you have to build on, to choosing if you want to use credits on that engineer that could get you that extra tiberium spike. Do you want to fight urban or aireal combat. How many grenadeers/Black Hand/ Buzzers do you have to build and so on. I could go on forever, but let's just say this: Like the last release this map dosen't disappoint. Download A.S.A.P.

Download

403 downloads

Uploaded:01-27-2008

Hungary

hungary.zip | 631.43 KB

tactical oppertunities or anything. There is however lots and lots of Tiberium around the map so you wan't be running out of money any time soon. WIth a little more work this map could have been really great. Note: The map is not in its own folder, so you will have to create a "Hungary" folder in your CnC3 maps folder. Also it appears that the map has no minimap.

Download

1576 downloads

Uploaded:12-02-2007

Deer\'s Leep Moto

deers_leep_moto_v2.zip | 397.62 KB

is a race track where Attack Bikes are racing around. The track is highly detailed and even includes guard rails. The creator even made a parking lot and stadium seats around the track. Game play- Since the map is a little small for six players and most of the map is taken up by the track, there is very close combat in the map. Two blue tiberium patches in the middle support early game rushes and various strategies, not to mention the choke points on the outer rim of the map. With extraordinary detail and a fun atmosphere, this map is definitely a download.

Download

515 downloads

Uploaded:12-02-2007

Red Zone Checkpoint

rzc.zip | 1.44 MB

either, it\'s just a very bland map when it comes to detail. I almost forgot, there are four destroyed buildings on the map. Game play- This is where it get interesting. The only way to get to the other side of the map is to go through the middle, sounds easy enough, right? In the middle there is a huge defence line with a neutral Drone Ship in the middle. Flying around it won\'t work because of Marauders entrenched in a line going from the middle. This makes the map a no rush one, and with the surplus of tiberium, it\'s easy to get a horde of units. With it\'s strange map design, this is a map for those who don\'t want to rush and want to experience something new.

Download

2130 downloads

Uploaded:11-25-2007

Blood Gulch

blood_gulch.zip | 1.79 MB

creator did a very nice job of copying it, even adding a CnC 3 feel to it. Two tiberian spikes are in the middle of the map and tiberian patches are where the caves in Halo\'s version would be. The creator even made the infamous parallel bases that have a bunker and rewards to anyone going to them. Game play- In this map, there is an open field to attack the enemy, then there are small pathways that lead to tiberium, which is pretty interesting. In order to halt tiberian harvesting, the player must risk his units to go inside of a choke point. This can make or break the rest of the game, and it\'s fun to see something this risky implemented into the map. If your a fan of Halo, then come and see for yourself how fun this map really is.

Download

4301 downloads

Uploaded:11-06-2007

VonBing's Pain Harbor

vonbings_pain_harbor.zip | 411.48 KB

There is a channel dividing the 6 players from the other two with destroyable bridges. The 6 players start with medium Blue Tiberium patches, but there are 5 large Green patches in the large part of the map. Graphics: It has an interesting atmosphere. Some places could use a bit more texture variety, but it is generally good looking. It is well detailed with plenty of props and buildings. The shadows may be a bit long because of the Sun position. Gameplay: This map will be a fight over the middle. It is interesting because most of the money is over there, and you must cross the channel to get to it, but you can also just drive your units over without crossing the channel and attack the enemy. It might turn into a defensive battle with the two closest players barricading their teams in. It's something new and unique and you should obviously try it.

Download

2551 downloads

Uploaded:10-30-2007

VonBing's Beaten Border

vonbings_beaten_border.zip | 523.39 KB

side to the other, there are 3 narrow land access points and 4 bridges. Gameplay: The only major problem I had was that to get to the Spikes, you have to run over a fence with a vehicle. This fence is hidden behind some buildings and is not obvious at all. I spent quite a bit of time trying to blow up concrete walls and bridges to get there. The chokepoints may be a bit narrow on this map, it favors the defender heavily. It's symmetrical, so it is balanced. Whoever controls the middle wins in this one. Graphics: Textured nicely, there are only a few spots that could use improvement. The textures work nicely with eachother and create an almost sterile look. The details are quite nice; buildings, roads, trees planned well. With a few improvements, this could easily pass for an official map. I look forward to more of Terry's!

Download

445 downloads

Uploaded:10-30-2007

Red Moon

red_moon_p2_1.2v.zip | 134.77 KB

all. Gameplay: There are ridges from which you must manuver around, but they (nicely) don\'t create too small chokepoints. If someone were to block one enterance, there would be plenty more to use. This map comes down to whoever controls the middle. Graphics: Decent use of textures, but only a few were used. There is almost no detail on this map. But, it\'s the guy\'s first. Also, camera is forced way too close.

Download

872 downloads

Uploaded:10-30-2007

Alien Attack

mp_alienattack.zip | 107.41 KB

Scrin player would want. The problem is the player starts with all that, which is easily enough to wipe out any opposition. You will have to coordinate a time limit where the Scrin player can start to attack. The visuals on this map aren't really that great. Not much terrain difference, not much texture variation, not much of a visual experience.

Download

452 downloads

Uploaded:10-01-2007

Pipeline Problems

rz_pipeline_problems_horizontal.zip | 213.66 KB

have played the regular Pipeline Problems.

Download

1110 downloads

Uploaded:09-27-2007

Tournament River 2v2

tournament_river_2v2.zip | 408.91 KB

means trees and rivers are everywhere. Ground textures here are unique and interesting with lots of different colors blended together; to make a great surrounding. Game play- There are very strange things that this map brings. First, the players actually share a building area, forcing them to use team work better. Second, the map has a direct flank to both bases from atop a mountain, which adds a twist to the battle field. The last thing I\'ve noticed was the fact that the top part of the map has all the tech buildings, forcing players to be all around the map rather than just attacking straight forward. An extremely good map, this map is surely a download for anyone.

Download

2783 downloads

Uploaded:09-26-2007

Sheffield Blue Zone

sheffield_blue_zone.zip | 453.83 KB

is mainly city, but my units didn\'t have pathfinding problems. The east side has more open fields, while the west is completely city. One look at the screenshots will tell you all you need to know. The problems that you\'ll run into is that the map has so much stuff on it, it even lagged my computer with 2GB of ram. Also, there is another Green Field on the map and it is much closer to the East side of the map, which gives them an advantage. The start zones are small, so you can\'t build much of a base.

Download

2579 downloads

Uploaded:09-12-2007

W4 Battle

w4_battle_v2.0.zip | 373.53 KB

map I've played that has no bugs in it at all. Everything worked very smoothly. The AI probably could use a few more paths to cross the river to attack, as I beat it without problem as GDI vs. Nod. A human has the option of being an AI controller, and can direct all of the AI controlled forces. This would make it very interesting, because the human could use actual tactics instead of thrusting all their forces to one chokepoint. Seeing a match with 1 human vs. 4 others would be awesome. Overall, this gets my rating of approval. Some terrain isn't as beautiful as it could be, but that's a given on an AOD map. Definately fun to play.

Download

364 downloads

Uploaded:09-12-2007

Tournament Redzone

tournament_red_zone_ver1.1.1.zip | 321.96 KB

keep you going! Detail: Textures on this map hardly falls short of perfect, the terrain is excellent, the minimap is fully functional and so is the AI, it really has a redzone feel to it, with the lighting and atmosphere set perfectly to give you that eerie excitement you expect in a redzone while structures are placed well with good tactical garrison opportunities early game. Gameplay: The tiberium layout is very much like Tournament Arena, allowing a start patch of green tiberian, a blue tiberian patch in the corner and another green tiberian patch further out, both teams have easy access to 3 of their own tiberian fields. There are two tiberium spikes in the game surrounded by garrisonable buildings; both placed on opposite sides in the middle of the map allowing for both players to rush one while defending it early game with garrisoned infantry. The direct middle of the map has an EMP tower, this becomes a mid-late game advantage providing the EMP ability plus the fact that u dominate most of the map. It is best to expand on this map, and get hold of those tiberium spikes as soon as possible because the prove most use full later on in the game. Overall it is hard to find a problem with this map, it is perfect for online play and a worthy remake of Tournament Arena if I do say so myself. I can almost guarantee you will not be disappointed.

Download

1083 downloads

Uploaded:09-05-2007

Battle At Nod Base

battle_at_nod_base_4player_ver11.2.zip | 425.87 KB

very good, allowing start game tactical advantages. There is a well-made minimap included that works perfectly and a fully functional AI. Gameplay: You start with two patches of green tiberium and can expand to blue tiberium which is held in the corners and surrounded by garisonable buildings, with an EMP tower in the center of the Nod Base accessible by all teams, this area becomes very hostile quickly. You can choose to Turtle or Expand on this map, this map may also encourage defenses due to the small/medium building space you receive, you can also find yourself turtling towards the enemy very easily. Overall this is a professional map that is worth playing and is highly recommended.

Download

404 downloads

Uploaded:09-04-2007

Pipeline Problems

rz_pipeline_problems.zip | 212.46 KB

is very good, and is definitely a highlight of the map. Small towns that have been overridden by tiberium also inhabit the map in some places. Everything you expect to see for detail is shown in this map. Gameplay- Some basic game play is shown here, as well as some creative sides. Each player starts out with a patch of green tiberium, and a small patch of blue tiberium to the north of the player's start location. In this map, stretching is somewhat of a challenge because of the pipes. Tiberium spikes and expansion ports can also be found in the map. Pipeline Problems is a very professional map, if you enjoy playing on EA's maps, you'll enjoy this one.

Download

1471 downloads

Uploaded:08-23-2007

Scrin Homeworld

scrin_homeworld.zip | 684.64 KB

lesser detail than other Scrin maps, but doesn\'t disappoint. Rocky terrain and strange looking trees help to set the mood. The real thing that surprises me is that most Scrin maps have a green tint, this one is different and has more of a purple/pink one, making it original. The textures are like some you would expect to see on the moon, barren and gray. Game play- Something that makes this map different than others is that you start out with two Scrin Power Plants. With these extra Power Plants, players can focus more on building Tiberian Refineries and War Factories in early game. The play receives two blue tiberian fields, and one to be expanded to. The mountains block base expansion, so stretching might not be an option. The map is open, so don\'t expect to see many choke points either. With its capability for massive rushes at the beginning of the game, this map is for anyone who enjoys rushing. Turtlers will be annoyed by this map because of the small area for base building.

Download

680 downloads

Uploaded:08-13-2007

Futures Tropical City

futures_tropical_city_v1.0.zip | 68.36 KB

placement is also a downfall for this map. There isn\'t even a minimap or AI on this map either. There is some water detail on the map, but nothing spectacular. Game play- There\'s nothing here to get excited about. You recieve a patch of green tiberium at the start of the game. There is only one other tiberium field on the entire map, and it\'s not that big. Players can\'t turtle in this map and must expane very early. Money crates are also all around the map. This is an average map by far, not bad but not good.

Download

875 downloads

Uploaded:08-07-2007

Too Close for Comfort

too_close_for_comfort.zip | 362.76 KB

see lawnmower tracks and other farm equipment. There are little houses around the map with fences and all. The map has a bridge that connects one side to another. There are also two other ways to the other side, these are small passages in the mountains and are huge choke points. The mountains are also detailed superbly. Game play- Other than having only three ways to the other side of the map, the map is also very small. There is no need to expand, and there is just enough tiberium on the map. This map is definitely for rushers, as you can\'t turtle very well in the map. If you like a different type of map, this is a map you want to download. It\'s great fun with anyone who enjoys a 1v1.

Download

2377 downloads

Uploaded:07-28-2007

Conduit Contention

ccontention.zip | 1.08 MB

textures are made up of bland colors, gray and black are most of the map. In the middle of the map there is grand valleys that make it up. In these valleys are blocks of tiberium and some bland textured cliffs. For detail, this map does good for a red zone, although it could be a lot better. Game play- The game play isn\'t much different than any other map. The valleys in the middle of the map are big choke points, so watch out for them. Also, the amount of money given in the map is staggering. Each player gets two tiberian spikes all to themselves, not to mention blue tiberium and a host of green tiberium. Like most maps, the middle offers a little something extra; this time it\'s an EMP control center with guard towers. Not much to see in this department either. With basic detail and game play, this map stands as another standard map for CnC 3. Although it\'s not the greatest, it\'s pretty fun to play.

Download

482 downloads

Uploaded:07-23-2007

Desert Rats

drat.zip | 2.13 KB

making rushes very boring and attacking is just as relentless. The only detail in the map is in the tiberian fields, but even that isn\'t much. Game play- Wide open areas isn\'t exactly what I call game play, sadly that\'s all the map has. The player could sneak attack the other player or flank them because of the wide open spaces, but this isn\'t different than any other big map. The amount of tiberium on the map leaves players to fight huge battles, but since the map is so bland, it\'s not really fun in the early game.

Download

1191 downloads

Uploaded:07-19-2007

Spikes

spikes.zip | 152.92 KB

say much for detail because I see about three textures on the entire map... at least the spikes are in order and not just randomly placed. Game play- Well, this is like one of those unlimited money maps, but with a twist, you must capture spikes in order to keep your money up. You can cut off the other player's resources if you can capture the spikes themselves. The camera is zoomed very far out and there is wide, open spaces on the map for huge battles. An EMP control center in the middle of the map is a nice touch, considering how big the battles become. If placed in the very first two spots at the top, the AI gets a custom script. They get mammoth tanks to guard their spikes, providing a fun and hard game even when there is just computers on the map. The map "Spikes" provides a different game type, massive battles and seemingly unending money is great fun to have with others. Its detail might not be there, but its fun factor sure is.

Download

1577 downloads

Uploaded:07-19-2007

Highway to Hell

highway_to_hell.zip | 644.43 KB

than a lot of maps out there. The cities are detailed with cars, street lamps, and road markers which are nice touches to the map. Since the map is set in a desert setting, small cities are spread out from one another. A large city is in the middle of the map and connects players to a huge green tiberian patch. Game play- The game play of this map is pretty basic. Players must expand pretty early and capture spikes in order to have a good economy. A thing that you don\'t see much of on maps is tiberian silos, but this map has them, and a lot of them. Capturing these gain you ground control and give you money so be on the look out for these in the map. Choke points are found on bridges and passage ways from base to base. Highway to Hell is an above average map, but not the greatest. Download Highway to Hell if you love interesting map layouts, because this map definitely has one.

Download

1867 downloads

Uploaded:07-17-2007

River Valley 5 Player

gi_river_valley_betafix.rar | 1.67 MB

detail was pretty bad, this time it has been upgraded. It has more textures than three, but some of the ground textures don't nessicarly fit with each other. There is random tiberium crystals embedded into the mountain, which gives any extra feel of the map. There is also an island in the middle which has ion storms above the blue tiberian patches. The storms are great, but it makes it very hard to get money with ion storms attack you. Game Play- There are many custom triggers in this map and there is also a big GDI base in the map as well. The base is surround by sonic turrets and have very valuable buildings inside the base. Since the GDI base has no AA, a player can go in there with a bunch of air units and completely take over the whole thing very easily...too easily for that amount of power the player receives. Convoys go around the map and you can capture them if you kill the two mammoth tanks surrounding them. With a huge GDI base and hijackable convoys, this map is very busy, if you like a different style of game play then go ahead and give this one a shot, it won't hurt.

Download

1635 downloads

Uploaded:07-16-2007

River Valley

river_valley.zip | 1.24 MB

the entire map, grass, dirt, and concrete. Because of the lack of texture, the map can see pretty boring at times, mostly in the beginning when there are few units are on the map. There is little detail in the cities littered around the map as well. All the cities have a few buildings and two bridges connecting to the other sides of the map. Game play- The game play on the map is standard of maps with bridges, choke points and bridge blow outs can be used as strategies. An interesting feature of the map is that there is a island in the middle of the map. It can\'t be reached unless a unit gets a helicopter. On the island, there is a subway hub, subway tunnels are in front of most of the bases; so the person who uses this tech center the best has a big advantage. River Vally isn\'t impressive, nor is it bad, it\'s just another average map.

Download

2445 downloads

Uploaded:07-15-2007

Harbor Warfare

harborwarfare.rar | 772.35 KB

side has one big island with 3 players located on it with 2 small Blue Tiberium Fields located by the top and bottom player and 2 large Green Tiberium Fields both above and below the middle player of the right island. In the middle on each side there is 2 Tech Artillery Platforms and 3 Tech Tiberium Spikes, along with Tech Expansion Points. The textures on this map were nicely done and I love the layout of the map, it will make for some really nice battles. Verdict: A very well done map which boasts that some time was put into the making of it. So I say it's an Awesome Map 10/10.

Download

1289 downloads

Uploaded:07-15-2007

A Martian Marsh

a_martian_marsh.zip | 940.79 KB

here, every little thing has been detailed. The sheer atmosphere is enough to get you thinking that it really is on another planet. Everything is a shade of either purple or green, and large tiberian clusters are everywhere. It's also pretty mountainous. Game play- This map has a feature that some may find interesting. At the beginning of the game there is a tripod walker husk in the middle of the map surrounded by buzzers. If GDI, a player could simply kill all the buzzers with an APC and have an engineer in it to capture the husk. An Anilater Tripod would be very useful in the first minutes of the game and could even decide the winner of the map. An ion storm in the middle of the map may be tricky to get around too. Other than that, the map has all the features you would expect to see in a two player map. With five spikes and some choke points, some strategies could be used that otherwise couldn't be do to the amount of money on the map. From its tiberian rivers, to its scaling mountains, this map is definitely an awesome one with interesting game play and has one of the greatest detail I've seen on a Scrin planet map.

Download

1055 downloads

Uploaded:07-09-2007

Lost Coast

lost_mapbytsylord.zip | 459.23 KB

bed surrounding and Island with tons of goodies. The river bed is impassable but there are 4 bridges. On the island there are two Tiberuim Spikes a subway entrance, the Subway nodes are indestructible so shoot all you want. Also and a second part which you CAN\'T WALK to there is a EMP control centre. Also on the island there\'s and incredibly fast growing blue Tiberuim field. Each player gets one Tiberuim spike, unless your ally is greedy, and one normal tiberium field as well ad one to share. Have fun.

Download

2670 downloads

Uploaded:07-02-2007

Centralized

centralized.zip | 1023.4 KB

textures on this map are also basic and nothing spectacular, but this map makes up for it in the layout of the map. I really like how each corner player and the 3 center players have little cliffs surrounding their bases with a nice choke point entrance into the bases. Superweapons on this map are disabled which some people will like while others will hate. Overall I think this is a good first map from One-Man-Crimewave.

Download

97 downloads

Uploaded:06-30-2007

Lenara Peak

mp_lenara_peak_v1.zip | 510.15 KB

Desert - Time: Evening/Night - Size: 435x262 - Tiberium: Each side has 1 small green field with 43.000 startcredits. The big blue field in the middle has 170.000 startcredits - Because of many differences in the heights of the ground, its difficult to perform a TOWER RUSH ;) - left and right side are mirrored, so you can say that the map is balanced - above and below are secret paths - each side has 1 EMP, 1 Spike, 2 Bunkers - You can play with AI in Skirmish [/quote]

Download

458 downloads

Uploaded:06-30-2007

Red Zone Tournament

redzonetournament_v1.zip | 612.85 KB

large and in the centre. Various choke-points throughout. AI works. [/quote]

Download

976 downloads

Uploaded:06-26-2007

Blue Zone Bloodbath

blue_zone_bloodbath.zip | 768.26 KB

there are also two blue tiberian patches in the middle of the map. Each player gets one tiberian spike next to their base as well. The AI works great on the map and they will try to flank you if they get the chance. The key to winning on this map is to capture the subway hub. In the map there are a lot of subway exits and some of them are right next to the enemy base. The ground textures on the map are what you would expect to see in a city, mostly concrete and some grass blended in. The details of the map are good too, like street lamps and construction zones. This map is fun to look at and has some pretty cool urban combat and detail, but it doesn\'t have anything to make it stand out. On the hole, this is just another average urban map that is fun to play on.

Download

402 downloads

Uploaded:06-26-2007

Tournament Red Zone

tournament_red_zone_ver.1.1.zip | 1.05 MB

bored of the \"little picnic park\" theme the map has.. so I decided Ill attempt to do a Red Zone theme remake.. well.. and here it is :) About the map - I think, everyone, that has got Command and Conquer : Tiberium Wars knows the original map and this one is the same, the green, blue tiberium field positions are basicly the same.. there are two tiberium spikes and the same ammount of bunkers on the map, just like in the original.. I only added two small cities for the tiberium spikes locations, for some visual difference and a EMP building to the middle of the map..and I think thats all folks! Hope youll enjoy this map.[/quote]

Download

2199 downloads

Uploaded:06-26-2007

Battle at Nod's Base

battle_at_nod_base_4player_ver1.2.zip | 1.91 MB

tiberium fields - The Nod base has been redone.. now has got 8 posible entrances, with EMP in the middle of it and of course "few" factories and some "junk" that avatars can upgrade for free.. - Then there are four cities located in the map corners, each with a blue tiberium field for an expansion, no worries - Ive made it so theres enought room for refinerys, if AI catches the city it makes up for a really hard fight!

Download

3473 downloads

Uploaded:06-24-2007

C&C Under Revisited

cc_under_revisited.zip | 727.41 KB

map. The top player has 1 blue tib field located beside them while the bottom two only have a green one above them.

Download

708 downloads

Uploaded:06-24-2007

Tiberium Pass

tiberium_pass_v1.zip | 755.82 KB

through a long stretch of mountain. This stretch makes it very hard to get units in and out of it because it is a choke point. Blue tiberium is also where this stretch is so there should be a lot of fighting going on in there if you want to win. The players start off with one side to themselves. Tiberium Pass is covered by water so the only way to get to the other player is by the stretch of the mountain; controlling the middle is crucial. Each player gets a patch a blue tiberium and a patch a green tiberium. Each player also receives a Tiberian Spike on their side of the map. The map does have AI on it and has great texture detail as well. Overall, this map actually does something different and gives something to offer. You\'ll have loads of fun trying to beat your opponent on this crazy map.

Download

1590 downloads

Uploaded:06-17-2007

The Motherlode

ahextend_1_7_20070612.zip | 691.63 KB

skirmish play, with asymmetrical starting positions. It is suitable for 2v2 or FFA games. The setting is the desert of North Africa, at an abandoned Nod Tiberium harvesting installation. All of the expansion Tiberium is found down in a huge mining pit, with a limited amount of space for building. Control of this pit is key to dominating the battle, but watch the back entrance to your base. The extremely rugged terrain provides many choke points to establish defensive positions. Includes 2 tech buildings and some hostile creeps. Enjoy the map! by spyVspy from CNCDEN enjoy

Download

1734 downloads

Uploaded:06-13-2007

Oblivion\'s Crater

oblivionscrater.zip | 536.1 KB

of the bases. The middle of the map has a lot of tiberium so it\'s very vital that the player expands quickly. The middle is surrounded by the temple prime walls and have neutral obelisks of lights in the four corners within the walls. The ground textures for the map are excellent. Even though the map is a desert setting, it does very well with detail. The spikes and the guard towers are surrounded by small towns, and the cliffs are detailed very well. There is also a lot of tiberium on the map so players can get a lot of units and have big battles. There isn\'t very many large area choke points, but there is many flanks to every part of the map, which will keep your opponent guessing and guessing. On the hole, this map is great. A lot of detail and dynamics makes this map a must have for anyone playing CnC 3.

Download

882 downloads

Uploaded:06-11-2007

Isle of War

isle_of_war.zip | 310.46 KB

to get them. Each player is given a hill, and on top of the hill you receive two tiberian fields and garsionable buildings. The two \"hills\" are combined by a bridge so players can attack each other\'s resources. Starting locations aren\'t boxed in, so flanking them is pretty easy. The whole map is around water, so air flanking is a possibility. In the cities their are a lot of choke points, there is also one on the path connecting both bases. Detail on this map is fair. The ground textures aren\'t spectacular, but aren\'t bad either. The towns are built from what the Red Alert 2 version had which had to take time to make. A bad thing that I noticed about the map is that players get a couple blue tiberian crystals to harvest at the start, but since they aren\'t at a field, the harvesters will just go right past it and go to the green tiberian fields. This might set you back in early game, this might even cost you the game. Isle of War is pretty interesting in its concept of expanding so early and that each player gets a whole city to mess around with. If you liked it in Red Alert 2, you\'ll like it here too.

Download

1081 downloads

Uploaded:06-09-2007

Quarantine Zone

quarantine_zone.zip | 321.65 KB

really that makes this map stand out from all the others, but it's a basic map if you just want something to play on. There are Tiberian Spikes in the map, some guarded with guard towers. The map is in a thunder storm setting and it's night on the map. The ground textures are pretty basic, but not bad. Since the bases aren't covered from cliffs or the map barriers, there is many flanks you can use on your enemy. There are also some choke points, but they are mostly in the towns that are scattered throughout the map. The middle of Quarantine Zone has blue tiberium, so it's vital that the player expands. Overall this map is pretty average. It is a basic map that players will enjoy playing on. The downfalls of the map is that it's relatively flat, and the placement of hills seems a little random as well.

Download

2975 downloads

Uploaded:06-05-2007

Close Encounter

close_encounter.zip | 989.39 KB

good amount of money. Besides the standard entrance to the middle base areas, there is a wormhole towards the back of each, connecting them.

Download

3530 downloads

Uploaded:06-05-2007

Burning Rage

burning_rage.zip | 1.85 MB

unbalanced for FFA games. Works well for comp stomps.

Download

2282 downloads

Uploaded:06-05-2007

Storm Shield

stormshield.zip | 1.77 MB

capture. Many Buildings to hide infantry in.

Download

921 downloads

Uploaded:06-04-2007

Sand Storm

sandstorm.zip | 538.54 KB

Download

1177 downloads

Uploaded:06-04-2007

River Tiberius

river_tiberius.zip | 214.36 KB

Download

915 downloads

Uploaded:06-04-2007

Battle At Nod Base

battle_at_nod_base_ver2.1.zip | 341.94 KB

hope to see more maps like this from him soon! [quote]-It is a red zone, two player map, both multiplayer and skirmish modes are enabled - Theres a really big Nod base in the center of the map.. I did a lot of work there, to make it look more eye-catching.. since most of battles will appear here.. Ive removed the Nod temple from it, because it was soo unwanted in the first version of the map, so now there are "few" Nod facilities, 4 power plants and EMP, with two bunkers. - Then there are two cities in the south- west and north-east corner of the map, with green tiberium fields in them..(no worries, theres just enougth place for two refineries and a power plant.. - As for other fields - two green base fields and two blue tib. fields south and north from the Nod base.. the map is now also wider, so theres more space fro attacks using south/north paths.. all tiberium fields regrow rate and max tib. ammout were adjusted - I also atempted to make two small, old Nod bases in the south-east and north-west corners.. they both house two tiberium spikes - Terrain is rather flat, with several elevations as usual..[/quote]

Download

423 downloads

Uploaded:06-01-2007

Tournament Desert Classic

tournament_desert_classic_v2.zip | 343.04 KB

refineries layout designed to provide a similar 'economy feel' to the original map, proportionally to the CnC3 gameplay and economy flow. Excellent well balanced map for heads up play.

Download

4884 downloads

Uploaded:05-22-2007

Planet Scrin

planet_scrin_2.zip | 773.73 KB

blue tiberium to play with. There is a lot of tiberian scenery in this map, and the green water really helps with the detail. Also, the cliffs and scaling are great as well. The map is not too big or not too small, it\'s a fun and greatly detailed map. If you like the Scrin, detail, or just like good maps, this map should be on your computer.

Download

3008 downloads

Uploaded:05-10-2007

Deth Lowlands

deth_lowlands.zip | 479.37 KB

of Spikes to capture. Two normal sized Blue fields exist as well. The map is covered with different paths. Some are on top of the hills while others are in the valleys. They cross eachother and definately provide for some interesting unit movement strategies. AI is supported. Good: Well designed and unique. The map is well detailed with trees and civilian buildings in proper places. Bad: Could you some work on texturing, the cliff texture was repetitive. Also, the Tiberium Veins in rock was used too much. Camera was too far out as well, but it doesn\'t cause much extra lag. Verdict: A little work on the textures and this map would be awsome. As it is, it should provide Interesting four player battles instead of the regular symmetric fights.

Download

2158 downloads

Uploaded:05-10-2007

Crossfire

crossfire.zip | 783.49 KB

towards the center of the map for each player, but the main huge fields are between the players. Dividing the two teams is a river. Across it in the middle are two bridges. This I suppose is where all the action will happen. AI is supported. Good: Well, it is textured alright I guess. Bad: Camera is way too far out, at that view distance, the size of the map creates great amounts of lag. For a map this large to have only two bridges across is horrible. It takes your units forever to get even close to the enemy base and they can just be bottled up at the bridges. Verdict: If you turn the details all down and play as Scrin (with their teleport), you might enjoy it.

Download

1025 downloads

Uploaded:05-10-2007

Sleepy Island

sleepyisland.zip | 467.22 KB

middle to fight over. The map is covered with hills, which restrict your movement, but not very much. The openings are plenty big and allow for good gameplay. The map is non-symmetrical, which should bring some interesting strategies into play. AI is supported. Good: Good texturing, a pretty map. Good roads, good town, proper texturing almost everywhere. Bad: It\'s a small thing, but in a few places, the textures are repeated a bit much. Also, the same tree is repeated too much all over the map. The trees in some places were so dense they created lag on my super machine. Also, the camera is too close in. Verdict: This map should provide some interesting gameplay and is balanced enough to be comparable to the Official maps. Well designed and well executed!

Download

1585 downloads

Uploaded:05-10-2007

Crater Valley

crater_valley.zip | 865.96 KB

the map that players can fight for. There's also three Tiberium spikes for ample amounts of money. There is also some pretty great city detail and the map does well in giving the impression that Tiberium is a big problem in the area. This map is definitely worth a download because of its playability, and its detail.

Download

4137 downloads

Uploaded:05-04-2007

W4 Battle

w4_battle_v1.1a.zip | 66.52 KB

you win! There are buildings which help your cause, but no terrain impediments the enemy. Be sure to follow the picture which shows correct start locations. In this AOD map, one player can control the massive Scrin enemy forces! Up to four human players can ally against the onslought.

Download

1652 downloads

Uploaded:05-04-2007

Midnight Port

midnight_port.zip | 162.29 KB

drive around it to the north. One tech spike is there for each side, and there is another one in the corner to fight over. Each side has one blue tiberium field, and there are another two in the corner to fight over. AI is supported. Good: A different type of map we haven't seen much of. Bad: Not very well textured, some objects display on the black map edges. The water waves manage to go perpendicular to the river length. Verdict: This would be an interesting map to see battles on; it would all come down to who gets the blue tiberium up top.

Download

1129 downloads

Uploaded:05-04-2007

Desert Crossing

desert_crossing.zip | 185.6 KB

fields of not too much tiberium. AI is supported and doesn\'t play well. Good: Well detailed. Nice terrain and it isn\'t simply flat! Good use of height and textures and roads. Bad: The bridges across the river don\'t match the yellow zone theme. The hill texture is a sharp contrast from the ground, and doesn\'t match well either. The river could use a more defined border to show where you can cross it. Verdict: I liked this map. Good gameplay and with a few improvements, it could be a spectacular map.

Download

2077 downloads

Uploaded:05-04-2007

Battle At Nod Base

battle_at_nod_base_ver2.zip | 792.71 KB

the map, making the largest paths (and there are three of them) only a few tanks wide. The north path has the Blue Tiberium while the south has just two spikes and the middle is a Nod base. Civilian structures just stand there, allowing you to capture parts of Nod\'s tech including a Temple of Nod. AI is supported. Good: Well textured, it\'s a pretty map. Plenty, maybe too much tiberium. Bad: There could be some sort of different textures under the buildings signifying that there used to be a town there. It should have the dappled light that is part of most red zones. One thing I absolutely hate is capturable civilian buildings and on top of that capturable civilian superweapons! It\'s not nice to start out a match only to find that your enemy has a superweapon already counting down. Verdict: Get rid of the civilian Nod buildings and add the special Red Zone lighting and this would be a great map!

Download

3898 downloads

Uploaded:04-27-2007

Shoulder Valley

shouldervalley_beta.zip | 216.18 KB

blue Tiberium across different parts of the river. There are also many cliffs which cut off access to certain parts of bases. Plenty of Tiberium is on the map, but you must expand quickly to get control of the remote Blue patches. Good: Excellent layout. While almost symmetrical, it is not one of the standard 4 corner layouts you see in every regular map. This lends to some interesting strategical choices. Bad: Textures are pretty much the same on the entire map. While the cliffs are nicely done, the grass, while nice varied heights, gets old. Also, the trees or bushes used are the same one over and over. The North East side has two extra Tiberium Silos giving them a $5000 advantage. Verdict: This is definately a non-standard map, and I'd recommend you check it out!

Download

2222 downloads

Uploaded:04-27-2007

Complex IV

complex_iv.zip | 260.57 KB

buildings quickly. There are three Tiberium Patches on each side and a spike as well. Good: Nice use of textures, there is a very diverse and more 'natural' look to the grass on this map. Good details, with power lines, dead mechs, well laid out city. Bad: There are some texture errors. The map seems to be very high terrain so the camera is very close to the ground. The texture under the city is just one, so even with a road it seems to be missing something. For some reason I didn't see any fog of war on this map. The map also seemed too Bright, and washed out. Verdict: This is Not a rusher map. Simply blow up the bridges and you can hold back for a later game attack (from you or the enemy). Watch for Scrin to be powerful on this map.

Download

4724 downloads

Uploaded:04-27-2007

A River Run\'s Through It

a_river_runs_through_it.zip | 309.46 KB

river in the middle. There are no obstacles in the map except you can cross the river from bridges at the very top and bottom of the map. Good: The grassy rolling hills are surprisingly well done. Trees spice up the landscape. Bad: Could have done more texture work. Especially with the cliffs, I hate 1-texture cliffs, and also these cliffs that go vertically for a long distance. Camera is too close in. If you zoom in all the way you zoom past the terrain and see Black. Verdict: The map might be a bit big for the shorter C&C3 battles you\'re used to, but that might be a good thing.

Download

1826 downloads

Uploaded:04-24-2007

Desolation

desolation.zip | 101.29 KB

battle over. This is a more open map with just a few wide chokepoints. Good: Balanced, Plenty of objects to spice up the map. Bad: It's well detailed, but some of the rocks do not conform to the terrain. The map is mostly textured with one texture, and while that does help convey a 'desolated' theme, it would be better if more were used. The map isn't very creative either. No minimap on this one. Verdict: Download this map if you would like a custom map for C&C3. It's a simple map geared towards quick battles, which does follow the theme of C&C3.

Download

2861 downloads

Uploaded:04-21-2007

Town In The Red Zone

town_in_the_redzone.zip | 89.74 KB

spikes, 2 renforcement pads, 2 bunkers, and 2 base expansion buildings. 1 for each side there was a good amount of work in this 6 hours of it. I hope you like it there is a simple read me to install.

About Game Front  

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

Copyright © 2002-2012 Game Front. All rights reserved.