Island Fortress

This is a good 6 player map lots of tech spreed around. The ai is fully enabled so it makes good for a online of skirmish battle.

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This is a good 6 player map lots of tech spreed around. The ai is fully enabled so it makes good for a online of skirmish battle.

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Download 'island_nbsp_fortress.zip' (1.18MB)

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Island Fortress for Zero Hour by Mapsimus Maximus (dvrditar@hotmail.com). 11/1/2003

Players:  Up to 6 max, skirmish or multiplayer online. 

Summary:
A very versatile, symmetric 6-player Desert map set up as a 4 vs. 2 or maybe 3 vs. 3 team play map (although any other combo or free-for-alls will work). Moderate money along with a variety of tech goodies. Bunkers and towers to garrison. Adequate room to build.

Description:
A very versatile, symmetric map set up as a 4 vs. 2 or maybe 3 vs. 3 team play map (although any other combo or free-for-alls will work quite well still). The team of 2 starts in the middle surrounded by the others. To make things easier, they have plenty of supplies and some oil derricks and repair bays while the others have only 1 supply pile and must venture out to capture more tech resources. There are several secondary areas where tech buildings (refineries, derricks, reinforcment pads etc) can be captured and structures built. There are some choke points but overall the map is pretty open so there can be some large battles. This map should suit most play styles. Lots of room to build. I've tested it in a network game with 3 humans vs. 3 skirmish AI on HARD and it gave us a really good challenge, so the AI should do well no matter what the player configurations are. It will attempt to capture the secondary tech supplies, which, by the way, are a real key to victory.

To use the map look for a folder named My Documents/Command and Conquer Generals Zero Hour Data/Maps. If this directory doesn't exist, create it.  Extract the COMPLETE FOLDER included in the map zip file into My Documents/Command and Conquer Generals Zero Hour Data/Maps.

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Mapsimus Maximus


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Registered 11th January 2004

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