Artificial Island

A very long artificial island, with two "subislands" connected to the middle. Rich in resourses. There are 2 distant primary player spawns at the ends of the island, and 2 secondary spawns are on the "subislands", with an ore field on each. Icebergs are decorative.

Scorchy Roundabout

Lack of carbon, lots of ore on the corners and the middle (zones textured with Cracked Desert)

Atoll

A typical atoll: A ring made out of sand, but with fourth of it cut. A whole lot of trees, a few distant ore fields that are close to battlefront.

Spin Isle

Straight forward map, it's a fairly basic map design with each side being slightly unique to their side. Two ore piles available for each side, with four ore piles in the middle, carbon count fairly low for each side, requiring expansion early on. The fight towards the middle leads to each choke-point being held steadfast, and being required to be so. Spawn positions are obvious for each side, with player one starting on the bottom, and spinning left for each player spot. Map is also available in survival mode, a fairly large focus on the middle being defensible.

Secret Ore

Just as the name implies, it's a map, it's got ore hidden under trees, unable to be mined until the trees are cleared out, there however is ore in place that isn't hidden. I would've called this map, "Ore Mine" if it weren't for me being a little intuitive.

Winter Express

A snow themed map in the expanse of development. A 75x75 map designed for up to four players, containing strategic positions and natural barriers. The map contains plenty of carbon to last a while, enough ore to get the war funds flowing, and choke-points.

Fatal Canyon

It's an inspired map from another RTS game that I've played. I've tried to condense it into a smaller format that would make sense for the format that this game is in. There are two separate points from the middle which allow building of aircraft, bombardment, and resources. The resources placed on the map are in generous amounts, in small space and large amounts.

Mountain Lead

So, I got a little artsy with this one trying to make the illusion of mountains and height using different textures. It's a map applicable for a 2v2 battle, but instead I decided to just make it a two player map. The map works for those willing to use even any strat. Whether it be bombardment or aircraft, defensive or offensive pushes, or even just full economic plays. There's plenty of areas to cover with dense carbon spots. Each ore placement contains two ore piles, making each position valuable.

Peak Trio

Finally got around to this map, After I made it and undoubtedly forgotten about it. A 1v3 map, with basic elements in play, but as it is a 1v3 sort of map, in what way it can be determined, each of the three players have a small but equal amount of carbon available to them, and shared spots for ore.

Flanking Fours

A 2v2 map that I originally meant as a 1v1 for flanking maneuvers and to have almost been named "Flanking Training". Stacked Ores, Flanking paths, even the rest of the map that isn't utilized for unit movement or building placement, is filled with carbon.

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