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Command & Conquer Generals
Zero Hour Maps
a bridge too close
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My first attempt at making a "campaign" scenario. You are the U.S. Superweapon General. There are three bridges that cross the river (they go between the dots you see on the preview-map). You battle a GLA general and a Chinese general. There should be adequate defenses to hold off their first few attacks but you will, eventually, need to reinforce and repair those emplacements. The "goal" of the game is the battle through their attacks long enough to actually go on the offensive and go take them out. It's really not that hard but .. it's just to occupy your time anyway so .. You get all your Generals powers quickly because they're throwing themselves at you .. it might be more challenging if I actually turned those off .. hmmm .. |
checkboard
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Just to let you know, I'm going through the maps in the map-pack in alphabetical order -- not in the order of playability (or even likeability). That,
obviously, should be read as "I don't like this map much". This map was an idea I had for interconnected "islands" in the layout of a checkboard. The AI might still need some assistance .. but at least they attack now. I'm still working on a way to get the Gaia player to attack -- to make the playing-field a little more dangerous. By the way, the oil rigs aren't destructible -- so you'll have to capture them to get them away from the enemy. |
conjunction junction
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This map runs a little sluggishly. I don't really know why. If you play it and have clues, please enlighten me. This is one of a couple maps I
tried with a diagonal barrier between the "teams" (my boys and I usually play against the computer). I don't know if the AI just has
too much trouble trying to navigate or what. I've tried taking out one or more of the trains - but that didn't seem to help any. Originally, I had all ground access to the central battleground running through the ramps at the end of the NW/SE plateau. The computer had trouble with this so I ended up beveling the ridge in the middle - it's not as pretty but it plays better. The name of this map, obviously, was stolen from one of my favorite episodes of "School House Rock". |
desert mountain pass
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I tried doing this one diagonally too. It was so slow I started over. It's not *quite* as slow now but I think I've decided that it wasn't a
"diagonal" problem. I wanted the tops of the mountain range to be a little more playable but it didn't work out quite as well as I would have liked. This map is one of the newer ones so I really haven't gotten a chance to tweak the terrain any to make things "even" for the AI. Still, it's had a couple re-touches and should be playable enough. |
hill and holler
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Honestly, I don't remember much about this map. It's probably just a variation of "Ups and Downs". |
imperial express
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I usually have a tough time naming my maps. This one was easier -- "Imperial" is for the shape the map forms in the middle, and
"Express" is for the trains. I've spent, probably, more time on this map than I have on all of the others combined. It has more little details than any of the rest. Some of the details may seem a bit out of place, but I tried to give it all sort of a "urban" feel in the two city areas and a "rural" feel everywhere else. For some reason, even though this one's a six-player map, it seems to run better (until everbody gets massive armies built up) than a lot of my four-player ones. BTW, there's a couple scuds on the plateau in the middle -- the timer will just about be counted down to zero by the time you get your defences in place and get a squad up there to take them. Be a pal and let your teammate have one, will ya? (They're destructible, last I recall, so prepare to defend them.) |
ups and downs
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I ended up taking a few of the bridges out of this map -- because I had trouble with pathing. This is probably my third-favorite map (after "X Train" and "Imperial Express"). |
x train
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One train runs in the shape of an "X" across the ridges that divide the map (obviously, that's where the map name comes from). The other runs just at the base of the ramps that grant access to the center .. and, thus .. to the other players. The computer's not bright enough to watch for trains so they lose a lot of stuff to collisions. But, you'll be surprised as well when you're trying a massive assault and it gets turn into a "recon squad" by the railroad crews. As I said, above, this is probably my favorite map here. The idea I had came out pretty much like I'd planned and I have a lot of fun playing it. It's short-and-sweet and fairly balanced. I keep trying to come up with a good six-player version of this so both boys and I can play. |
codeblower map-pack 2008-08.zip
Right-click on the zip-file link to download: [zip-file]
readme.txt
CodeBlower map-pack 2008-08
-----------------------------
Each of the folders in the zip-file need to be copied to your "Zero Hour" maps folder.
(ie. In Windows XP, it's under "C:\Documents and Settings\{UserName}\My Documents\Command and Conquer Generals Zero Hour Data\Maps\".
They might work under regular Generals .. but I doubt it.
As per all of these types of downloads, by installing the files, you take responsibility for anything nasty that it does to your computer.
(I don't have any money anyway - so it wouldn't do much good to sue me. Besides, how is a map-file for Generals gonna screw up your computer? Anyway ..)
You are more than welcome to play these maps for free and share them with others (for free, of course).
If you edit them to make your own, I'd appreciate a mention in the credits -- I try to do the same for others I "borrow" from.
If, for some unknown reason, you feel obligated to show your appreciation monetarily, email me at
for info.
That's also the correct address to use if you find a way to make these makes work better and you wish to share / enlighten me ..
Have fun!
dan
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