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Arena v 1.2.7a

Authors Notes:
My most complicated map so far, and still not quite finished. I did make an extra tileset sort of for this, as I wanted walls that were high enough to block most, if not all, bertha/intimidator shots (no, the Atlantis tileset wouldn't have fit this scheme, and also I started this map long before the Atlantis tileset was released - yep, I'm slow... :-/ .
Though recently I noticed that the lush-tileset WOULD fit the required scheme, while even allowing water. The map is designed for heavy, long-enduring slugfests, and thus the starting positions are real fortresses on which you can build up quite a heavy defense.
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Aurora Prime

Authors Notes:
Map size: 12×11
Type: Terragen - grassy, rocky and metal.
Memory: 64MB, might be able to get away with 32MB.
Players: 2, or 3 at a stretch. Didn't try to position the start points for players 5-10.
AI: Default. I reccomend a 3rd party AI of your choice.
Basically a metal world partly covered by rock and vegetation. Erosion and other geological processes have made parts of the underlying metal structure pitted and rough, and all valuable metals have long since been mined from the outcrops. There are, however, newly-formed metal patches on which to place your metal extractors.
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Atlantean BaseV2

Version : 2.0
Map type: Atlantis
Map size: 22x18
Memory : 64 mb
Players : 2_10 Multiplayer
Made using the Atlantis tileset by Datanut.
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AIR RAID

Version : 1.0
Map type: Metal
Map size: 22 x 48
Memory : 256 mb
Players : 2-4-6-8-10, Multiplayer or skirmish
Large metal map with loads of resources and plenty of room for naval action.
AI:I made a custom AI for this map "overlordmetal" which is included in the zip file.
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Apple Pie V1

Dimensions: 16x16
Max Players: 4
AI: AirLand_SH
Required Files: TamecHeavy.hpi and EarthMetal.hpi
TACC Required
This map has a v2 counterpart that was finished by Joshcomm. The terrain as sent to him to modify to his desire and add features. The version 1 found here is totally made by SlowHandd.
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A Million Points Of Light

2-8 players.
Map size: 8X8
High surface metal with metal patches.
Recommended for 4v4 team games.
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Alien Dersert 2

No notes yet and no reviews.
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ADAM V 2

Map settings:
high current
constant wind
lots of metal
no theremal vent
64 mb ram required
This is the smaller version of ADAM that was 79 x 59 and was too big for my computer to play so i made it smaller for those of you who don't have 128 mb minnimum and it worx fine whith 64mb but it may be a bit slow.
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Adamantine Islands

Map size: 19 x 19
Map type: Skirmish / Multiplayer
Players: 2,3,4,5 / 4
Comments: TAMEChpi2004.hpi needed to play this map.
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Adam & Eve

Map size: 20 x 25
Map type: Skirmish / Multiplayer
Players: 2,3,4,5,6 / 4,6,8 (10 start positions)
Comments: Core Contingency and TAMEChpi2004 needed!!.
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A Better Fate

No notes yet and no reviews.
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Core Prime V2

Maptype: Metal
Mapsize: 16 x 16
Memory: 32 MB
Players: 2,3,4,8
Low Metal for a Metal Map (.6 per tick) But with High Tides with (113 per tick) Use the water in the corners for cheap tidal gens
The walls are able to block the base from ground attacks and from artillery shots but only to one side.
This map is also good for team play ((1+5 vs. 2+6 vs. 3+7 vs. 4+8) or (1+3 vs. 2+4) or (1+3+5+7 vs. 2+4+6+8)) And for 2,3 or 4 player FFA.
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60 Islands

Authors Notes:
60 islands is a map littered with islands and metal deposits it is 32 x 32 map with strong tides good metal and strong and weak winds t is for up to 8 players.
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20 Pyramids

Authors Notes:
Energy resources are very low. This may make things difficult at first. However, metal is readily available, it will extract from regular ground in good quantities.
The large chrystalene pyramids are impassible (voided). Due to their slick surfaces Kbots can not traverse them.
The liquid mercury canals are impassible. Several steam vents are near the center of the map. Near each player start is also a single steam vent. The layout of the map seems to play best for Porcupines and Rushers.
Rushers have a slight disadvantage (due to the canals), this can become more serious as the game progresses (dragons teeth or debris on or near the bridges). Air power will be important to rushers - think Arm.
The map plays as a kind-of metal-lava world combination. At least, that is the closest equivalent.
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9 Isles v.2

Players:2 Single,4 on 2 teams(1st and 3rd, and 2nd and 4th start together.)
Ram:32megs
Size:20x20
Map type: Metal Water Map
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8-Wonders

This is a Multi-Tileset map. Metal, Creon, Taros, Veruna, Ice, Greenworld, Urban, Military Base, Lush and Crystal were used.
Still needs a few minor bugs worked out (height, graphical elements, more objects) Venture out to islands that contain metal and geothermal heat.
40x40 2-10 players(2-8 recommended)
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4 Continents

Authors Notes:
Type: Skirmish / Multiplayer
Players: 2,3,4
Size (actual): 16 x 16
Memory: 32 mb
Description: Basic plain map using green tileset. Plenty of trees, shrubs, and rocks to use for defense, but since this is a fairly large map they are more spread out.
Created using: Total Annihilation Map and Mission Editor Beta 1.
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3Craters

Authors Notes:
This is a lunar map with three big craters. It is made for three players, medium size [14x12] map. As usual for lunar maps here are no winds, water or steamvents.
Metal deposits can only be found inside craters, the three big ones and some of the small ones. I put some corpses and wreckages on the map to help with the metal.
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2v2 Basic

Metal based Map.
No notes yet and no reviews.
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2 Fort

Size: 7 x 17
Players: 2-10
AI: Metal.txt
Resources: One Geothermal for each base, average tides and winds, and a whole planetful of metal.
Recommended RAM: 32MB
World: Metal
Notes:
Designed to be a fun little map for team games and intense porc'ing. The bases have a Core vs. Arm theme, but you don't have to play Core vs. Arm if you don't want to.
Lots of reclaimable metal to start off with (as if it wasn't a metal map anyway) and it includes several platforms for you to place your Berthas and Intimidators on.
This map *REQUIRES* the TamecHeavy.hpi with the Oxigen addons.
1st Blood

22 X 10
Metal based Map.
No notes yet and no reviews.
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99 The Great One

MEMORY:16MB
SCREENS:9 x 14
SIZE UNZIPPED:2.48mb
SIZE ZIPPED:2.48mb
MAX PLAYERS:5
RECOMMENDED PLAYERS:5
Well with the great one playing his last game i decided to make this map in honer of the best profesional hockey player ever to play the game, Wayne Gretzky #99.
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Battle For Heavens Gate

Authors Notes
This is the second map in a series of Heavens Gate Maps.
There are six main Forts two of which are located on islandsand two medium Forts each of which are separated by walls, mountains and a waterway. All the medal you need can be made from the Forts. The Same goes for your power, so protect your Fort at all cost.
Heavens Gate is on the top of the Island Mountain fortress and on each side are my newly made water bridges, meaning that your troops can go over the bridges to access the mountain and your ships can go over the bridges to access the other waterways.
BE WARNED the large ships and subs cannot go over the water bridges. The Third Map: Heavens Gate The Battle of Condor is on its way.
Atlantean Siege

Authors Notes
The concept of this map is nothing new,a big water map with large islands scattered about the place' but they seem to be quite popular so I thought i would have a go using the Atlantis tile set. Firstly if your looking for a good skirmish map against the computer then this map may not be for you. There are six large islands the upper left corner being the largest and the most resource rich the general idea being if you are lucky enough to end up with this start position is to defend it at all cost. If however you are on one of the smaller islands then it is your sworn duty to destroy whoever is occupying this prime real-estate and move on in.
To achieve a really good battle experience you should use sea,air and to a lesser extent some land based ant-air perhaps early on until you get some fixed anti-air units built. Intimidators and Bertha's will be effective but they will not reach all of the neighbouring island..
Ataqueala Colonia V2

REQUIRES TA:CC.
Memory : 32 mb
Players : 2,3,4,5,6,7,8,9,10
No Author Comments at this time other than the included read me which is intact in this Zip. We will play and review when we get time.
Appalachian Hills

Memory:64 MB RAM
Players:4
Authors Notes
Commander you have been sent the the planet Earth, in the year 1692. As you know Core has just gotten a hold of this technology and they may have followed you, so be on the lookout. Your goal is to defend a small mountain Range called the Appalachian Mountains.
1000 AD

Authors Notes
World: Evergreen
-The castle - this is the first ever real castle. Unlike other maps which only has a walled area, the walls here actually surround a castle. The top of the castle is metal rich.
-The gardens - right outside of the castles, it's always nice to take a walk through them.
-The holy island - this island is the site where an ancient religion was started, it is divided into two sections. They have been abandoned for a long time, and wild plants, has covered up the sites of worship.
-The mysterious forest - a very dense forest located in the mountains which is rich with resources. (a pyro's paradise)
-The forgotten island - base of the Barbarians, this island has been surrounded with a wall piled up with large rocks. The waters off the coast of this island are rich with minerals.
There are several other places that are worth mentioning, but I'll leave the story of them for your own imagination.
TACC is required
Latest version of TAMEC.hpi must be installed
Anti Rush Hills Onslaught

Number of Players: 2 to 10
Memory required: 32 MB
Map type: Metal - Lava
Authors Notes
Anti Rushya Hills Onslaught was designed as a free for all or team play, for both skirmish and multiplayer. The Ai builds very well on this map, (If you install Queller Ai) and will offer a decent challenge any way you want to play it. With the different size hills, this map offers many different strategies. The more hills you control, the more advantage you will have.
Metal extractors produce 2.2, while advanced extractors produce 18.1. Wind is moderate and wind generators are an efficient option for cost. Gravity has been increased a little to hold down the distance of long range weapons. You will also find steamvents near each base.
Jango

Ram required: 32 megs
Number of players: 2-4
We have no data on this Map at this time. The install text is included in the zip file and is intact. We will rate and review this map in good time. In the mean time feel free to download and come back and rate it yourself.
Diverging Boundries

Tileset: Green/Archipelago
Memory: 32mb
Authors Notes
I have blended the Green, Archipelago and Mountain Tilesets to create a map similar to the Coast to Coast setup but with an added land bridge in the middle for access to both sides. I'm hoping this adds some gameplay value and prevents the fight from becoming Air and Sea dominant and lets the use of land units.
This is an updated version of my previous map Annihilation River. I have added more features (which are included in the zip) and alot more archipelago tiles and stuff.
Destiny Green

Ram required: 32 megs
Number of players: 2-9
Green World Map
We have no data on this Map at this time. The install text is included in the zip file and is intact. We will rate and review this map in good time. In the mean time feel free to download and come back and rate it yourself.
Craters

Players:2-5
Authors Notes
5 craters mark a green map with many little hills. High, gusty winds, one thermal vent, and strong solar power. Several types of metal mines.
Cliffs Of Kashmir_v3

Tileset: Earth Desert & Enhanced Desert
Custom AI included in the map: Core and Arm
Authors Notes
This is my second ai that includes both Arm and Core. Arm plays the strongest, due to my experience with them, but Core plays fairly strong. This is an Air/Land ai. Plenty of aircraft will be built by either side. Keep some fighters in the air at all times and you won't have too tough of a time.
The ai will build 1 Bertha or Intimidator. Core will build a Krogoth (fiven enough time). You can use the ai in your maps, but you'll have to extract it from the ufo if you want to use it. Its as strong as I'm gonna make it, and I don't want to make it stronger.
NEW IN THIS AI:
Try to apply pressure very early and keep it applied. You'll find that you can win with a handful of Jeffies and Flashes, anf Flashes and Stumpies. Next, lay back a little, and let the ai come to you ONCE. You'll find you have hell of fight on your hands!
If you are playing as Core, you are a slight disadvantage against Arm, due to Arm's commander can get around faster. Take a SLIGHTLY defensive approach to development. You'll do fine.
The AI is designed to give you a maximum 2 hour fight. If you're really good, you can probably beat
it in less time. If you can't, you need practice! I can beat it in 3 hours.
Goals of the Map
I wanted to make a truly mountainous, but open map. Mobility is unhindered, except due to features. All routes surround the center, and the ai will attack from any given side. Occupation and control of the center is also difficult due to the enemy's ability to come from any direction, and due to being in range of enemy Berthas/Intimidators.
Hills, dude! Cliff warfare extraordinaire. If you like narrow routes and lots of tactically important locations, you'll like this map. Routes are direct, but hilly and narrow. Ore is spread thinly, but there are small clusters of large deposits providing strategic targets (mineral and energy collection fields). Yes! Ore paths lead to ore fields.
The center of the map allows a way to surprise the enemy, escpecailly if you are playing pos 1 vs 2. If you think you have figured it out, write and I will confirm.
Because of the tileset, it is recommended that you use player colors of Red, White, Yellow, or Blue. These show up best on the minimap. Medium intensity colors do not show up well.
Core Boot Camp IV

Authors Notes
This map features a boot camp located on a small metal moon that CORE units train on before going to battle. The sewer channel has a strong current and there is no wind.
Computer AI:
This map comes with METALGROUND.TXT for its AI profile. The profile is built into the map's UFO file and doesn't require an individual TXT file.
This AI will nuke you if you have BAI4 installed (BSR's Nuclear Silos are the only units used from his BAI4 package by this AI, so don't worry about the AI cheating with other units from BAI4).
Cliffs Of Kashmir V2

Players: 4
Tileset: Earth Desert & Enhanced Desert
Custom AI included in the map: Core and Arm
About the AI
This is my first ai that includes both Arm and Core. Arm plays the strongest, due to my
experience with them, but Core plays fairly strong.
This is an Air/Land ai. PLenty of aircraft will be built by either side. Keep some fighters in
the air at all times and you won't have too tough of a time.
The ai will build 1 Bertha or Intimidator. Core will build a Krogoth.
You can use the ai in your maps, but you'll have to extract it from the ufo if you want to
use it. However, I'd recommend that you wait until I get Core a little more polished.
Goals of the Map
Hills, dude! Cliff warfare extraordinaire. If you like narrow routes and lots of tactically
important locations, you'll like this map. Routes are direct, but hilly and narrow.
Ore is spread thinly, but there are small clusters of large deposits providing strategic
targets (mineral and energy collection fields). Yes! Ore paths lead to ore fields.
The center of the map allows a way to surprise the enemy, escpecailly if you are playing
pos 1 vs 2. If you think you have figured it out, write and I will confirm.
Because of the tileset, it is recommended that you use player colors of Red, White, Yellow,
or Blue. These show up best on the minimap. Medium intensity colors do not show up well.
Cliffs Of Dover

Players: 1,2,4
Map Tileset: Adamante/Evergreen
Authors Notes
The map is meant to be played with 4 players AT MOST. Even though there are 10 starting positions. The extra starting positions are for those people who want to to be able to play the map in a few different ways.
This map shoudl be a good example of how one can use the Adamante tileset to blend into Evergreen and use the numerous other tilesets out there that tie into Evergreen. Have fun...and enjoy.
The custom AI (slightly modified "Switech" AI) on this is actually pretty ruthless, it's damn tough. I couldn't beat it, but that doesn't mean anything because I am not that good a player. It likes to attack with a lot of level 1 units at first, then slowly builds up to level2 units. My favorite settings are actually just 1 on 1 skirmish, with 4k metal and 4k energy.
Capricorn

World:Marshlands
Tileset: Swamp/Marsh
Players 2, 4
Memory: 32
Authors Notes :
The water is very shallow and muddy, so you cannot build any ships, but it is traversable by all units. I hope ya'll enjoy playing this as much as i did making it!!
Ariza Rift

Max amount of players: 8
Map Type: Lush/Water
Authors Notes
Underwater metal deposits make this a TACC map. a follow-up map to my subpar first effort city assault. Amphibious vehicles and hovers make for a great game. A narrow river channel runs through the middle of the map, the river is too shallow at the mouth to allow passage of Core and Arm naval vessels.
Map Description: Lush world divided into 4 sections by mountains and water, mountain passes and a river connect the north and south bases, river crossings connect the east and west sections, each starting location consists of cliffs with a swampy shoreline.
Annihilator Ally

Tileset: Metal_world
Players: 4
Authors Notes :
Description: This map is the first of a set of quick action games which i will be releasing soon. this is the only one i will release as a single map. Best played on hard with 10k 10k each, fog and line of site.
Alien Desert II

Type: Acid
Tileset: Unique
Authors Notes :
The battle between the arm and the core have all but exhausted the resources of the galaxy. In the never ending quest to dominate everything in their way, the mighty Core have set their sights on a previously uncharted planet. This hostile environment was ripe for the taking.
The acid isnt too deadly, but you dont want to be wading in it...its apt to burn ya... There are some good winds, and no shortage of metal, although it is spread out. Overall, play smart and you'll do good, you gotta do some babysitting.
Ab Aeterno

Authors Notes :
Tileset- Siberia
Max. players- 4
Min. RAM- 32 MB
TA:CC or TA:BT is not required, but recommended
Latest version of TAMEC.hpi is required
This map was created to demonstrate my first unique tileset. This tileset is a snow world, with huge mountains and narrow valleys. There are also some castle tiles for variety. All starting positions have basically the same resources, space to build, and are surrounded mountains.
Trees cover much of the map, blocking many pathways, you should get used to BURNING! Burning will not just clear new paths, it will expose hidden metal! There are metal patches hidden all over the map, and it is essential for you to use them. The map also comes with a custom AI, based on McnTerra.
The AI will build very quickly, and it loves to have huge groups of units all over the map. Have fun!
