200 Skirmish Maps Tested in 2.3 Beta 9

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dragonflythecat
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200 Skirmish Maps Tested in 2.3 Beta 9

Post by dragonflythecat » 06 Feb 2010, 15:58

These maps were tested using my current systems:

Microsoft Windows XP Professional 5.1 2600 Service Pack 3 Build 2600
Dell OptiPlex GX260 Tower
Intel 1800Mhz
Ram: 768mb
Intel 82845G/GL/GE/PE/GV Graphic Controller
Ram: 64mb

Microsoft Vista Home Premium Service Pack 2 Build 6002
Compaq Presario CQ Notebook
AMD Athlon Dual Core QL 62 2000Mhz
Ram: 2gb
Nvidia GeForce 8200M G
Ram: 256mb

13KukYNexus666 has 253 maps that you can download from, however using 2.3.Beta 9, only 200 of those maps actually work. Of those 200 I will only recommend 5: Clutch, Nitemare, Mindwarp, Mind Maze, Maya, just to get you started.

2c-Aftermath.wz
2c-BeNexus.wz
2c-BigDipper.wz
2c-BorgWar.wz
2c-Cam1Map.wz
2c-Canyon.wz
2c-Challenger.wz
2c-Dissected.wz
2c-FortRush.wz
2c-Inca.wz
2c-Interurban.wz
2c-KingOfTheHill.wz
2c-Pass-Assault.wz
2c-PointBlank.wz
2c-River-Island.wz
2c-Slaloms.wz
2c-Startup2.wz
2c-Warpath.wz
4c-Abyss.wz
4c-AllEqual.wz
4c-Allies.wz
4c-Arctic.wz
4c-ArcticFront.wz
4c-ArcticWaste.wz
4c-Ariza.wz
4c-Armagedon.wz
4c-Attack.wz
4c-Battletime3.wz
4c-Battletime4P3.wz
4c-Battletime4V2.wz
4c-Bigfoot.wz
4c-BiggerDipper.wz
4c-Castle.wz
4c-Castles.wz
4c-CloseCombat.wz
4c-Code9.wz
4c-Crater.wz
4c-Deserted.wz
4c-DesertFox.wz
4c-Desolation.wz
4c-Divided.wz
4c-DykesByFr6.wz
4c-Extremes.wz
4c-Forest.wz
4c-ForestFires.wz
4c-FourFortress.wz
4c-FourTowers.wz
4c-FourWar.wz
4c-GetTheTime.wz
4c-Greatmap.wz
4c-GreenPastures.wz
4c-Harbor-duel.wz
4c-HideNseek.wz
4c-High-n-Low.wz
4c-Labyrinth-4C.wz
4c-Labyrinth-Pro.wz
4c-Ludo.wz
4c-Madmountain.wz
4c-Memonia9.wz
4c-MiddleFire.wz
4c-MindWarp.wz
4c-Mortiforous.wz
4c-MountainDuels.wz
4c-MTR2.wz
4c-Napalm.wz
4c-NextMission.wz
4c-Noldtobuildon.wz
4c-NPK-WarTime.wz
4c-Oil-Battle.wz
4c-Pond2010.wz
4c-Psychobase.wz
4c-PyrosDesert.wz
4c-RiverCanyon.wz
4c-RiverPlus.wz
4c-Sandland.wz
4c-Slippery.wz
4c-SquaredWarV2.wz
4c-TeamIslands.wz
4c-TeamWar2v2.wz
4c-TeamWar3-4Players.wz
4c-Tinny-War2.wz
4c-TurtleWarV2.wz
4c-TwoOnOne.wz
4c-Vinland.wz
4c-WalkAway.wz
4c-WalkOver.wz
4c-WarZoned.wz
4c-Webtest3.wz
4c-WinterRidges.wz
4c-Work.wz
4c-Ztectest.wz
4c-Ztectest2.wz
8c-across.wz
8c-aiassault.wz
8c-arelicofmars.wz
8c-bagdad8.wz
8c-BASTION.wz
8c-beacheadM.wz
8c-BigCrater.wz
8c-BigTeamIsland.wz
8c-BigTeamWar.wz
8c-BlooDTideS.wz
8c-BridgeControl.wz
8c-Canal-Attacks.wz
8c-CC-IcePlanet.wz
8c-centerzoned.wz
8c-Clutch.wz
8c-codaomai.wz
8c-COMBAT.wz
8c-Dark-War.wz
8c-Dark-War2.wz
8c-D-DAY.wz
8c-DesertHeat.wz
8c-Earls_3vs3.wz
8c-EIGHTBALL.wz
8c-EZFORT.wz
8c-Fair_2vs3.wz
8c-Fair_3vs4.wz
8c-fellowship.wz
8c-Firestorm.wz
8c-fortress2009.wz
8c-FourIsland.wz
8c-HH2.wz
8c-Hunters.wz
8c-judgementpass.wz
8c-KNOCK_OUT.wz
8c-lowlife.wz
8c-MapForSAi_1v7.wz
8c-MapForSAi_2v6.wz
8c-MapForSAi_3v5.wz
8c-MapForSAi_4v4.wz
8c-marna2v2v2v2.wz
8c-Marnas-FFA.wz
8c-Marnas-Rush.wz
8c-MaxTeamWar.wz
8c-Maya.wz
8c-megaplex.wz
8c-MIRAGEtest1.wz
8c-modoricam23.wz
8c-MoonBattle.wz
8c-New_TeamWar.wz
8c-New-Team-Base.wz
8c-NewTeamWar.wz
8c-nf4v4.wz
8c-NF-Pylons.wz
8c-NF-ZIGWAR.wz
8c-NiTeMaRe.wz
8c-NiTeMaRe4.wz
8c-NiTeMaRe6.wz
8c-NO_LIMMITS.wz
8c-NTW_ver2.wz
8c-NTW2.wz
8c-oilslick.wz
8c-OilWar.wz
8c-OneMapTwoWars.wz
8c-Placebo.wz
8c-PontsByFr6.wz
8c-ReBeLzWaR.wz
8c-reull.wz
8c-riftriver.wz
8c-RockyMountain.wz
8c-SnowWars.wz
8c-squared.wz
8c-SquaredV5.wz
8c-stomp.wz
8c-Strike3.wz
8c-Survivor.wz
8c-TakeTheFort.wz
8c-team_waterwar.wz
8c-TeamAssault.wz
8c-Team-Base.wz
8c-TeamCombat.wz
8c-Team-FFA.wz
8c-TeamFour.wz
8c-teamkill.wz
8c-TeamRock.wz
8c-TeamWar.wz
8c-TeamWar2.wz
8c-TeamWar3.wz
8c-TeamWarz.wz
8c-teamx.wz
8c-Testing.wz
8c-TheBigOne.wz
8c-The-Bridge-2.wz
8c-thegrid.wz
8c-THEMAZE.wz
8c-threegorgesM.wz
8c-timelock.wz
8c-TonsOfPower.wz
8c-tourney.wz
8c-UltimatePower.wz
8c-United-Bases.wz
8c-WF-Arakis.wz
8c-WorldForces.wz
8c-ww2_D-Day.wz
8c-wzw-angles2.wz
8c-WZW-CONCRETE2.wz
8c-wzw-doom.wz
8c-wzw-downtown.wz
8c-x2vs2vs2vs2.wz
What is the incentive for war? Fewer oil rigs.

KukY
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Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: 200 Skirmish Maps Tested in 2.3 Beta 9

Post by KukY » 06 Feb 2010, 17:01

I am aware of that, and I wanted to separate ones that don't work, but I had no time.
For you testing those maps, huge THANKS!
I will update my collection soon(remove non working maps and add some new made after last release).
I will also try to fix maps that aren't working.

If any of you had problems with downloading those maps, like password protected files or empty folder, it was ME!!! :twisted:
But there were reasons for that...

And, could you maybe make a list of ones that don't work to make updating simplier for me?

snapcase123
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Posts: 2
Joined: 13 Dec 2010, 19:36

Re: 200 Skirmish Maps Tested in 2.3 Beta 9

Post by snapcase123 » 13 Dec 2010, 23:10

Where can I find these maps I REALLY need teamwar series if someone will share a pack of wz custom maps please do.

Dalton
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Location: Canada
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Re: 200 Skirmish Maps Tested in 2.3 Beta 9

Post by Dalton » 13 Dec 2010, 23:25

snapcase123 wrote:Where can I find these maps I REALLY need teamwar series if someone will share a pack of wz custom maps please do.
Uploaded all the maps I had collected a while back http://wz2100.weebly.com/maps.html (including map pack from kuky), although I suggest using the addons database since the maps have been tested and a lot are good maps to play on.

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KenAlcock
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Location: Detroit, Michigan, USA

Re: 200 Skirmish Maps Tested in 2.3 Beta 9

Post by KenAlcock » 14 Dec 2010, 09:39

Of the list above, I will recommend a few maps that I have played in v2.3.6.

I Recommend for Skirmish

4c-Memonia9.wz - This map has lots of interesting terrain, defensible passes, oil to fight over in strategic locations. (There are other Memonia maps, all of which are similar.)

8c-threegorgesM.wz Similar in concept to the Memonia maps.

4c-Psychobase.wz - This map is fun if you want to try and attack a heavily fortified AI base. Put a maximum difficulty AI at Player 0 on his own team. Set Players 2 and 3 as a second team. You start off at Player 1 on the opposite side of the map on your own team.

8c-BigCrater.wz - This map has very interesting terrain and is set up best for 2v2v2v2 team play. However, you can also make it work for skirmish games if you team up with an AI ally. I have even seen the AI players utilize the center island. If you take some of the oil there, they will certainly attack you there.

8c-beacheadM.wz - This is a very good map for skirmish, if you set up the game correctly. You should play at Player 0, then turn up all the AI players to maximum power. Try to hold onto your beachhead, establish your base and take over the map. You start off surrounded by 7 enemy bases. If you want to tone down the competition a little, leave the AIs on maximum setting, but team them up differently. You versus a team of 7 allied Max AIs is nearly impossible. You versus 7 Max AIs, none of whom are allied with each other, is very possible, but still challenging. You versus 7 Max AIs, 1 team of 3 allied AIs and 1 team of 4 allied AIs, is somewhere in the middle.


I Recommend for Multiplayer

4c-TeamIslands.wz - While I do like this map's general concept, the center bridge really needs a different slope; tank units often get stuck.

4c-TeamWar2v2.wz - A very long multiplayer map, that helps a little to discourage truck rushing.

4c-TeamWar3-4Players.wz - A popular high oil 2v2 team war map.

8c-BigCrater.wz - This map has very interesting terrain and is set up best for 2v2v2v2 team play. The oil is not all in your immediate base area, which helps provoke early and frequent battles. Everyone has exposed flanks and cannot just focus on rushing one enemy.

8c-Canal-Attacks.wz - This map is actually quite fun in 4v4 or 3v3 team play, that is if you are into NTW-styled maps but just want a little variety.

8c-Clutch.wz - This map is exclusively a Multiplayer, team map; as such, it is a very well done concept. (The AI does not do well on this map.)

8c-aiassault.wz - IMHO, this map is the best survival map ever made for Warzone. It is designed for 4 humans versus 4 AI players. This map should also work well for 4 pros versus 4 noobs. The 4 humans (pros) play together in the middle bases (0,1,2,3) and turn up the 4 AI players to maximum power (cheating) and they play from the 4 outer bases (or have 4 noobs out there). Good luck trying to win against the 4 maxed out AIs; you will need it.

I still haven not gotten together 4 humans who could beat the 4 maximum AIs in v2.3.6. I have personally beat this map single-handedly, but that was back during v2.3 beta testing, before the new stock AI got much tougher. Somewhere back there was also the last time I have seen 4 humans team up and beat this map. Any time anyone wants to play this map, contact me. I'll even host.

8c-NiTeMaRe4.wz - This map can be played a few different ways. 4v4, 3v3, or 3v2v3. It has interesting terrain and something to fight over in the middle.
I'm on the forums on a limited basis. I play MP late Saturday night or Sunday afternoon/evening; my game handle is Cosmic Raven.

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