This is a two-player map for Zero Hour (Only) (200x200) with limited resources. There are one supply dock for each player and some supply-piles at the two villages. There is also two oil derricks.
This is a good tactical, 4-player map for Zero Hour. Each base is separated by a ocean, with 1 large island in the middle of the map. This map is suggested for use in air and ocean battles. Suggested
This is a good tactical, 4-player map for Zero Hour. Each base is separated by a river, with 4 large bridges going across the middle of the map. This map is suggested for use in air and ground
This is a good tactical, 4-player map for Zero Hour. Each base is separated by a river, with 2 large bridges to each base and one ground path across the river. This is a well fortified map. Suggested
This is a good tactical, 4-player map for Zero Hour. Each base is separated by a Ocean, with 2 large bridges to each base and 2 smaller ones off to the side. Each base is self supporting with a ton
This is a good tactical, 4-player map for Zero Hour. This map is rotated oppisite from Hell March. Each base is separated by a river, 2 very large bridges and 2 smaller bridges. Each base is up on a
This is a good tactical, 4-player map for Zero Hour. Each base is separated by a river, 2 very large bridges and 2 smaller bridges. Each base is up on a very large platform with 1 very large entry,
Here's a replay of Mr. Funsocks and a Brutal enemy against JohnWE and Guyver3212. The neutral units in the middle like to attack JohnWE, but none of the other players are harmed by them. Guyver3212
This is a good tactical, 2-player map for Zero Hour. Each base is separated by a river, with 2 large bridges going across the middle of the map. This map is suggested for use in air, navel and ground
This is a good tactical, 6-player map for Zero Hour. Each base is separated by a river, with 6 large bridges going across the middle of the map. This map is suggested for use in air and ground