C2A_ Map Pool
A set of primarily open land maps all specifically tuned for Call to Arms. Many are purpose-modified versions of existing maps that have not yet been used in tournaments. There are some hybrid land/water maps, but none of them allow the game to be decided by galley rushing.
The Call to Arms 1v1 challenge will use 3-player maps for 1v1s, which has required all map scripts to be tweaked to differing extents. Using C2A_ maps for anything other than 1v1 on a 3-player map will not work in lots of cases.
There are quite a lot of maps, but no map pack. Players will always know in advance which maps they are going to play each week.
Download links
http://s000.tinyupload.com/index.php?file_id=05948045141116996991
http://www.megafileupload.com/72ji/C2A_Map_Pool_V5.zip
http://www.filedropper.com/c2amappoolv5
All maps are currently on Version 5 (C2A_MapName_v5). Reply to this thread or PM me if links are not working for you!
Original map creation credits, where relevant, are supplied at the bottom of this post.
List of maps
FULL MAP PICTURE GALLERY: https://picsurge.com/eEbRVm Click on the little arrow in the bottom right of a picture to open that picture in large resolution for a close-up view of the map.
C2A_Artificial - like Meatballs, but with crossing to middle, and a narrow channel of water around very edge of map
C2A_Canyonlands - like Highland, but with many crossing points, and just a few shore fish
C2A_CivilWar - two small player islands separated by shallows all around, rest of land and resources around the edge
C2A_Clearings - like Green Arabia, plus some Black Forest style wood at edges of map
C2A_Cornercropolis - like Acropolis, with extra resources found in the corners
C2A_Crater - like Gold Rush but gold is at the bottom of a crater and very spread out
C2A_CrissCross - like Cross but 9 small lakes with a few deep fish instead of 4 large lakes
C2A_DoubleArena - Arena with 2 TC start and resources (2 scouts)
C2A_DryArabia - like Dry Arabia, but can be any terrain (grass, desert, jungle etc.)
C2A_Dunes - like Arabia where player bases are downhill from rest of map, and you get shore fish ponds like Bedouins
C2A_Glacier - like a frozen Arabia with icy hills spread around the map where you can find the extra resources
C2A_HorseShoes - players have a semi-circle of wood around the back of the base but are wide open at the front
C2A_KinglessHill - like Fortress but with only palisade walls, and a big hill in the middle
C2A_RivalCities - like Fortress but with only palisade walls, start with a barracks and some farms
C2A_ShallowWeb - disc-shaped land map with shallows around the edge (no fish)
C2A_Sonora - like Dry Arabia but start with a house + 2 scouts
Artificial
Similar to Meatballs, but with very wide shallows between the players' islands and the mainland, which holds lots of extra resources. There is a very narrow channel of water access around the edge of the map, making this map also similar to Migration, but without the heavy water emphasis. There are only a few shore fish in the water.
Canyonlands
A cross between Mongolia and Highland, with many shallows to cross over. Numerous groups of extra 3-tile mines are scattered across the map, far from the players. There are only shore fish in the water. Standard resources.
Civil War
Another map which is somewhat similar to Meatballs, but the player islands are in the middle of the map, right next to each other, and there are shallows both between and all the way around the islands. Go to the edges of the map for more resources, but be wary of raids from the shallows. Players have just 1 tile of gold and 1 tile of stone next to their TC.
Clearings
A Green Arabia style map, but usually much more open and requiring a lot of effort to fully wall. Some Black Forest style wood at the edges of the map. Players can be close together or far apart. Some gentle hills. Standard resources.
Cornercropolis
Like Acropolis, but the trees on the hills are more clumped together into proper forests. You can build on the hills. Players have two gold and stone piles, and can sometimes find more on the plains below, as well as always in the corners of the map.
Crater
Like Gold Rush, all the gold is in the middle, but spread over a wide area, so you can't control all of the gold with just a couple of towers or castles. Players start with three stone mines, but only a few tiles of gold. All the remaining gold is in the crater. The crater can be either to the side or between players, and varies in size.
Criss Cross
Like Cross, but with 9 small lakes instead of 4 bigger ones. Each lake only has a few deep and shore fish, so you'll have to dock new lakes to keep fishing, and it doesn't matter so much if you lose access to a particular lake. Players can take control of lakes to bypass walls. Standard resources.
Double Arena
This is Double Arena, so it's a standard 2 TC start, with double resources (2 scouts). Can be different terrains.
Dry Arabia
The classic Arabia with a random terrain generator which can produce 20 different terrain variations, including grass, jungle, desert and Mongolian. This version of Arabia is dry - no oases. If you see any water, it's a bugged map, so admin restart. Resource and relic placements have been tweaked slightly for fairness in 1v1 on a 3-player map. Extra gold and stone is generally placed far away and spread out, so scout well!
Dunes
An Arabia style map, where players start at the bottom of a large sand dune. If the enemy attacks your base, they are always attacking downhill, so this map is all about aggression and seizing the initiative. Standard resources, but you will find good shore fish in the pools around your base.
Glacier
An open winter land map with icy hills rising in between players and/or at the edges of the map. Dirt patches on the ice contain the extra resources and the space to forward build. Standard resources.
Horse Shoes
A semi-open land map with some small pools of water containing shore fish here and there. Players have a half-circle of wood surrounding the back half of their base, providing some protection in the early game, but which can be towered, shot over or chopped through fairly quickly.
Kingless Hill
Arena/Fortress on an Arabia map, but with only palisade walls and no towers. There is a big hill in the middle of the map, but it contains no resources, so only the elevation bonus is important, from a strategic perspective. Players start with some farms already built. There are no relics. Standard resources.
Rival Cities
Arena/Fortress on an open land map, but with only palisade walls and no towers. Players start with a barracks already built. Standard resources.
Shallow Web
A relatively flat, disc-shaped jungle map, with shallows around the entire border of the map, so that you cannot wall to the edge of the map. You can dock the shallows, of course, but there are no fish. Standard resources.
Sonora
An Arabia style map, with smaller hills and more regular small clumps of trees rather than big forests. Standard resources, but always double deer. Start with 2 Scouts, and a House already built.
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Map Credits
Some C2A_ maps are very close to the originals, whilst others are highly modified/converted. Here is the list of original sources used.
C2A_Alaska - Originally Alaskan Abundance, creator unknown.
C2A_Artificial - Originally from UltraRandom by Orca.
C2A_Canyonlands - Originally by RF_Gandalf, all the way back in 2000!
C2A_CivilWar - Originally by TheMadCADer, for his War Is Coming entry. I was highly amused to discover how similar Civil War was to my SY Nations Cup II map entry, Shallow Grave. We had had literally the exact same idea about 6 months apart, except my map had all the outside land elevated.
C2A_Clearings - Originally Clearing from UltraRandom by Orca.
C2A_Cornercropolis - Turned back into a land map from Aquapolis by TheMadCADer.
C2A_Crater - Originally by TheMadCADer.
C2A_CrissCross - Originally by TheMadCADer.
C2A_DoubleArena - Uses Double Arena by TheMadCADer as a base.
C2A_DryArabia - Ensemble Studios for original Arabia. Random terrain generator courtesy of RF_Gandalf and MFO Mapster.
C2A_Dunes - Originally by TheMadCADer.
C2A_Glacier - Unknown.
C2A_HorseShoes - Based on Tree Forts by TheMadCADer.
C2A_KinglessHill - Originally by TheMadCADer.
C2A_MangroveSwamp - Originally by TheMadCADer.
C2A_RivalCities - Originally by TheMadCADer.
C2A_RiversApart- Based on Isolated Rivers by TheMadCADer.
C2A_ShallowWeb - Originally by TheMadCADer.
C2A_Sonora - Originally by TheMadCADer.
C2A_SteppeTown - Originally Steppe by the Forgotten Empires mod team.
A set of primarily open land maps all specifically tuned for Call to Arms. Many are purpose-modified versions of existing maps that have not yet been used in tournaments. There are some hybrid land/water maps, but none of them allow the game to be decided by galley rushing.
The Call to Arms 1v1 challenge will use 3-player maps for 1v1s, which has required all map scripts to be tweaked to differing extents. Using C2A_ maps for anything other than 1v1 on a 3-player map will not work in lots of cases.
There are quite a lot of maps, but no map pack. Players will always know in advance which maps they are going to play each week.
Download links
http://s000.tinyupload.com/index.php?file_id=05948045141116996991
http://www.megafileupload.com/72ji/C2A_Map_Pool_V5.zip
http://www.filedropper.com/c2amappoolv5
All maps are currently on Version 5 (C2A_MapName_v5). Reply to this thread or PM me if links are not working for you!
Original map creation credits, where relevant, are supplied at the bottom of this post.
List of maps
FULL MAP PICTURE GALLERY: https://picsurge.com/eEbRVm Click on the little arrow in the bottom right of a picture to open that picture in large resolution for a close-up view of the map.
C2A_Artificial - like Meatballs, but with crossing to middle, and a narrow channel of water around very edge of map
C2A_Canyonlands - like Highland, but with many crossing points, and just a few shore fish
C2A_CivilWar - two small player islands separated by shallows all around, rest of land and resources around the edge
C2A_Clearings - like Green Arabia, plus some Black Forest style wood at edges of map
C2A_Cornercropolis - like Acropolis, with extra resources found in the corners
C2A_Crater - like Gold Rush but gold is at the bottom of a crater and very spread out
C2A_CrissCross - like Cross but 9 small lakes with a few deep fish instead of 4 large lakes
C2A_DoubleArena - Arena with 2 TC start and resources (2 scouts)
C2A_DryArabia - like Dry Arabia, but can be any terrain (grass, desert, jungle etc.)
C2A_Dunes - like Arabia where player bases are downhill from rest of map, and you get shore fish ponds like Bedouins
C2A_Glacier - like a frozen Arabia with icy hills spread around the map where you can find the extra resources
C2A_HorseShoes - players have a semi-circle of wood around the back of the base but are wide open at the front
C2A_KinglessHill - like Fortress but with only palisade walls, and a big hill in the middle
C2A_RivalCities - like Fortress but with only palisade walls, start with a barracks and some farms
C2A_ShallowWeb - disc-shaped land map with shallows around the edge (no fish)
C2A_Sonora - like Dry Arabia but start with a house + 2 scouts
Artificial
Similar to Meatballs, but with very wide shallows between the players' islands and the mainland, which holds lots of extra resources. There is a very narrow channel of water access around the edge of the map, making this map also similar to Migration, but without the heavy water emphasis. There are only a few shore fish in the water.
Canyonlands
A cross between Mongolia and Highland, with many shallows to cross over. Numerous groups of extra 3-tile mines are scattered across the map, far from the players. There are only shore fish in the water. Standard resources.
Civil War
Another map which is somewhat similar to Meatballs, but the player islands are in the middle of the map, right next to each other, and there are shallows both between and all the way around the islands. Go to the edges of the map for more resources, but be wary of raids from the shallows. Players have just 1 tile of gold and 1 tile of stone next to their TC.
Clearings
A Green Arabia style map, but usually much more open and requiring a lot of effort to fully wall. Some Black Forest style wood at the edges of the map. Players can be close together or far apart. Some gentle hills. Standard resources.
Cornercropolis
Like Acropolis, but the trees on the hills are more clumped together into proper forests. You can build on the hills. Players have two gold and stone piles, and can sometimes find more on the plains below, as well as always in the corners of the map.
Crater
Like Gold Rush, all the gold is in the middle, but spread over a wide area, so you can't control all of the gold with just a couple of towers or castles. Players start with three stone mines, but only a few tiles of gold. All the remaining gold is in the crater. The crater can be either to the side or between players, and varies in size.
Criss Cross
Like Cross, but with 9 small lakes instead of 4 bigger ones. Each lake only has a few deep and shore fish, so you'll have to dock new lakes to keep fishing, and it doesn't matter so much if you lose access to a particular lake. Players can take control of lakes to bypass walls. Standard resources.
Double Arena
This is Double Arena, so it's a standard 2 TC start, with double resources (2 scouts). Can be different terrains.
Dry Arabia
The classic Arabia with a random terrain generator which can produce 20 different terrain variations, including grass, jungle, desert and Mongolian. This version of Arabia is dry - no oases. If you see any water, it's a bugged map, so admin restart. Resource and relic placements have been tweaked slightly for fairness in 1v1 on a 3-player map. Extra gold and stone is generally placed far away and spread out, so scout well!
Dunes
An Arabia style map, where players start at the bottom of a large sand dune. If the enemy attacks your base, they are always attacking downhill, so this map is all about aggression and seizing the initiative. Standard resources, but you will find good shore fish in the pools around your base.
Glacier
An open winter land map with icy hills rising in between players and/or at the edges of the map. Dirt patches on the ice contain the extra resources and the space to forward build. Standard resources.
Horse Shoes
A semi-open land map with some small pools of water containing shore fish here and there. Players have a half-circle of wood surrounding the back half of their base, providing some protection in the early game, but which can be towered, shot over or chopped through fairly quickly.
Kingless Hill
Arena/Fortress on an Arabia map, but with only palisade walls and no towers. There is a big hill in the middle of the map, but it contains no resources, so only the elevation bonus is important, from a strategic perspective. Players start with some farms already built. There are no relics. Standard resources.
Rival Cities
Arena/Fortress on an open land map, but with only palisade walls and no towers. Players start with a barracks already built. Standard resources.
Shallow Web
A relatively flat, disc-shaped jungle map, with shallows around the entire border of the map, so that you cannot wall to the edge of the map. You can dock the shallows, of course, but there are no fish. Standard resources.
Sonora
An Arabia style map, with smaller hills and more regular small clumps of trees rather than big forests. Standard resources, but always double deer. Start with 2 Scouts, and a House already built.
*************************************************************************************************************************
Map Credits
Some C2A_ maps are very close to the originals, whilst others are highly modified/converted. Here is the list of original sources used.
C2A_Alaska - Originally Alaskan Abundance, creator unknown.
C2A_Artificial - Originally from UltraRandom by Orca.
C2A_Canyonlands - Originally by RF_Gandalf, all the way back in 2000!
C2A_CivilWar - Originally by TheMadCADer, for his War Is Coming entry. I was highly amused to discover how similar Civil War was to my SY Nations Cup II map entry, Shallow Grave. We had had literally the exact same idea about 6 months apart, except my map had all the outside land elevated.
C2A_Clearings - Originally Clearing from UltraRandom by Orca.
C2A_Cornercropolis - Turned back into a land map from Aquapolis by TheMadCADer.
C2A_Crater - Originally by TheMadCADer.
C2A_CrissCross - Originally by TheMadCADer.
C2A_DoubleArena - Uses Double Arena by TheMadCADer as a base.
C2A_DryArabia - Ensemble Studios for original Arabia. Random terrain generator courtesy of RF_Gandalf and MFO Mapster.
C2A_Dunes - Originally by TheMadCADer.
C2A_Glacier - Unknown.
C2A_HorseShoes - Based on Tree Forts by TheMadCADer.
C2A_KinglessHill - Originally by TheMadCADer.
C2A_MangroveSwamp - Originally by TheMadCADer.
C2A_RivalCities - Originally by TheMadCADer.
C2A_RiversApart- Based on Isolated Rivers by TheMadCADer.
C2A_ShallowWeb - Originally by TheMadCADer.
C2A_Sonora - Originally by TheMadCADer.
C2A_SteppeTown - Originally Steppe by the Forgotten Empires mod team.