Mod Link: Double Cup 2 Map Pack:
Double African Waters is Battle of Africa 2’s African Waters (by Chrazini) with a double town center start. You will start with 2 town centers close to each other in the center, with a herd of rhinoceroses or elephants roaming. Each corner of the map offers a fish-rich lake, while all other resources are spread around the map on savanna terrain with small acacia forests.
Double Arabia*: No need for explanation. Just Arabia with 2-town-center start.
Double Aztlan is a reworked version of Chrazini’s popular Aztlan, with double town center start, set in a cave environment like in the Aztec tales. In the center a waterfall brings some water into the cave, forming ponds populated by shorefish. Around your town center grow some berries, but otherwise almost all resources lie outside of the cave – in the map’s corners. Be careful of the jaguars – or hunt them for their meat (jaguars contain harvestable meat). The cliffy areas are unwallable and units can hide behind the boulders.
Double Bazaar War, created by HJ, with 2 town center start: A flat desert with palm stragglers and a few small hills. And lots of carpets. Because Double Cup's version was too standard, a market and two donkeys (trade units) per base were added. So you can try to trade with the enemy in Dark Age already or base your economy exclusively around market rates.
Double Delta (by Huehuecoyotl22): In the middle of the map is a river with multiple crossings and isles with extra golds. The rest of the map is a flat landscape with abundant resources, especially wildlife and ponds with fish and extra berries. Water control will secure a lot of them. However, there is a chance that the river is almost dry, so if your scout discovers this event, the map suddenly has turned into an open land map.
Wet variation:
Dry variation:
Double Ellie’s Belly: The classic 2015 Hippo’s Belly by The_Prophet in a new Southeast Asian dress and with 2 town centers per player. Open, wood-scarce land, but a big forest with roaming elephants in the middle, divided by a shallow swamp. Do you want to try the challenge to lure them through the jungle to your town or send your hunters into the dangerous jungle?
Double Floodplains (by Huehuecoyotl22) is inspired by Roechelrochen’s Coast to Mountains. One side of the map is a mangrove forest, one side the sea with fish. Inbetween a muddy floodplain lies, with remaining puddles and a diverse wildlife. There you will start with one town center, one elephant scout, 6 villagers and one packed tc, which you can decide to send to a wood-rich area or quickly build next to the other one.
Double Fort: HJ's Fort, but with 2 fortified bases. However inside of your walls, you only have berries, some sheep and straggler trees. Everything else is spread around the map. Numbers of gold mines, stone mines, deer and sheep vary between map generations, but are always the same for every player. The map is completely flat. Boars and relics are standard.
Double Gobi: The double town center start version of TheMadCADer’s Gobi (slightly different from the WDC version). Players start on one side of the map each, divided by a forest line with some unwallable passings. Around them just a hilly, extremely sparse desert with some wild horses and camels. No herdable animals, but lots of deer and ibex.
Double Jalapão: The double town center start version of Chrazini's WDC map. A dense rainforest grows in the center of the map, while players start on top of the dunes with standard resources plus some more gold and stone. Shallow rivers have to be crossed to reach the center. A sea tower will help you defending the path between starting area and woodline.
Double Leaf Lakes, based on HJ’s Leaf Lakes, with 2 town centers per player. One big and 6 small lakes. All rich in fish, spread across Mediterranean landscapes. No huntables apart from boars.
Double Meadow*: Chrazini's RBW IV map, but you start with 2 town centers on 2 separate hills. One of the most open maps ever.
Double Northern Isles: Chrazini's RBW IV map, but you start with 2 islands each, with a base and transport ship. The middle of the map has a small island with gold, stone and predators.
Double Okavango (by Huehuecoyotl22) is inspired by Flooded by Jabark, with a double town center start. Open land around the players’ starting area, which are divided and bordered by a mosaic of shallows and baobab forests.
Double Ounianga (by MingudaiLee): The 2-tc start version of the WDC map: A beautiful oasis in the middle of the harsh desert, don't let its looks fool you, this place is completely savage. The lake has 4 fish per player and shore fish, fishing will be a useful boost to your economy, but by no means necessary, additionally, the islands in the middle have a few gold piles and relics that might come in handy in the late game, galleons and cannon galleons will also be able to range a large part of the oasis. The oasis area is home to most of the map's wood, and is also where players, and their starting resources will be located, control over this area is extremely important, a layer of shallows around the lake will make it difficult to wall, but a dock can do the job. The outside desert is a hilly area, which makes it a strong position to hold. Since all extra golds and stone are located in this area, controlling it might prove itself valuable long term. There are four muddy areas in the corners of the map, they are home to zebras and boars, this is a great amount of hunt, however, the hills in the desert and their exposed position make them hard to defend.
Double Outback: The double town center version of TheMadCADer's Outback from Outback Rumble (aka Simpson Desert in WDC). The map is similar to Arabia, but with a twist. There are not many herdables for players. All the boars are in the middle of the map sipping on a few ponds’ water. Players start with a hunting wolf which can be used to lure them, so they can test their luring skills to the extreme, maybe even at two places at the same time?
Double Pond Inspection: Original by The_Prophet from the War is Coming tournament. Modified by Zetnus. Now you start with 2 groups of villagers and 2 packed town centers. You can fully choose where to build them. Close to the center pond? Close to wood, gold, stone, berries or deer?
Double Salt Lake (by Huehuecoyotl22) uses the basic concept of the classic Ghost Lake. Your 2 town centers will spawn on the border of a large unbuildable salt desert and some extra llamas scattered around the map.
Double Savanna (by Huehuecoyotl22) is an open completely flat plain landscape with your and your enemy’s 2 town centers divided just by grass and scattered acacia trees. Herds of zebras and elephants roam in abundance, bu no herdables are on the map.
Double Torysh* (by nhoobish): Inside an unforgiving clay desert lies a valley littered with mysterious round balls, perfectly shaped and alien in their entirety. Perhaps there is treasure inside? Time to crack one open wide! The Valley of Balls situates inside the Ustyurt Plateau with its remnants of times past. The clay desert expands and the lifegiving Aral Sea nearby declined now. What once was is lost, but the Ustyurt Nature Reserve tries to give a bigger picture of the surrounding areas before the man-made disaster. A land of semi-desert filled with clay, steppes and sparse shrubbery with a resemblance to Mediterranean climate. The plateau giving abundant ground for saiga and other hardy horned mammals to roam. Cluttered by elevation shifts, depressions and pillars alike that offer the grazers a refuge from potential wolves or jackals that also frequent here.
Double Wings* (by Chrazini, modified by TheMadCADer): The RBW I/II original, but with 2 town centers per player on the middle island. Stone is in the center, and most wood and gold on the other side of the shallow river.
Double Xerotes: The double town center version of TheMadCADer’s Xerotes. Similar to Acropolis in a desert environment, but with additional gold mines in the center. 3 boars per starting area, but with less food.
Enemy Islands (by TheMadCADer & Huehuecoyotl22): Like the special map, or if you didn’t play it yet, like Team Islands, just that each player will have one town center to start on each of the 2 big islands.
Eye by Zetnus, with 2 extra town centers on mangrove shallows in the North and West, is a goldrush type map: Each corner with a town center and lots of gold surrounded by cracked terrain in the center.
Lagoon (by Huehuecoyotl22) is a double town center map featuring mangrove shallows, made with assistance by Zetnus. Your base might be relatively easy to wall, but then you miss out on the fish in the center lagoon. Ships created inside the lagoon cannot cross the sandy ring around to the shallower outside or the other way. No boars, but crocodiles can be harvested for food.
Mystic Creek (by TheMadCADer): A bit like Highland, but the river that separates the players is shallow. Between each two bases of one player lies a monument to be captured, then generating gold as long as you control it.
Rivulet (by Zetnus): A brand-new 3-town center start map for Double Cup 2: The map has 4 differently elevated areas. The top is an icy glacier with just some ibex and relics, the other 3 have one town center each. The mountains have a lot of stone, the woodlands more wood and gold, while the lowland has the most food available, including fish in the sea. A shallow river divides the whole map from North to South, so ships can also play an important role.
Snakepit (by TheMadCADer & Huehuecoyotl22): The second special map converted to a standard map. Each player will have a town center in the forest, with lots of huntables in between and another one close to the water, where fish could lead to an early advantage.
Tenochtitlan (by Huehuecoyotl22): This map premiered in Nova's Terra Nova last October. Based on the Aztec capital, players start with one town center each on the center island, which is connected to the outside land via 4 bridges, and one town center in the outside jungle. The center has less resources, no stone at all. In Lake Texcoco lie 4 isles with swimming gardens with farms and fruits to harvest. Players start with a transport ship and some canoe scouts (can only attack once per 3000 s to make them very weak).
Triple Arabia*: No need for explanation. Just Arabia with 3 town center start.
Triple Pond Inspection*: Original by The_Prophet from the War is Coming tournament. Modified by Zetnus. Now you start with 3 groups of villagers and 3 packed town centers. You can fully choose where to build them. Close to the center pond? Close to wood, gold, stone, berries or deer?
* only used as fixed map, not in home map pool.
Thanks to @DaisyChain and @wattle for the map screenshots. Thanks to @TheMadCADer @Zetnus, @Chrazini, @HJFE, @nhoobish, @MingudaiLee, @Roechelrochen, @The_Prophet and Jabark for their initial and/or final work on the maps. Final map pack management by TheMadCADer, Huehuecoyotl22 and Zetnus.
Mods Single - Age of Empires
www.ageofempires.com
Double African Waters is Battle of Africa 2’s African Waters (by Chrazini) with a double town center start. You will start with 2 town centers close to each other in the center, with a herd of rhinoceroses or elephants roaming. Each corner of the map offers a fish-rich lake, while all other resources are spread around the map on savanna terrain with small acacia forests.
Double Arabia*: No need for explanation. Just Arabia with 2-town-center start.
Double Aztlan is a reworked version of Chrazini’s popular Aztlan, with double town center start, set in a cave environment like in the Aztec tales. In the center a waterfall brings some water into the cave, forming ponds populated by shorefish. Around your town center grow some berries, but otherwise almost all resources lie outside of the cave – in the map’s corners. Be careful of the jaguars – or hunt them for their meat (jaguars contain harvestable meat). The cliffy areas are unwallable and units can hide behind the boulders.
Double Bazaar War, created by HJ, with 2 town center start: A flat desert with palm stragglers and a few small hills. And lots of carpets. Because Double Cup's version was too standard, a market and two donkeys (trade units) per base were added. So you can try to trade with the enemy in Dark Age already or base your economy exclusively around market rates.
Double Delta (by Huehuecoyotl22): In the middle of the map is a river with multiple crossings and isles with extra golds. The rest of the map is a flat landscape with abundant resources, especially wildlife and ponds with fish and extra berries. Water control will secure a lot of them. However, there is a chance that the river is almost dry, so if your scout discovers this event, the map suddenly has turned into an open land map.
Wet variation:
Dry variation:
Double Ellie’s Belly: The classic 2015 Hippo’s Belly by The_Prophet in a new Southeast Asian dress and with 2 town centers per player. Open, wood-scarce land, but a big forest with roaming elephants in the middle, divided by a shallow swamp. Do you want to try the challenge to lure them through the jungle to your town or send your hunters into the dangerous jungle?
Double Floodplains (by Huehuecoyotl22) is inspired by Roechelrochen’s Coast to Mountains. One side of the map is a mangrove forest, one side the sea with fish. Inbetween a muddy floodplain lies, with remaining puddles and a diverse wildlife. There you will start with one town center, one elephant scout, 6 villagers and one packed tc, which you can decide to send to a wood-rich area or quickly build next to the other one.
Double Fort: HJ's Fort, but with 2 fortified bases. However inside of your walls, you only have berries, some sheep and straggler trees. Everything else is spread around the map. Numbers of gold mines, stone mines, deer and sheep vary between map generations, but are always the same for every player. The map is completely flat. Boars and relics are standard.
Double Gobi: The double town center start version of TheMadCADer’s Gobi (slightly different from the WDC version). Players start on one side of the map each, divided by a forest line with some unwallable passings. Around them just a hilly, extremely sparse desert with some wild horses and camels. No herdable animals, but lots of deer and ibex.
Double Jalapão: The double town center start version of Chrazini's WDC map. A dense rainforest grows in the center of the map, while players start on top of the dunes with standard resources plus some more gold and stone. Shallow rivers have to be crossed to reach the center. A sea tower will help you defending the path between starting area and woodline.
Double Leaf Lakes, based on HJ’s Leaf Lakes, with 2 town centers per player. One big and 6 small lakes. All rich in fish, spread across Mediterranean landscapes. No huntables apart from boars.
Double Meadow*: Chrazini's RBW IV map, but you start with 2 town centers on 2 separate hills. One of the most open maps ever.
Double Northern Isles: Chrazini's RBW IV map, but you start with 2 islands each, with a base and transport ship. The middle of the map has a small island with gold, stone and predators.
Double Okavango (by Huehuecoyotl22) is inspired by Flooded by Jabark, with a double town center start. Open land around the players’ starting area, which are divided and bordered by a mosaic of shallows and baobab forests.
Double Ounianga (by MingudaiLee): The 2-tc start version of the WDC map: A beautiful oasis in the middle of the harsh desert, don't let its looks fool you, this place is completely savage. The lake has 4 fish per player and shore fish, fishing will be a useful boost to your economy, but by no means necessary, additionally, the islands in the middle have a few gold piles and relics that might come in handy in the late game, galleons and cannon galleons will also be able to range a large part of the oasis. The oasis area is home to most of the map's wood, and is also where players, and their starting resources will be located, control over this area is extremely important, a layer of shallows around the lake will make it difficult to wall, but a dock can do the job. The outside desert is a hilly area, which makes it a strong position to hold. Since all extra golds and stone are located in this area, controlling it might prove itself valuable long term. There are four muddy areas in the corners of the map, they are home to zebras and boars, this is a great amount of hunt, however, the hills in the desert and their exposed position make them hard to defend.
Double Outback: The double town center version of TheMadCADer's Outback from Outback Rumble (aka Simpson Desert in WDC). The map is similar to Arabia, but with a twist. There are not many herdables for players. All the boars are in the middle of the map sipping on a few ponds’ water. Players start with a hunting wolf which can be used to lure them, so they can test their luring skills to the extreme, maybe even at two places at the same time?
Double Pond Inspection: Original by The_Prophet from the War is Coming tournament. Modified by Zetnus. Now you start with 2 groups of villagers and 2 packed town centers. You can fully choose where to build them. Close to the center pond? Close to wood, gold, stone, berries or deer?
Double Salt Lake (by Huehuecoyotl22) uses the basic concept of the classic Ghost Lake. Your 2 town centers will spawn on the border of a large unbuildable salt desert and some extra llamas scattered around the map.
Double Savanna (by Huehuecoyotl22) is an open completely flat plain landscape with your and your enemy’s 2 town centers divided just by grass and scattered acacia trees. Herds of zebras and elephants roam in abundance, bu no herdables are on the map.
Double Torysh* (by nhoobish): Inside an unforgiving clay desert lies a valley littered with mysterious round balls, perfectly shaped and alien in their entirety. Perhaps there is treasure inside? Time to crack one open wide! The Valley of Balls situates inside the Ustyurt Plateau with its remnants of times past. The clay desert expands and the lifegiving Aral Sea nearby declined now. What once was is lost, but the Ustyurt Nature Reserve tries to give a bigger picture of the surrounding areas before the man-made disaster. A land of semi-desert filled with clay, steppes and sparse shrubbery with a resemblance to Mediterranean climate. The plateau giving abundant ground for saiga and other hardy horned mammals to roam. Cluttered by elevation shifts, depressions and pillars alike that offer the grazers a refuge from potential wolves or jackals that also frequent here.
Double Wings* (by Chrazini, modified by TheMadCADer): The RBW I/II original, but with 2 town centers per player on the middle island. Stone is in the center, and most wood and gold on the other side of the shallow river.
Double Xerotes: The double town center version of TheMadCADer’s Xerotes. Similar to Acropolis in a desert environment, but with additional gold mines in the center. 3 boars per starting area, but with less food.
Enemy Islands (by TheMadCADer & Huehuecoyotl22): Like the special map, or if you didn’t play it yet, like Team Islands, just that each player will have one town center to start on each of the 2 big islands.
Eye by Zetnus, with 2 extra town centers on mangrove shallows in the North and West, is a goldrush type map: Each corner with a town center and lots of gold surrounded by cracked terrain in the center.
Lagoon (by Huehuecoyotl22) is a double town center map featuring mangrove shallows, made with assistance by Zetnus. Your base might be relatively easy to wall, but then you miss out on the fish in the center lagoon. Ships created inside the lagoon cannot cross the sandy ring around to the shallower outside or the other way. No boars, but crocodiles can be harvested for food.
Mystic Creek (by TheMadCADer): A bit like Highland, but the river that separates the players is shallow. Between each two bases of one player lies a monument to be captured, then generating gold as long as you control it.
Rivulet (by Zetnus): A brand-new 3-town center start map for Double Cup 2: The map has 4 differently elevated areas. The top is an icy glacier with just some ibex and relics, the other 3 have one town center each. The mountains have a lot of stone, the woodlands more wood and gold, while the lowland has the most food available, including fish in the sea. A shallow river divides the whole map from North to South, so ships can also play an important role.
Snakepit (by TheMadCADer & Huehuecoyotl22): The second special map converted to a standard map. Each player will have a town center in the forest, with lots of huntables in between and another one close to the water, where fish could lead to an early advantage.
Tenochtitlan (by Huehuecoyotl22): This map premiered in Nova's Terra Nova last October. Based on the Aztec capital, players start with one town center each on the center island, which is connected to the outside land via 4 bridges, and one town center in the outside jungle. The center has less resources, no stone at all. In Lake Texcoco lie 4 isles with swimming gardens with farms and fruits to harvest. Players start with a transport ship and some canoe scouts (can only attack once per 3000 s to make them very weak).
Triple Arabia*: No need for explanation. Just Arabia with 3 town center start.
[No image because topic limits to 30 images. See Double Arabia for similar map layout.]
Triple Pond Inspection*: Original by The_Prophet from the War is Coming tournament. Modified by Zetnus. Now you start with 3 groups of villagers and 3 packed town centers. You can fully choose where to build them. Close to the center pond? Close to wood, gold, stone, berries or deer?
[No image because topic limits to 30 images. See Double Pond Inspection for similar map layout.]
* only used as fixed map, not in home map pool.
Thanks to @DaisyChain and @wattle for the map screenshots. Thanks to @TheMadCADer @Zetnus, @Chrazini, @HJFE, @nhoobish, @MingudaiLee, @Roechelrochen, @The_Prophet and Jabark for their initial and/or final work on the maps. Final map pack management by TheMadCADer, Huehuecoyotl22 and Zetnus.
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