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| Name | Description | Size | |
| Game Factory Red Alert Editor | One of the editing greats for Red Alert! | -- | |
| Red Alchemist | One of the best there is. | 737 KB | |
| RA-Builds | Good for multi-player or single player missions. | -- | |
| Red Edit | This editor allows you to edit ALL aspects of Red Alert | Link | |
| C&C: RA Scenario Editor 1.24 | Great for creating missions | 264 KB | |
| Red Alert Launcher | This is the best map manager available. | 179 KB | |
| Red Alchemist Pro Release 3 | This is the new version of Red Alchemist. | 1.25 MB | |
| Red Rules Editor 3.1 | This is a very complete editor. Must register it to get all of it's features. | 254 KB | |
| CC1 | This editor has it all. | 3.3 MB | |
| Red Alchemist Pro 3.0 | Has all the options you ever wanted. This is my favourite editor. | 1.1 MB | |
| R.A.C.K. | This is an awesome new editor that allows you to place buildings and units on Red Alert maps. | Link | |
| The Single Player Mission Creation Guide 1.1 | This is a good guide to making your own single players missions. | -- | |
| Red Edit for DOS | This DOS Red Alert editor will edit everything having to do with units and buildings. | 90 KB | |
| Name | Description | Size |
| The Dogs of War | This premier 15 mission campaign puts you in the role of one of the highest ranking commanders of the "Burghy" alliance. | 134 KB |
| Stalin's Return | This campaign is created by Mario G. and contains 14 all new missions for the Soviets including 2 interior missions! | 126 KB |
| Flame Dancers: Genesis | includes 35 missions (2 different campaigns), with new units, sounds, graphics, and a full, detailed storyline. | 1.6 MB |
| RA Revolution | This campaign includes 4 new soviet missions for Red Alert. | 41 KB |
| Desert Destiny | This is a new campaign of 12 new missions which take place on a desert terrain. | 14 KB |
| Smirnoff | This new campaign includes 5 new challenging soviet missions. | 34 KB |
| Desert Destiny 2 | One of the most unique campaigns available. | 483 KB |
| Crimson 1.2 | This campaign includes 23 new soviet missions and is said to be one of the best campaigns ever. | 220 KB |
| The New Weapon | This small campaign includes two missions. In this campaign, you play as the Allies. The difficulty level for the campaign is hard. | 15 KB |
| Destroy Angela | This is a small Allies campaign that includes two missions. | 9 KB |
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| Stealth Squad | As the Soviets, your spies have discovered that the Allies have nearly completed their research of a stealth device. You need to get the crate that has this device. You will get a commando and a chinook to help you on your mission. After getting the device, you must destroy all of the remaining Allied forces. | 5 KB |
| Nuclear Storm | In this mission, the Allies have infiltrated your atomic base and captured Kosygin. You must get him back and also kill off all of the Allies dogs. This is the first mission to use batch files to easily install and uninstall this mission. | 21 KB |
| Double Trouble | This is another good single player mission | 8 KB |
| The Escape | In this mission, your prison guard has been killed and General Stavros has escaped! | 7 KB |
| AA Guns | As the Soviets, you need to take out the Allies AA-guns, so your bombers can blow the Allied Tech Centre to pieces. | 6 KB |
| Soviet Mission | This mission is said to only work for the DOS version of Red Alert. It is based on the original last level of the Soviets. | 15 KB |
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| Mammoth Destruction | This mission eliminates the Mammoth Tank from the war. This mission is an expansion to Deathaven's previous mission, Destructive Research. | 9 KB |
| The Inner Sea | This is a very challenging single player mission. To win, you must destroy the Soviet Cruiser, capture the Soviet Tech Center, and destroy all remaining units and structures. | 11 KB |
| Protect the Civilians | This level has many advanced features not found anywhere else. | 174 KB |
| Kick Butt | This one is a must have, and it includes a saved game also. | 216 KB |
| Destructive Research | This is a new Allies mission which is on a 64 x 160 temperate map | 13 KB |
| Final Fight | This is a VERY good single player mission. | 23 KB |
| Die England | This is a new Allies mission, Die England, part 1. You are the allies, but playing as Ukraine. You have to keep the bio-research center online. | 12 KB |
| The Lyle Compound | This is one of the first single player missions. The objective of this mission is to take over the Lyle Compound to beat the mission. | 11 KB |
| Wulf Die Hard 5 | In the mission, you have to repair your battered Construction yard as fast as you can and get rid of the Soviets by destroying every Soviet structure and unit. | 15 KB |
| The Flaming War | The first mission made by the creator of the map guide. | 221 KB |
| Push 'Em Back | Playing as the Allies, you must destroy the Soviets beach head and wipe out the Ukranian and Soviet bases. | 20 KB |
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Rifle Infantry |
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Armed with an M - 16, this infantry unit is at its best against other infantry or tanks (when in groups). |
Medic |
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Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any force. |
Rocket Soldier |
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Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers. |
Spy |
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Mater of diguise, the Spy can slip by the enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player - what there building, how much money they have, how many units they have, etc. Beware - Attack Dogs are not fooled by the Spy's appearance. |
Engineer |
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An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it. |
Thief |
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Any thief that enters an Ore Silo or Refinery will steal half the credits in that structure. |
Tanya |
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Armed with two .45's, Tanya can mow through infantry like they weren't there. Her C-4 Explosivescan destroy buildings... if you can get her to them. Unlike other units, Tanya can never be put into gurad mode - you must manualy fire at all enemies that you wish attacked. |
AT Mine Layer |
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The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the service depot. |
Ore Truck |
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The Ore Truck collects raw unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering attack and still escape intact. |
Ranger |
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Fast and lighlty armored, this unit is ideal for scouting an area quickly. Used as a support for an infantry squad, the Rangercan soften up the enemy before a direct confrontation occurs. |
Light Tank |
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The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What is lacks in firepower, it makes up for in speed and rapid fire. |
APC |
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With the armored personnel carrier the Allies can transfer up to 5 units quickly across land. A tracke vehicle, the APC is the lightest unit with the ability to crush sand bags and barbed wire barriers. The turret mounted M-60 helps keep infantry at bay while it goes about its mission. |
Artillery |
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Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected. |
Medium Tank |
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The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with light tanks, the Medium Tank can draw fire while Light Tanks destroy the threat. |
Mobile Gap Generator |
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The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller fap field, you can hide several units under its cover, blocking the enemy from seeing what sending against them. |
Mobile Construction Vehicle |
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The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is usefuk to have around the baseif the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have the faster construction will proceed. |
Transport |
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The Landing Ship Transport allows transportation of up to ground based units across the water. Transports can be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading. |
Gunboat |
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The fastest and the lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting subs before they can cause any mischief. Its depth charge launcher will fire at any submarine that is detected nearby. |
Destroyer |
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The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth charge launcher ensures that the Sub will rapidly be taken out of commission. |
Cruiser |
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Slow moving death. What the Cruiser lacks in speed it makes up for in firepower and range. Able to lob destruction onto targetsincredible distances away, this ship can decimate an enemy ship base in minutes. A favorite target of Submarines, these ships have no sea-based defense, relying on the faster moving Destroyer and Gunboat to protect them. |
Apache Longbow |
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The Allies attack helicopter is loaded with hellfire missiles, allowinng it to destroy armored targets with ease. Used in conjuction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additoinal damage to a target - usually with little or no return fire. |
Global Positioning System Satellite |
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When launched from the Tech Center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the Battlefield, the entire map will be revealed when it reaches orbit. |
Sonar Pulse |
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A special ability of the Allies, a Sonar Pulse will temporarily reveal all enemy Submarines on the map for a few seconds. This can be incredibly useful in planning your naval campaigns and devising countermeasures. The Sonar Pulse is acquired when a spy enters the enemy Sub Pen. |
Chronoshift |
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The Chronoshift creates the ability to transport a unit another position on the Battlefield without having to span the distance in between. |
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Attack Dog |
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Attack Dogs are the only units that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard-unit against sneak attacks by engineers, Spies, and thieves. They also make fine pets. |
Rifle Infantry |
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Armed with an M - 16, this infantry unit is at its best against other infantry or tanks (when in groups). |
Grenadier |
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A Grenadier has longr range and more destructive pwoer that regular infantry. In groups, Grenadiers are effective against heavily armored units and structures. |
Flame Infantry |
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These soldier are slower and more suscptable to damgae than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decmate structures and infantry in seconds with his flamethrower. |
Engineer |
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An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it. |
Ore Truck |
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The Ore Truck collects raw unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering attack and still escape intact. |
Heavy Tank |
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The basic tank of the Soviet Empire, this best is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied quivalent, the Medium Tank. It sacrifices speed or this bonus, but the net result still makes it a formidable opponent on the battlefield. |
AP Mine Layer |
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The AP mine layer deploys anti-personnel Mines to thwart the Alied heavy infantry ranks. This Mine can destroy entire groups of infantry with on explosion. The Mine Layer carries 5 mines, and can be realoaded at the Service Depot. |
V2 Rocket Launcher |
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The V2 Rocket Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it's easy to see why the Allies fear this weapons platform. Its drawbacks are its light armoe, long reload time, and inability to hit fast-moving targets |
MRJ |
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The Mobile Radar Jammer (MRF) disrputs enemy radar functions, shutting down transmissions and diplay. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack. |
Mammoth Tank |
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Tanks don't come any bigger. The largest land-based weapons platform, the Mammoth Tank can dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well. |
Moblie Construction Vehicle |
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The Mobile Construction Vehicle allows creation or expansion of the base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed. |
Transport |
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The Landing Ship Transport allows transportation of up to ground based units across the water. Transports can be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading. |
Submarine |
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Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away there position, and opening them up to any nearby units that can hit them. |
Yak |
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Sometimes called the "Infantry Eraser," the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, making it an easy target for Allied Rocket Soldiers - those that actually survive the first strafing run. |
Badger |
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The Badger is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for enemy AA-Guns that may be gurading the target. |
Paratroopers |
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Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry. Paratroopers can be dropped anywhere on the map, even in area's not yet explored. |
Parachute Bombs |
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Dropped from Badger Bombers, these explosives fall in a line over there target, removing the object targeted and anything in the area surrounding it. Troops can see these falling and will attempt to leave the targeted area. |
Spy Plane |
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When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud. |
MIG |
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The fast attack carries a limited number of powerful and accurate missiles. Used in hit-and-run tactics, the MIG can remove armored craft before they become a threat. |
Hind |
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Large and armored, the Hind uses its high-velocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses |
Transport Helicopter |
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Able to transfer 5 infantry type units, through the air, the Transport Helicopter, alius 'Chinook', is ideal for landing engineers, and other assault squads in an enemy base. |
Atomic Bomb |
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The most feared of all Soviet weapons. The Atom Bomb can annihilate an opponents base in a matter of seconds. |
Invulnerability |
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The ability to render a vehicle invinsible for a short period of time. Useful when the enemy has good air-defense. |
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| Construction Yard | |
| The Construction Yard is the foundation of a base and allows the construction of other buildings. | |
| Concrete Barrier | |
| More effective than the Sandbag Barrier, Concrete walls are not crushable and block tank ordnance. | |
| Advance Power Plant | |
| The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. | |
| Advance Power Plant | |
| The large, high-yield structure handles the energy strains of some later, more power intensive structures and defenses. | |
| Ore Refinery | |
| The Refinery smelts ore into its component elements. Building the refinery immediately deploys an Ore Truck. | |
| Ore Silo | |
| This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account. | |
| War Factory | |
| This structure is responsible for the building of all ground-based vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle. | |
| Helipad | |
| The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with a new helicopter. | |
| Service Depot | |
| The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment. | |
| Radar Dome | |
| The Radar Dome gives you an overhead view of the Battlefield when fully powered. | |
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| Sandbag Barrier | |
| The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier. | |
| Tent Barracks | |
| The Tent Barracks is where all Allied Infantry are trained. Some advanced / special infantry units may not be available until other structures are built. | |
| Naval Yard | |
| The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel. | |
| Pillbox | |
| Armed with a rapid fire Vulcan Cannon, the Pillbox is ideal for defending your base from enemy infantry attacks. | |
| Camoflaged Pillbox | |
| Identically equipped as the Pillbox, this defensive dtructure has the advantages of better armor and near perfect camoflage. It blends with the surrounding terrain, making it virtually invisible. | |
| Turret | |
| A Turret-mounted 105mm cannon. Heavily armored with good rang, this Turret is effective against armored threats. | |
| AA Gun | |
| Although its range is not great, any enemy aircraft flyiing over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. | |
| Technology Center | |
| Un addition to allowing the constructio of high-tech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite. When finished, the satellite will automatically launch. | |
| Gap Generator | |
| The Gap Generator allows the Allies to hide associated base from enemy site. Any enemies scouting the area will only reveal the area around themselves. The Shroud will immediately close up the once the invading unit is destroyed or leaves the area. | |
| The Chronosphere | |
| The evolution of the Philadelphia experiment, the Chronosphere allows the Allied player to move a unit from one location to another without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This new technology is still a bit unstable. Using it on certain units or using ot constantly could produce unusual side effects. | |
| Fake Structures | |
| The Allies Have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. Thes have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures ate in a different location. These images (fake structures only) have been modified to fit the allocated space, this is not how they appear in the game. | |
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| Barbed-Wire Barrier | |
| Barbed-Wire Barrier stops non-tracked vehice and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it. | |
| Barracks | |
| The Barracks is where all Soviet Infantry are trained. Some infantry units may not be available until other structures are built. | |
| Kennel | |
| The Kennel trains Attack Dogs. | |
| Sub Pen | |
| The trsture is responsible for the building of all Soviet Subamairnes and Transports. Damgaed Submarines and Transports docked in the Sub Pen will be repaired. | |
| Airfield | |
| The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in use Airfield is destroyed while its associated plane is still in the air the plane will crash. | |
| Technology Center | |
| The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil. | |
| Flame Tower | |
| The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels in the Flame Tower, it damages nearby units if destroyed. | |
| Tesla Coil | |
| The Tesla Coil automatically directs bolts of lightening at enemy ground units, reducing men to ash, and tanks to molten steel in seconds. | |
| SAM Site | |
| SAM Site automatically launcehes log-ranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure. | |
| Iron Curtain | |
| The Iron Curtain renders a vehicle or building invulnerable for a short period of time. | |
| Missile Silo | |
| Once built, the Silo readies an Atomic Bomb, that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much. | |
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| Name | Description | Size |
| Ocean Inlet | This is an excellent map. I rate it 4 stars. | -- |
| Climb the mountain | All the ore is in the center, so it's a battle to get it. Of course, you can cheat and build a base near it... | -- |
| One bridge to far | Very challenging. Well designed. | -- |
| Bowzer | A map pack with some good maps. | -- |
| Delta Quadrant | This is a rather small map with natural defences in ridges and trees. | 64x64 |
| Echo Quadrant | This is a four player game that allows the players to use the time to build attack forces or concentrate on defence. | 96x96 |
| Emerald Islands | Are you a fan of air / sea battles? This is a map for you. | 96x96 |
| Epsilon Quadrant | This is a good two on two map, with possibilities for sea battles. | 126x64 |
| Final Quadrant | How about an eight player game of four teams. Equal opportunities for everybody. | 126x64 |
| Gamma Quadrant | This is a map where you will feel the heat rather early. Either from sea or land. But remember, he who control the sea controls the game. So if your strategy is land, then attack early and don't let them make those cruisers. | 64x126 |
| L'ile au Tresor | Aye aye captain. Here's a map for you island fighters, collect the ore and sail away. | 96x96 |
| Lyvarion | Here you will have to think twice. Should you concentrate on air, ground or sea units, depending on where you are located on the map. | 126x64 |
| American Battle | A map with narrow passages, which makes it difficult for your opponent to attack in large scale. | 126x64 |
| Tiberman | Another good map with both sea and ground battle options. | 96x96 |
| Anavrin | This is a rather small map made out for two players at the most. But I think this map has some surprises for you. Recommended for you fast thinkers. | 64x64 |
| Nevets map 001 | Here you can either team up, or play a one-on-one game. Narrow passages that makes it difficult to rush your enemy. | 96x96 |
| Peterhose Blue | Thanks to Andrew Ansell for this two-on-two or three-on-three player map. | 96x96 |
| Vanguard | Watch out for those Cruisers around the coast line. | 96x96 |
| Long Shot | I think this one favours the Allies in an team game. Go for air strikes, and block the passage in the north. | 64x126 |
| Ardenne | This is a blank map, but notice the size. Anyone want to create a huge, cool map? | 126x126 |
| Bloody Rivers | Another well balanced map, that keeps the forces apart without letting the Cruisers out on the water. | 96x96 |
| Tiberman | Defend your island! Keep those invaders of your territory. | 96x96 |
| Water World | Are you a freak for sea battles or Cruiser rush? Then this map will give you a kick. | 96x96 |
| Buck's River | Classical east-west battle with up to 6 players. Destroy the bridges to cut of the enemy. | 96x96 |
| Brain Island | Well, what can I say. Those who goes with the Cruisers, can do a lot of damage on everybody. Nowhere to hide. | 64x64 |
| Black Forest | Another north-south battle, but here you have to pass through a thick forest before you reach the battle ground. | 96x96 |
| Bridge Battle | An east-west battle for just two players. | 64x64 |
| Battlements | A map with good opportunities for base defence. Here you will have to attack on open ground, if you can find any. | 96x96 |
| Basic Instinct | A four-corner battle where you can either gang up, or fight everyone. | 64x64 |
| Arctic Island | Get that ore and build those Cruisers, or go for that tank rush and wipe the board clean. | 96x96 |
| Glacial Island | A map pretty much like the one above, except that there are a lot of obstacles in the middle. | 96x96 |
| Winter Roads | Northwest-southeast battle for up to 8 players. | 96x96 |
| Friskman's Land of Confusion | What a mess! Keep your base at a minimum, because this is going to be a tight battle. | 96x96 |
| Genesis | Classical east-west conflict with a big clash at the centre. | 96x96 |
| Multi Pack | A collection of 16 multiplayer maps, created by different authors. | -- |
| Threxx | Islands, one way in on each side. Lots of gems. | 96x96 |
| Mt. Pigeon | Strange map, Fun, Lots of Gems | -- |
| All hell is going to break loose | All gems, separated by river down middle, Can get dull and turn into Co-op easily. | -- |
| 3 Legs of a Mouse | Lots of water, land divided into 3 sections by rivers, can become strategic. | -- |
| Snowflake | A big snowflake in middle, lots of gems. | -- |
| Cross | Well divided, mostly land. | -- |
| Line Art | Well divided, plenty of ore. | -- |
| Great Lakes | Lots of lakes, Plenty of ore. | -- |
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Some links may not work because they're derived from various sources. Please e-mail me at computertp@aol.com if there are any broken links.