

Granger, for example, is the air force general. You have toxin generals, stealth generals, and superpower generals. It is now General Alexander, General Towne, and General Granger, each one providing a set of unique units, structures, upgrades, and general powers built around a particular theme. For instance, the USA isn’t just the USA anymore. In Zero Hour, each side is now comprised of three sub-sides. But as you play, you’ll constantly stumble over things that make you say to yourself, “oh, that’s new!†You’ll boot it up and see pretty much the same game you’ve been playing all along. Instead, it’s a “fold in a bunch of new stuff in with all the old stuff†expansion. There are Thirty-Three Small Supply Piles.Command & Conquer: Zero Hour isn’t one of those “hit you over the head with an all new playable side†types of expansion packs. *The Top Most Section of Map Includes, Three Tech oil Derricks, One Tech Reinforcement pad, and One Tech Oil refinery. Two Tech Reinforcement pads and One tech hospital.

*The Middle section of the Map contains Three Tech Oil derricks, *The Bottom Most portion contains a Tech repair Bay, One Tech Oil Derrick,One Tech Oil refinery.

Sevral " Bridge Type stronghold's" Exist, as well as many Choke points!Įach Player Has access to Two Tech Oil Derricks from the start with Two Supply Docks! There is a lush river that separates the map with a Highway running all the way around for direct access to each others bases. It is a Four-Player skirmish Map in an urbanized setting with plenty of zones, ranging from Commercial, Down-Town, Two Industrial areas ,an Intermodal yard, a Nice Nieghbor hood, a University, and a Park area. Urbane-Warfare took a few months to create, and has a high re-play value with plenty of nice features! URBANE WARFARE, is the sequel to Town Tournament, another Zero Hour Map of mine, Which was featured on the RTS You Tube Channel, under "Iraninan Mod" for Zero hour! Now onto the new map.
