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Custom maps
All the KPUD maps that were available
can be downloaded
from here (1363k). You can visit the KPUD
home page for more detailed information on these maps.
There is a another map pack available, the entire official 50 Multi-Player
pud collection as seen on the former Macintosh Gaming League.
Click here to download (700K)
Game
gate also has a selection of 1176 custom maps for download from
2 to 8 players.
.
Classic maps
These were the playgrounds of war, the killing
fields, the battlegrounds where we fought for hours on end that we loved
when we won and hated when we lost. There were untold numbers of customized
puds out there, most were crappy, some were ok however i've only included
in this list some of the most popular that came with the game, as these
were the only ones that were played by all. If you think i've missed any
out, let me know .
You are welcome to submit your
own opinions on the maps in war2, any reasonable content submitted will
be featured here.
Click on the small map image for an enlarged version of each map.
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Plains
of Snow
Surely the most popular of all the maps, certainly for those who
played in leagues, very evenly balanced map(relatively speaking,
war2 had no completely balanced maps originally) which allowed
easy wall-in and required quick expansion due to the 40K mines
which disappeared very quickly.
As with most 8 player maps, it wasnt the best for one vs one,
but was much better for team play, unfortunately some people played
this and nothing else, and when you finally managed to drag them
off it and beat them on another map, you'd always get the classic
line "Come on, rematch, Plains of Snow!"
When Kali MPX was in its heyday, the best games we would organize
would be 4v4. We wouldnt organize teams, just decide it was left
vs right, so it was luck of the draw who was on your side, you'd
just message everyone with "left" or "right"
at the start of the game and see who to team up with. Given all
the mines were taken, if a rush didnt work the only way to expand
was to chop through the trees in the middle or top/bottom mines.
This made for some cracking games where every piece of gold was
vital and every unit scarce.
Love it or hate it, you had to play this map if you wanted to
mix it with everyone, I went through periods of loving it, then
throroughly disliking it, to getting bored of it, certainly in
one vs one games, however it certainly left its mark, hence its
resurrection in Warcraft 3.
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Garden of War
My personal favourite, the first map I ever played online on Kali
Central in early 1996 and remained a favourite despite that game
( I was bottom right, and got towered -talk about a baptism of
fire lol).
Sure it was inbalanced, if you got the 7:00 position you were
screwed, you either had to move or chop a piece of wood before
you could build your hall so you got well behind, but hey thats
what team mates were for!
Few wall-in opportunities meant you never know what you were going
to do or how you were going to build until you found out your
starting position. Like Pos, it wasnt really a good choice for
head to head matches, but in team games it really came into its
own.
Like most players, ive had some huge games on GOW, with some unbelievable
stats at the end. I could happily spend an entire evening playing
only team games on GOW, (sometimes did) but rarely got bored of
it, due its variety.
I was never one of those people who rushed for the centre, sure
there was tons of gold there, but no room to build stuff once
you had towered in, there were plenty of spots to expand to at
the edge of the map, and easier to protect as they didnt have
four entrances, plus the centre mines could be deatch and decayed
from over the trees at each side - I cant remember ever losing
to a team that grabbed the centre at the start, still it used
to panic me when they did :)
The only downside to the map was the poor unit pathing in War2
meant units often got lost and ended up in dead ends when moving
them long distances.
A truly classic map, again made its way into War3, however not
as one of the bnet maps randomly chosen for team games. |
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One way in, one
way out.
When I first started playing in OZWL (Australian Warcraft League)
this was the most popular head to head map. Most maps with just
the two starting positions tend to be popular as they eliminate
the need for scouting to find your enemy, allowing you to concentrate
on amassing your army as quick as possilble. This is a shame,
as scouting is a part of all RTS games, however I must admit I
did enjoy playing on this map for a while.
One thing that this map was good for practising was the rush.
I was a pretty useful rusher for a while, and most of the games
on here rarely lasted more than a few minutes, however some were
very even and went on for a while, still with only 6 mines on
the map, it was never going to lead to long games.
Wall-in strategies were devised to stop rushing, and you could
place your men at such a point at the entrance to set up several
3v1 and 5v3 battles to allow you to build up while sacrificing
minimal amounts of men. Tactics like this lead to the longevity
of this map's popularity, and will go down as one of my all time
favourites, though I preferred team games.
The main imbalance was that the top player could blizzard peons
at the bottom player's second mine, but as games often didnt get
that far, it wasnt much of a problem. |
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Death in the middle
This was an immensely popular map for both 1v1 and 2v2, despite
a huge imbalance to one player who had to have his hall miles
from the mine because of the way the trees were laid out (I forget
which starting position this was). However a fixed version of
the map soon came out.
Death in the middle was a bit of a misnomer, as battles rarely
happened in the wide open space in the middle, people rarely attack
at exactly the same time, so the death occurred amongst the maze
of trees surrounding each base.
Like one way in/out(above) a 2v2 on this map negated the need
to scout for your enemy, but as it was a relatively small map,
if you were attacked your ally didnt have far to come to help.Another
bonus was a natural expansion spot that was easily defended, so
if initial rushes were held off, games of decent length ensued.
It was always fun sappering through the rock of people who towered
their bases and longing to see the look on their face when you
waltzed your fatties into their town :). |
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Fierce Ocean Combat
I used to love sea maps, I became a much better player on sea
than i was on land, mostly due to the fact that most people avoided
sea like the plague - hence my disdain for the POS mongers.
War2 had sea, it was part of the game so why not learn it? It
certainly extended my interest in war2 with a whole new avenue
of units and strategies that those landlubbers never got to use
:)
FOC was my favourite sea map, though to be fair there werent that
many playable sea maps of any size, apart from High
Seas Combat, which wasnt a proper sea map anyway:) (explanation
provided in that maps text ).
Given the size of the mines (50K i think), and only one mine per
island, you had to expand, so you had to build boats, whether
you just expanded with trannies for an invasion force, or build
a naval force and dominate the sea was always a tough choice.
I tended to go for the naval force as you had more control over
the map, though i did used to enjoy games where i had lost the
sea but expanded a couple of times and used wizards to protect
my shipyards.
Again, not a terrifically well balanced map, you could get hit
from the sea on some islands, while others you were sheltered,
but a terrific multiplayer map (maybe not 4v4 though, only 1 mine
per island) 2v2 and 3v3 were the best combo's on FOC.
I still like to pop onto BNET now and then and play war2 if there
are any people around, and i usually choose this map, and even
after all these years, its surprising how few people are able
to play on sea. tut tut. |
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The Spiral
This was a fantastic map that was probably the most interesting
sea map, certainly for one v one games. The large amount of land
and the extra mine on each island, plus the closeness of islands
to each other meant a ground force was necessary as well as boats.
In fact, boats were far less effective as the narrow channels
between islands meant jugs were easily dealt with by wizards.
With an odd number of islands, it meant a battle for empty island
if it was a 2v2, or a quick island invasion without having to
scout knowing there was a 2 in 3 chance you would land on your
enemies island.
One of the best games I ever played was on this map, against Umgah,
one of Ozwl's top players and a superb sea player to boot. I was
human against his orc, and i was the aggressor the whole game,
i took the sea but his defence of his land against my invasions
and jugs was impressive, finally it came down to a battle to secure
the final island as we each had mined out two each - a battle
which unfortunaly he won so he ended the game the victor - still
it was a fine game that mustve lasted 90 minutes.
I rarely had a quick game on this map, and had very few i didnt
enjoy. |
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No way out of
this maze
I couldnt imagine anything worse than a one v one on this map,
but as a team map it was a lot of fun, even if it was a right
pain in the ass to move around. For this reason, early rushes
were not so common as it took half the night just to scout the
other starting positions and a lot of micro to ensure your grunt/footman
didnt get caught in a dead end.
However as the game went on and wood was chopped away, it would
become easier, and due to the aforementioned difficulty in scouting,
it was much easier to get away with an early expansion so lots
of heavy land or air battles usually ended up on this map.
I didnt really have any preferred starting position, they were
all fairly equal, it was just vital you were near your ally, or
else it was too difficult to help or be helped effectively. Some
people liked this map, some didnt.
I liked it. I liked it alot. |
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Friends
One of the few decent things to come out of the War2 expansion
pack was this map. Blizzard made a ton of maps for the expansion
set, and this solitary gem was the only one they needed to have
bothered with. I think they must have commissioned a local kindergarten
to design most of the others.
The (then) unique idea of having allies start around the same
huge gold mine gave a new dimension to team play, and i've had
many fun games on friends, including one which was the best game
i ever played (see battle reports).
It was really a rusher's paradise, and not easy to wall in, though
on high resources, an early rush could be fended off easily enough,
and with plenty of room to build, a second hall gave rise to quick
teching and huge ogre battles.
With such a huge mine to start with, games rarely required an
expansion, but those that did were colossal battles.
Starting next to your ally was practically like having shared
vision of their base which was what made this map such fun and
so unique. |
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High Seas Combat
Not one of my favourite maps, but a popular one nonetheless, most
notably for the invention of the foundry hop, which allowed players
to expand on this sea map without building sea units. This technique
negated the need for a large naval force, though at 6:00 you could
easily get jugged if it was your starting base.
Once everyone knew about the foundry hop, most battles on here
ended up as air battles, and the strat on this map was how to
build dragons/gryphons as quickly as possible.
Rubbish one v one map, but half decent team map. |
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Nowhere to run,
nowhere to hide
A real speciality map. Not one i indulged in that often but the
unique nature of this map made it a popular one. Entire tournaments
were staged around this map, tons of strategies were invented
and re-invented as people continued to strive to achieve the best
tactics and build orders.
NWTR was on a planet of its own, though you could hardly fly by
the seat of your pants on this one, you had to know what you were
going to do before the game started.
Not so much a map more of an equation. |
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Bridge
to Bridge Combat
Another popular 8 player map, like No
way out of this maze, it was a pain in the ass to move around,
but there were plenty of mines, though the starting spots were
a little cramped. The bridges could be defended easily enough
with towers, but you were constantly moving around due to the
need to constantly expand.
Popularity for this map seemed to wane as people played more POS
and GOW, but i had a few
decent 3v3 and 4v4 games on here. |
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3vs3
Another decent expansion set pud. I went through a period of playing
this alot with Das and Hoog, I dont think we lost many at all.
As you were walled in with trees, it totally negated the grunt
rush, so by the time you could get to the enemy, you had a much
higher tech. People often made the mistake of rushing to dragons/gryphons,
the tree walls werent that thick and if you wanted to you could
chop through to the enemy pretty quickly so you really needed
a ground attack. Each base had a natural expansion, and the game
varied greatly depending on whether you and your allies started
next to each other not. This was very popular on Kali for a while
after the expansion set came out.
A fun map with lots of interesting possibilities, i enjoyed playing
this alot. |
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Islands
in the stream
One of those maps you played when you were bored of the standard
fare. Hard to start a game with it on Kali Central, but a nice
map to play between friends. Excellent as a 2v2, with the possibility
of one or both of you starting on an island. Again, the dynamics
of this situation gave rise to some interesting games, but definitely
one you had to play for fun, I couldnt imagine league players
bothering with this one "waaaah, you only won cuz you had
the main land bit - not fair". |
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The
four corners
Probably the most balanced map due to its symmetry, but another
I didnt care for much. There wasnt much in the way of lumber close
to your hall, and the stupid paths on each island restricted you
to where you could build stuff. Still, it was a departure from
the mainstream, you had to get transports as there wasnt enough
gold to effectively mount an air attack, unless you were playing
noobs. |
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A
continent to explore
For decent 3v3 and 4v4 matches you were fairly restricted if you
fancied something different. I used to like playing on this, unless
you were the poor bastard stuck in the middle. You knew you had
to defend him if he was your team mate, if he wasnt youd go all
out to nail him. If it was you, you prayed :). Still dont know
to this day why blizzard put so many oil patches on this map.
Some starting spots were difficult to build an effective base
layout with the ice and trees, but 2 evenly matched teams could
have a decent game on this map, as the expansions were wide open,
wall-ins werent really possible. |
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Mysterious
Dragon Isle
This was played alot when I first got onto MPX and joined ozwl,
it made a change from GOW
and POS, but i didnt really
like this one at all. There were plenty of far better maps.
The starting spots sucked, and there wasnt enough lumber to have
a long game.
It may have looked like a dragon, but the only mystery to it was
why anyone played it in the first place. |
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Cross the streams
Strategies on small maps are often limited, this one broke the
mould. Like NWTR, it boiled down to using the strategy you decided
on before the game started, however there were lots to choose
from, and being a sea map only added to the mix.
I could never make up my mind about this one, it was certainly
better than x-marks the spot,
but even after all these years the jury's still out for me.
Another one where tons of map specific strategies were devised
and executed. People had fun with it, which in the end is all
that matters. |
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Gold seperates
east from west
Why is this here? Its the screw-up map. You played this when you
screwed up. Confused? Well its like this....
Gold Seperates was always the default map listed in the drop down
list of available maps when you were creating your game. Sometimes
you would forget to select certain things, random order, resources,
or the map you wanted to play. When the latter occurred, you were
given this map as default. Therefore when the game screen came
up, in gold writing at the bottom was "gold seperates east
from west" which roughly translated means "you screwed
up and forgot to select the map, jerk".
That's whay its the screw-up map. No one ever chose it deliberately,
it sucked. |
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X-marks the
spot
Crap, rubbish, ruinous and hopeless. This map ruined OZWL as once
it was discovered and the killer strat devised, everyone wanted
to play it. Why not? quick games, lots of points if you knew the
strategy and soon everyone did so it became a lottery.
Scissors, paper, rock anyone? |
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If you think Ive missed any maps out of the list of the most popular,
email me and i will stick them
in.
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