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Classic Maps


High Seas Combat
Players : 8
Size : 128x128
Starting Mines: 75,000
The most popular water map (because it can be played as all land). River hopping, dualing on 1 island, sapping through the rocks are all features of this map that keep it fun to play. Learn the hopping spots! If you get trapped to the land, the game is still easily won by going all land. Bottom right always runs short of lumber. At mid-right, lower, make sure you build your hall above the mine and not to the left (makes it unjuggable). Top right and bottom middle can both be killed by juggs. You can also build your shipyard and foundry in the rivers, where juggs cannot reach. This allows you to build transports safely 'inside' the river. Use the unload trick, to get the transports out to the sea.

Islands in the Stream
Players : 4
Size : 128x128
Starting Mines: 40,000
An interesting map for a couple of games, but it quickly becomes boring. If you get a starting spot on land, and the enemy is on the water, you should always win. Same applies in 2 on 2 games. If both enemies are on the islands, then it should be game over. Just repel any landings they try (easily done because you didn't waste resources on a shipyard and foundry), and decay their expansion as soon as they take it. It is a unique map if you start on the land, and your ally is on an island. Bottom right can be walled, so you could both power if you get that spot. If you get top left, you and your ally should try to take out bottom right.

Mine the Center
Players : 4
Size : 96x96
Starting Mines: 40,000
A pretty good map that is played a fair bit. Each spot can be walled easily. One hall powering, peon warfare, and rushing all work well on this map. From any spot besides top right, you can also try a quick 2 hall. Bottom left is easily cannon towered (that WILL hit the peon line) so watch out for that. Don't try to mine the middle mine for obvious reasons.

Mysterious Dragon Isle
Players : 2
Size : 128x128
Starting Mines: 30,000 for top middle. 35,000 for bottom left
A 1 on 1 map that used to be used a fair bit for IGL ladder on Kali. It isn't as played nearly as much now, which is for the best. Bottom left has the option of a rush, or a 1 hall power. The top starting spot is terrible. Very little wood, and completely unwallable. You are forced to rush, or try a suicide offensive tower from there. Bottom left can scout with 1 grunt, and decide what to do from there. An early mill, and a fast keep with 35000 gold to work with (5k more than the top spot) all add up to a lot of hurt for the guy at the top.

No Way Out of This Maze
Players : 6
Size : 128x128
Starting Mines: 40,000
My favorite land map, and also one of the more popular land maps overall. There is alot you can do on this. Two halling, two-hall rushing, rushing light or heavy, powering, peon warfare, and sometimes 3 halling all can work on this map. The key to this map is to know it. There are certain spots that can be walled off easily, that secure several expansions for yourself. Make sure that you are chopping a path to an expansion right from the time you start mining. It saves you alot of trouble if you can walk all of your peons to another mine immediately, rather than having them stand around. Middle can be towered if you chop out a tree, so watch for that. You are going to need, a LOT of mages or death knights, as well as superior, constant scouting. Absolute top right, above middle, and above bottom right all can be walled in using just the hall.

Nowhere to Run. Nowhere to Hide
Players : 4
Size : 32x32
Starting Mines: 40,000
This map used to be one of the most popular maps played anywhere, but it has lost the interest since then. This is an incredible map, that packs a ton of strategy into a 32x32 size. Each corner can chop to it's adjacent spots with 2 chops. Catapults are usually the safe way to go, but you will also see chop rushing, sap rushing, and even mages. If you do win the cat war, make sure you start chopping towards them immediately. Steal some of that lumber and get your cats razing more of their buildings. If you suspect mages, chop through to them. If you suspect a sapper, stick up some guard towers at the edge of your buildings.

Oil is the Key
Players : 4
Size : 96x96
Starting Mines: 2 mines of 25,000. Bottom right has a 15,000 and a 20,000
A terrible map. Bottom right gets completely screwed over for gold. At least you can compensate for it because juggs are the only way to go. Win the jugg war and you will win the game. There is no need to harvest alot of resources to win. Rushing is possible, but you can defend a bunch of level 1 grunts with 1 guard tower, or a jugg. Juggs will raze every building he has. You can river hop to all the different spots, but it won't do anything for you. I suggest you don't even bother with this map.

One Way In, One Way Out
Players : 2
Size : 96x96
Starting Mines: 40,000
One of the better 1 on 1 maps. Alot of players use this as a 'pet' setting. Both spots can be defended if you are a little creative. You can setup choke points against the mountains and rush for those ogres. Both spots can also wall in a circular shape and power with a 1 catapult defense. The bottom spot also has a closer first expansion, which leads me to believe it is the superior spot. Scouting with 1 grunt just to see what the enemy is up to works well. You can scare him into thinking you are rushing, and quickly switch to a power. Try a hidden 2 hall if you are feeling dangerous.

Opposing City States
Players : 4
Size : 96x96
Starting Mines: 50,000
Too unfair to be a playable map. Top left has no chance because you cannot build your hall close enough to the mine to stay competitive. Top and bottom right, both force you to build your hall in cramped areas. Just avoid this map. If you want a cheap win, play this map with units on map default. No matter what the resources, just build ogres, and upgrade their levels until you are out of resources. Send everything to attack (even your peon) and you will win unless they did the exact same thing.

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