Steam Workshop für C&C Generäle - Die Stunde Null

Skerry Reach

Skerry Reach

Von: PravdaOrDare
Erstellt: 06.10.2026, 00:45
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MultiplayerDetailedLarge2v2Modded

Beschreibung

Skerry Reach
Four players | Coastal air war | Suggested teams: starts 1+2 against 3+4

A cold-water inlet splits two working coasts. The shortest trip between them is an air sortie; a tank column has to commit to the northern saddle or the long southern causeway. Neither crossing is a destructible bridge. Closing one road leaves the other approach open.

The west shore has a fuel quay, freight sheds and netmakers' courtyards. Across the inlet, a fishing wharf backs onto a separate upper village and farm plots. The radio headland and old northern service yard give the skyline a purpose. Wooded rock shoulders, orchards and planted back streets carry the detail beyond the waterfront.

Each start has two supply docks and room for several airfields. The two shore expansions are exposed to raids from across the inlet. Oil at opposite crossings and a northern refinery pull the ground war in different directions. Forward anti-air can secure a working harbour, but one battery line cannot watch both crossings and every collector. Spread your aircraft, keep a reserve on the other shore and scout before moving the whole ground army.

The coastal settlements have different street plans. They are not mirrored ports, and the empty inlet remains a real obstacle. Open loading courts and base shelves are deliberate spaces for vehicles and construction.

MAP RULES
USA and China airfields cost 20% less. Combat planes, Comanches, Helixes and the
Air Force combat Chinook cost about 15% less, rounded to $50. Weapons, armour,
upgrades, build times, artwork and faction build menus retain their stock values.
Ground units are allowed. GLA keeps its stock anti-air and ground roster.
Choose USA or China for an aircraft-versus-aircraft match.

HOW TO PLAY
Subscribe to this item in Steam Workshop and let Steam finish the download.
Restart Zero Hour if it was already open. Select it under Skirmish > Unofficial
Maps, then choose starts, factions, teams and Easy/Medium/Hard AI normally.
Open slots can remain empty. In multiplayer every participant needs this
same version of the map. No separate mod installer or BIG archive is required.
The aircraft rules or garrison scripts apply only on the relevant map.

MANUAL INSTALLATION
Copy the inner map-name folder from Maps into:
Documents/Command and Conquer Generals Zero Hour Data/Maps
Keep the .map, matching .tga, map.ini and map.str together.

RELEASE NOTES
Version 2.0, October 2026. Districts, courts, service streets and landscape belts
were expanded from the first collection layout. The square cover is a diagram
of this map's authored terrain and object placement, not an in-game screenshot.
Stock model/texture dependencies, native map encoding, resources, scripts and
vehicle clearance were checked. This version has not been match-playtested.
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