Three Rivers Accord
Six players | Three-team river war | Suggested pairs: 1+2, 3+4, 5+6
Three rivers divide a farm valley, an eastern rail district and a northern hill town. Begin beside a partner, then decide which neighbouring front deserves your first advance. Every district has an inner approach and an outer crossing. The six crossings are raised ground, so destroying a bridge cannot remove an army's route home.
The western valley has dairy courts, orchards and farm-edge houses. Its river market brings trading yards and back streets to the inner front. The east bank holds workers' housing, transfer sheds and separate freight courts. Above them, the terraced town has a civic green, windmill services and planted residential lanes. Small bank settlements and logistics courts occupy the approaches between these larger districts.
Each player has two home supply docks. Three additional docks and the forward tech buildings reward taking ground beyond the partner bases. A team can support one crossing quickly, but controlling both neighbours stretches its forces. Use the inner routes for a short attack, the outer crossings to widen the front and the partner roads to shift reserves. A market garrison helps hold a junction; it does not dominate the entire river network.
The recommended pairs follow the geography, but lobby teams and AI difficulty remain your choice. The six-player limit leaves more room per district and a lower army load than an eight-player version of the same battlefield. Tournament balance and long-match frame times have not been measured.
MAP RULES
Stock faction menus and balance.
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.