Redoubt Zero
Four lobby players | Hostile occupied centre | Bounded garrison challenge
The valley was occupied before your armies arrived. A fortified depot holds the central hill, with guards on the apron and weapons facing four approaches. Your first docks lie behind the ridges; the extra supplies, oil and forward services lie beyond them. The usual lobby opponents are only part of the problem.
The fort has open gates, separated outer bastions and clear deployment ground around its command and armory. Outside the walls, western worker courts lead to a creek workshop and dairy yard. The east has a populated siding and transfer depot. A northern checkpoint, orchard service yard, southern trade street and ordnance courts give each approach a different staging problem.
The independent garrison is hostile to every occupied lobby slot. It starts with eight military buildings and twelve vehicles. Six guards leave on a hunt after 110 seconds. Up to four six-unit waves follow at 150, 270, 390 and 510 seconds. Destroy its command centre OR armory to cancel the remaining waves. The armory is the stock Chinese barracks on the southern half of the inner apron. Defenders already on the field keep fighting.
There is no endless production: at most 24 reinforcement units are introduced. You can ally with the other lobby players for a shared assault, split into rival teams or fight a free-for-all around the occupied centre. An early strike on a production target reduces pressure; an unsupported expansion near the fort can invite a patrol into your collectors. Ordinary lobby armies use their existing AI and calculate their own unit paths.
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.