Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 200 maps), challenging original singleplayer missions, as well as co-op missions. Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play: the original game is not required.
Something more traditional for a change; an intense, small-ish 8-player map full of thick forest. Some long-time fans might also see a resemblance to a certain Tiberian Dawn / early DTA map.
It will be included in DTA 1.15.
Some of the spawn locations look like they were just kinda jammed in, like the map wasn't actually made with them in mind. Other than that, if the trees in the big cluster of trees aren't destroyable, than I don't think I have any other real problems with this map. It's a little bland, but it would be a very functional 2v2 or 4 player FFA map and I'd far much prefer functionality over diversity if I had to choose only one.
For a 4v4 it might work, but for an 8-player FFA this would be a nightmare for anyone spawning in the 3 o'clock position because some of the shortest attack paths on this map go right to them, they have two entrances to defend, nowhere really safe to expand to like most of the other spawning locations, and not much space to begin with to really tech or build defenses or production with.
On the other hand the player on the "3 o'clock position" is in a great place to harass the upper player. A single advanced base defense behind the line of trees will deny half of the top right player's tiberium field.
Expanding to the bottom-right ore field isn't really any more risky for them than expanding to ore fields is for other players in general.
The two attack routes to the base do make it somewhat difficult to defend in FFA though, but both of those routes are fairly narrow so I think it should be manageable. The routes are also close to each other, so units can be quickly moved to defend either position.
The player locations might seem a bit random, but I actually streamlined them from the original TD map's starting locations: Nyerguds.arsaneus-design.com
The thick tree groups are not destroyable.
Yes finally much snow and much more trees! I like the cold - great work on this one!