The Dawn of the Tiberium Age is a stand-alone Tiberian Sun to Tiberian Dawn (C&C 95) and Red Alert total conversion for which we tried to capture TD's feeling as well as possible (both concerning graphics and gameplay) in classic mode, while giving the player a lot of fun new stuff and access to the RA factions when playing in enhanced mode.

These are the maps that are included with DTA's installation.

Posted by Bittah_Commander on Nov 27th, 2013
Basic Other.


Tiberian Blitz by j4m3sb0nd

Sandpit by ReFlex

Sand Serpent by MeesterMan

Pitfall by Bittah Commander

Author's notes: This is a remade Tiberian Dawn map. For DTA 1.11 I edited the layout of the map somewhat to make it look a bit more interesting and to also make it wide enough to cover the entire screen when playing with a resolution with a width of 1920px. In addition Rampastring also improved the details by adding dirt LAT tiles, trees and adjusting the lighting.

Beach Landing by ChronoSeth

Switching Islands by Lin Kuei Ominae

Field by ChronoSeth

Unforgiving Islands by Ragox

Forest of Fear by DavyCrockett

Savanna Ridge by j4m3sb0nd

Emerald Canyon by Lin Kuei Ominae

Desert City by drive

Dead Winter by j4m3sb0nd

Red Valley by ChronoSeth

Coastal Path by Lin Kuei Ominae

Car Park by Lin Kuei Ominae

Canyon Chase by ChronoSeth

Death Prison by drive

Yaseca Island by drive

Trinity by Lin Kuei Ominae

Frosty Lake by Lin Kuei Ominae

Composite by Rampastring

Triad of Deception by j4m3sb0nd

Island Raiders by Lin Kuei Ominae

Crossroads by SeriousToni

Social Divide by OmegaBolt

Chaos Rivers by DavyCrockett

Dust Devils by ChronoSeth

Desert storm by ChronoSeth

Tower of Power by ChronoSeth

Deceiving Adjacency by Crash

River Front by stormrider

Chilly Glow by Rampastring

Dust Bowl by ReFlex

Hollow Grave by Aro

Hectic Oasis by Bittah Commander

The Crater by ChronoSeth

Back County by stormrider

Eerie Spirits by Lin Kuei Ominae

Black Forest by drive

Dusk by ChronoSeth

Connexion by Bittah Commander

Toxic Passage by ReFlex

Stranded by OmegaBolt

Northern Lights by OmegaBolt

Tunnel Train-ing by Rampastring

Author's notes: A large-sized remake of the TS classic. The Comp Stomp version of the map has the players in the center and the AIs in the usual starting locations; click on the "Comp Stomp" link to see the megamap for that version of the map.

Razor Blade by DavyCrockett

The Sandbar by j4m3sb0nd

Drifted River by stormrider

Lakefront Clash by Bittah Commander

Author's notes: A remade Tiberian Dawn map. There used to be a starting location top left, but I decided to remove it because it's only accessible via a very narrow bridge, so placed a small civilian town there instead. Rampastring improved this map's details by adding some LATs, trees and green light posts.

Tiberium Garden Redux by Bittah Commander

Author's notes: A remade Tiberian Sun map. It's a bit smaller than Tiberian Sun's original version and although I actually initially made it as a desert map, I remade it as a temperate map for DTA 1.11, during which I also improved its details by adding trees, rocks, debris and invisible light posts.

The Experiment Lab by Rampastring

Tiberium Garden III by Rampastring

Lost Arena by Bittah Commander

Town of the Unfortunate by Rampastring

Springnight by Rampastring

Terraces by Bittah Commander

Author's notes: A remade Tiberian Sun map. I initially decided to remove this map for DTA 1.11, but we eventually decided to keep it as a Comp Stomp map only. Rampastring added 2 extra starting locations to the map and improved the details by adding LATs, pebbles, terrain objects and by adjusting the lighting.

Canyon Chase 2 by ChronoSeth

Shiner's Yard by Rampastring

Circle of Death by Rampastring

Renegade War by drive

Island Trouble by stormrider

Train-ing Holiday by Rampastring

Tideland by OmegaBolt

Sand Trap by Bittah Commander

Rivers of Refener by Rampastring

Enemy Lines by Warlord

Death Valley by ChronoSeth

Arctic Circle by ChronoSeth

A Path Beyond by ChronoSeth

Rampastring edited the map's layout to make it bigger and more detailed, after which I (Bittah Commander) also made some edits to the layout to improve some of the shores, cliffs and bridges and also replaced the tiberium with ore and gems.

Tiberian Twilight by ChronoSeth

City in Conflict by Rampastring

Frozen Wasteland by Rampastring

Delirious Island by Crash

Author's notes: This is my second multiplayer map which is included in the 1.10 version of DTA. As you can see, it is an asymmetrical 8-player map located on an island. This means you can battle by land, air and sea. There are big amounts of tiberium to harvest, if you're brave and greedy enough to claim it as yours.

Radial Range by j4m3sb0nd

Author's notes: A ravine of twisting valleys and ranges, this map offers a challenging yet strategically balanced battle arena for up to 8 players, with multiple battle fronts and passages to traverse, furthermore infested by tiberium in the valley gaps between the ranges, and most of the tiberium on the map is situated between players to offer tactical gameplaying. There are also 3 tiberium nexuses in the central horizontal locuses of the mountain ranges where civilians have settled, although for the most part the mountain-tops of the radial ranges offer the most scenery lacking tiberium infestation, with an insufficiency of the nutrients well known to be metabolised by fast growing tiberium.

Africatorial by Lin Kuei Ominae

Alpine Assault by drive

Dante's Desert by Lin Kuei Ominae

Shifted War Areas by drive

Perilous Islands by j4m3sb0nd

Tiber by Lin Kuei Ominae

Author's notes:
-4 trains (capable of transporting 10 infantry units very fast, very far from one to the next trainstation)
-4 Hovercrafts on different locations (capable of transporting 5 infantry units from one side of a river to the other)
-random civil boat patrols (weaker versions of the player buildable ones; can be stopped by destroying the 2 civil naval yards)
-random meteor strikes (with dynamic lighting)
-random ionstorms (with random duration; with dynamic lighting; lengthened warning duration to give aircraft more time to head back to base due to the long flightroutes on the big map)
-capturable techcenters, hospitals and old abandoned outposts
-tech centers give access to secret units (GDI: V2, Demo Truck, Hovercraft; Nod: Heavy Tank, Demo Truck, Hovercraft)
-work started on this map december 2009, finished august 2010

Post comment Comments
Templarfreak Nov 28 2013, 2:52am says:

I'm sorry but, was this really needed? It's neat and all, but I don't think this was necessary at least on Moddb, maybe on the DTA Website...

+2 votes     reply to comment
Bittah_Commander Nov 29 2013, 8:53pm replied:

You can consider this to be the DTA website from now on ;)

+5 votes     reply to comment
ApornasPlanet Nov 28 2013, 3:11am says:

Awesome maps! Which one is the biggest?

+2 votes     reply to comment
Nuttah Nov 28 2013, 3:34am replied:

I'm guessing Tiber.

+2 votes     reply to comment
Bittah_Commander Dec 1 2013, 12:12pm replied:

Maps are first ordered by the number of players they allow and then by size, so Tiber is indeed the biggest.

+2 votes     reply to comment
SeriousToni Nov 28 2013, 9:02am says:

Crossroads - best map ever :D

+2 votes     reply to comment
Bittah_Commander Nov 28 2013, 9:36am replied:

Hope you didn't mind me changing its original name ("Road to Middle") =P

+2 votes     reply to comment
SeriousToni Dec 1 2013, 7:11pm replied:

No problem, mate :)

+2 votes     reply to comment
jfpoliveira12 Nov 28 2013, 10:56am says:

All of these maps are extremely awsome and even better than professionally made maps, I wish the newer C&Cs could have maps so big and looking so alive and strategicall like these ones, Maybe I should give a go at modding or mapmaking.

+2 votes     reply to comment
skapunker Jul 24 2014, 8:25pm says:

Wow what a Cool Trippy rainbow of colors is this page, when u quickly scroll up and down the map page .....


+1 vote     reply to comment
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Released Nov 2, 2007
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