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
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.
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.
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.
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.
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.
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.
Tiber by Lin Kuei Ominae
-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