Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour. In the next era of military strategy and might, you'll need to command a more technologically advanced arsenal to defeat new, more powerful enemies.
This file contains modified versions of the vanilla Generals Challenge maps so that the victory/defeat cutscene ALWAYS triggers regardless of what faction you're using. The changes to the maps are minimal, literally only modifying one or two scripts. This means you only need to modify ChallengeMode.ini and Campaign.ini to add your custom factions.
How to Install: Extract the BIG file inside the archive and place it in your Zero Hour folder. When you're done, just put it aside in an outside folder for future use.
I've conquered the one modding issue that halted my learning several years back: the issue of why the extra faction/general isn't reaching the victory screen even if I destroy all of the enemy's units and structures. After a crash course on Worldbuilder scripts, I've tweaked the maps so that the mission ends no matter what faction your using. Although a potential drawback is that you will miss-out on faction-specific announcer lines or intro variations, but it's not a big deal in actual gameplay. This is definitely simpler than having to make this kind of modification every time I wanted to play Generals Challenge with a different mod.
Do note though that the maps of this addon is still the same one from normal Zero Hour maps. Any mods that extensively changes the Generals Challenge will be better off with their own GC campaign, to avoid compatibility errors—such as a situation where the Generals would have a different arsenal than their normal counterparts, or mods that do not even have the same General roster.