Double Cup 3 Map Guide
The mod "Double Cup 3 Map Pack" is available in the mod center.
Caatinga (by Huehuecoyotl22): A semi-closed flat land map. Lots of scattered small bush forests and rock formations. Some extra deer patches. Players only start with one gold patch and one stone patch, otherwise standard resources. Close to the center of the map are 2 lands each with high amount of stone mines/gold mines. In the very middle of the map is a shallow lake which is very rich in fish, but it's also the place where jaguars search for water and food, so if you want to access the fish, you first have to fight the jaguars (which cannot be lured).
Cattleland (by Chrazini & Huehuecoyotl22) is based on Chrazini's Meadow. Mostly grass. 4 palm forests on hills and reed forests on shallows in the corners. Players start with 2 town centers each. The center pond has relics guarded by caymans and immobile cow herds grazing on its shore.
Coral Islands (by cebdos): A Migration-type map. Players start with some resources on islands in the corners of the map with 3 villagers, a scout and a transport ship. But soon they have to migrate to islands in the middle of the map, which are connected by shallows and have lots of gold, wood and stone. Sea towers can be built on shallows (25 wood, 25 stone).
Double Antarctica (by Zetnus): The double town center version of Zetnus' Antarctica. A very open, hilly land full of ice and snow has little resources. Just piles of wood for lumber and little other vegetation. However, penguins which can be hunted for food roam the shores and fish swim between ice floes and icebergs.
Double Arabia: No need for explanation. Just Arabia with 2-town-center start.
Double Aztlan is a reworked version of Chrazini’s popular Aztlan, with double town center start, set in a cave environment like in the Aztec tales. In the center a waterfall brings some water into the cave, forming ponds populated by shorefish. Around your town center grow some berries, but otherwise almost all resources lie outside of the cave – in the map’s corners. Be careful of the jaguars – or hunt them for their meat (jaguars contain harvestable meat). The cliffy areas are unwallable and units can hide behind the boulders.
Double Bazaar War, created by HJ, with 2 town center start: A flat desert with palm stragglers and a few small hills. And lots of carpets. Because Double Cup's version was too standard, a market and two donkeys (trade units) per base were added. So you can try to trade with the enemy in Dark Age already or base your economy exclusively around market rates.
Double Farmland (by Mingudai): This map is designed to be a mixture of aggresive and defensive gameplay, on the one side, players start with palisade walls, and a dense forest covers the edges of the map, giving everyone a safe area to expand towards. on the other, the big and open farmland that covers the middle of the map will keep the players exposed to aggression at all times. The deer and berries that populate this area also provide a reward to those who go for map control instead of turtling up. In the farmland, players will begin with an additional tc, 2 mills, 2 watch towers and a few farms just outside their walls. The location of these farms is always ‘inconvenient’ for the player, and the watch towers won’t do much from Feudal Age onwards. They are designed to function as a risk and reward.
Double Flooded Cross (by TheMadCADer): A 2-tc start version of Flooded Cross, which saw competitive play in Nili's Apartment Cup 2. The layout is similar to Cross, but there is water in all four corners on the map. These corners are all interconnected so ships can pass from one lake to another.
Double Floodplains (by Huehuecoyotl22) is inspired by Roechelrochen’s Coast to Mountains. One side of the map is a mangrove forest, one side the sea with fish. Inbetween a muddy floodplain lies, with remaining puddles and a diverse wildlife. There you will start with one town center, one elephant scout, 6 villagers and one packed tc, which you can decide to send to a wood-rich area or quickly build next to the other one.
Double Fort: HJ's Fort, but with 2 fortified bases. However inside of your walls, you only have berries, some sheep and straggler trees. Everything else is spread around the map. Numbers of gold mines, stone mines, deer and sheep vary between map generations, but are always the same for every player. The map is completely flat. Boars and relics are standard.
Double Homeland (by Orca): Homeland has been in the map pool of many past tournamens like War is Coming, Clash of the Titans and the SY Nations Cups. For players who were not around back then: It is a bit similar to Michi, but with passages through the middle forest. Can be one, can be two or can be three. And now with 2 town centers per player to accelerate the booming.
Double Huangshan (by Huehuecoyotl22): Huangshan debuted in the 2v2 Terra Nova Duos in April. Now instead of 4 players with 1 starting tc, it's for 2 players with 2 tcs each...
The Yellow Mountains in the middle of China. High forested cliffs are in the center and the outside of the map. Town centers are located on the central plateau, the valleys on the map's edge have more resources, but most stone is on the central mountain's edge. The mountain slopes in the map's center are unwallable though. In late game you might want to cut a path through the jungle to reach the extra gold on the highest mountain top.
Double Krakatau (by teutonic_tanks): The last eruption of the big volcano in the center happened centuries ago, now a few villagers are trying to live on the fertile volcano hillsides and harvest the fish rich volcanic lake in the crater, while new villagers arrive from other islands fighting for their piece of land. This map is a Nomad map, with 4 villagers and a packed tc per player starting on the crater and 4 villagers and another packed tc starting on a small island (the position of the island is always in the corner, but still random). There are 3 approaches to this map
Large stone deposits were formed by the last volcanic eruption, the volcano lake’s shorefish and a few relics from monks, which made a pilgrimage to the volcano. You could also build a tc in the rainforest around the volcano, with lush berry patches, rainforest elephants and deer roaming around, large gold deposits and nice woodlines, save from the shoreline. Or choose to build a tc on the mangrove coast, which decent forests, smaller gold patches, lots of buffalos and rhinos and the possibility to protect yourself from land harassments with your navy. The whole map is surrounded by water with decent fish, so docking is a must.
Double Lochs (by Lmscar12): Standard-style map based off the lochs of Scotland. Small lochs with sparse fish are scattered about the map. The map is meant to encourage scouting and map control, so gold is distributed more evenly than in other standard maps, and large hills dominate the majority of the map. Winter and late summer variations possible.
Double Riverbed (by Dean442): Players start with one tc (+villagers, scout and standard player resources) on a narrow strip of land either side of a dried-up river. The riverbanks are covered in a maze of rocks that can create natural barriers and chokepoints. The riverbed has lots of room to build and there is a large hill in the middle with plenty of gold to fight over. The secondary town centers are in the riverbed, but without lurables or huntables closeby, so you might search for shore fish.
Double Ruins Plunder (by Tiniae): Two ancient forts overlooking a fish rich lake have been in ruin for decades. The players will need to plunder these crumbled strongholds for their gold income. The forts have remaining parts of their defensive protection, but further fortification will be challenging due to the poor status of the soil of the ruins.
Players start with standard food resources in a forest area, in the center is a small fish-rich lake. The lake is mostly walkable with some fish safe from melee harassment. Control of the lake in early game will be key for an economic boost. The starting gold available for the players is scarce (1 tile close and 2 tiles far from the tc), so their attention will change towards the two gold rich forts. The forts still have part of their walls (Enemy Gaia), making it at first glance easier to defend but harder to navigate. The terrain on which the forts are located is elevated but their terrain is not suitable for strong defensive structures or tcs, connection to other areas will be impossible due to unbuildable terrain. Bloodshed for control of the forts will be necessary. Extra stone is scattered on the sides of the map, as well as few single gold tiles, which would only be a meagre temporary income. The forts include the relics too.
Double Savanna (by Huehuecoyotl22) is an open completely flat plain landscape with your and your enemy’s 2 town centers divided just by grass and scattered acacia trees. Herds of zebras and elephants roam in abundance, bu no herdables are on the map.
Double Xerotes: The double town center version of TheMadCADer’s Xerotes. Similar to Acropolis in a desert environment, but with additional gold mines in the center. 3 boars per starting area, but with less food.
Enemy Islands (by TheMadCADer & Huehuecoyotl22): Like the special map, or if you didn’t play it yet, like Team Islands, just that each player will have one town center to start on each of the 2 big islands.
Eye by Zetnus, with 2 extra town centers on mangrove shallows in the North and West, is a goldrush type map: Each corner with a town center and lots of gold surrounded by cracked terrain in the center.
Four Quarters by Jasuni: Choose this map for the ultimate challenge: A 4-tc start. This map is split into four quadrants, with a large forest separating quadrants. Players start with a tc in each quadrant. Each quadrant has its own resources: Food in the North, stone in the West, gold mines in the East, and mangrove shallows in the South. Players will need to split their focus as they manage a scattered economy and pick their battles. You start with additional 100 food and 200 wood.
Great African Lake (by YoungPanda95): Hidden deep in the Central African rainforests there is a lake with multiple whirlpools, where fish are plenty and seemingly never ending¹. Will you dare take on your foe on these treacherous waters or seek the hidden, riches of the forest?
¹ Deep sea fish respawn 20 minutes after being depleted.
Lagoon (by Huehuecoyotl22) is a double town center map featuring mangrove shallows, made with assistance by Zetnus. Your base might be relatively easy to wall, but then you miss out on the fish in the center lagoon. Ships created inside the lagoon cannot cross the sandy ring around to the shallower outside or the other way. No boars, but crocodiles can be harvested for food.
Metropolis: The classic map by Ensemble Studios, where you start with 3 town centers with standard resources for each base around a big fish-rich lake.
Mountain Coast (by XingXing & TheMadCADer): The popular map from Terra Nova Duos with some adjustments for Double Cup 3. Players start on shallow terrain while most of the map is a mountain range. All forests, stone, gold and hunt are located on the mountains, while the water is rich in fish. Players start with a dock, a house and 2 scouting units: A horse and a junk (ship that also can be used for trade) and shore fish plus some reeds around their town center. So migration to the land is necessary. The shallows act like mangrove shallows, as you can build all buildings (except wall and gates) on it. Two capturable trade workshops on the mountain range offer the option to train villagers (50 f) and donkeys (trade unit; 50 food, 50 gold). Here you will have 3 villagers close to one of the trade workshops, so you basically have 2 town centers from the start - but it's possible to lose control.
Rivulet (by Zetnus): A brand-new 3-town center start map for Double Cup 2: The map has 4 differently elevated areas. The top is an icy glacier with just some ibex and relics, the other 3 have one town center each. The mountains have a lot of stone, the woodlands more wood and gold, while the lowland has the most food available, including fish in the sea. A shallow river divides the whole map from North to South, so ships can also play an important role.
Savannah Valley (by XingXing): Players start with 2 town centers, 2 scouts and 2x7 villagers on plateaus in the corners (direct placement), with a snowy forested mountain in the back. You don't have much gold on your plateau, but start with standard goats and fruit bushes. The valley is a random pattern of many different lands with lots of food and gold. Additional stone is on the mountain slopes. In the center is some more stone guarded by wild lions.
Snakepit (by TheMadCADer & Huehuecoyotl22): The second special map converted to a standard map. Each player will have a town center in the forest, with lots of huntables in between and another one close to the water, where fish could lead to an early advantage.
Venicepest (by Green Eggs & TechChariot): An aggressive hybrid map with a two-tc start. Player tcs spawn on shallows, and are connected through a canal network. The Alps lie to the Northwest, and the Adriatic to the Southeast. Each tc location has one back stone and one back gold. All additional stone is in the mountains, and all additional gold is in the middle, between the canals. Players start with +200 food and wood. The Gaia buildings are just neutral obstacles, but sometimes you might find a dock to trade with.
Thank you to all of the map creators and TheMadCADer and Zetnus for some assistance with some polishing.
Thank you to Nova for the images of the new maps.
The mod "Double Cup 3 Map Pack" is available in the mod center.
Caatinga (by Huehuecoyotl22): A semi-closed flat land map. Lots of scattered small bush forests and rock formations. Some extra deer patches. Players only start with one gold patch and one stone patch, otherwise standard resources. Close to the center of the map are 2 lands each with high amount of stone mines/gold mines. In the very middle of the map is a shallow lake which is very rich in fish, but it's also the place where jaguars search for water and food, so if you want to access the fish, you first have to fight the jaguars (which cannot be lured).
Cattleland (by Chrazini & Huehuecoyotl22) is based on Chrazini's Meadow. Mostly grass. 4 palm forests on hills and reed forests on shallows in the corners. Players start with 2 town centers each. The center pond has relics guarded by caymans and immobile cow herds grazing on its shore.
Coral Islands (by cebdos): A Migration-type map. Players start with some resources on islands in the corners of the map with 3 villagers, a scout and a transport ship. But soon they have to migrate to islands in the middle of the map, which are connected by shallows and have lots of gold, wood and stone. Sea towers can be built on shallows (25 wood, 25 stone).
Double Antarctica (by Zetnus): The double town center version of Zetnus' Antarctica. A very open, hilly land full of ice and snow has little resources. Just piles of wood for lumber and little other vegetation. However, penguins which can be hunted for food roam the shores and fish swim between ice floes and icebergs.
Double Arabia: No need for explanation. Just Arabia with 2-town-center start.
Double Aztlan is a reworked version of Chrazini’s popular Aztlan, with double town center start, set in a cave environment like in the Aztec tales. In the center a waterfall brings some water into the cave, forming ponds populated by shorefish. Around your town center grow some berries, but otherwise almost all resources lie outside of the cave – in the map’s corners. Be careful of the jaguars – or hunt them for their meat (jaguars contain harvestable meat). The cliffy areas are unwallable and units can hide behind the boulders.
Double Bazaar War, created by HJ, with 2 town center start: A flat desert with palm stragglers and a few small hills. And lots of carpets. Because Double Cup's version was too standard, a market and two donkeys (trade units) per base were added. So you can try to trade with the enemy in Dark Age already or base your economy exclusively around market rates.
Double Farmland (by Mingudai): This map is designed to be a mixture of aggresive and defensive gameplay, on the one side, players start with palisade walls, and a dense forest covers the edges of the map, giving everyone a safe area to expand towards. on the other, the big and open farmland that covers the middle of the map will keep the players exposed to aggression at all times. The deer and berries that populate this area also provide a reward to those who go for map control instead of turtling up. In the farmland, players will begin with an additional tc, 2 mills, 2 watch towers and a few farms just outside their walls. The location of these farms is always ‘inconvenient’ for the player, and the watch towers won’t do much from Feudal Age onwards. They are designed to function as a risk and reward.
Double Flooded Cross (by TheMadCADer): A 2-tc start version of Flooded Cross, which saw competitive play in Nili's Apartment Cup 2. The layout is similar to Cross, but there is water in all four corners on the map. These corners are all interconnected so ships can pass from one lake to another.
Double Floodplains (by Huehuecoyotl22) is inspired by Roechelrochen’s Coast to Mountains. One side of the map is a mangrove forest, one side the sea with fish. Inbetween a muddy floodplain lies, with remaining puddles and a diverse wildlife. There you will start with one town center, one elephant scout, 6 villagers and one packed tc, which you can decide to send to a wood-rich area or quickly build next to the other one.
Double Fort: HJ's Fort, but with 2 fortified bases. However inside of your walls, you only have berries, some sheep and straggler trees. Everything else is spread around the map. Numbers of gold mines, stone mines, deer and sheep vary between map generations, but are always the same for every player. The map is completely flat. Boars and relics are standard.
Double Homeland (by Orca): Homeland has been in the map pool of many past tournamens like War is Coming, Clash of the Titans and the SY Nations Cups. For players who were not around back then: It is a bit similar to Michi, but with passages through the middle forest. Can be one, can be two or can be three. And now with 2 town centers per player to accelerate the booming.
Double Huangshan (by Huehuecoyotl22): Huangshan debuted in the 2v2 Terra Nova Duos in April. Now instead of 4 players with 1 starting tc, it's for 2 players with 2 tcs each...
The Yellow Mountains in the middle of China. High forested cliffs are in the center and the outside of the map. Town centers are located on the central plateau, the valleys on the map's edge have more resources, but most stone is on the central mountain's edge. The mountain slopes in the map's center are unwallable though. In late game you might want to cut a path through the jungle to reach the extra gold on the highest mountain top.
Double Krakatau (by teutonic_tanks): The last eruption of the big volcano in the center happened centuries ago, now a few villagers are trying to live on the fertile volcano hillsides and harvest the fish rich volcanic lake in the crater, while new villagers arrive from other islands fighting for their piece of land. This map is a Nomad map, with 4 villagers and a packed tc per player starting on the crater and 4 villagers and another packed tc starting on a small island (the position of the island is always in the corner, but still random). There are 3 approaches to this map
Large stone deposits were formed by the last volcanic eruption, the volcano lake’s shorefish and a few relics from monks, which made a pilgrimage to the volcano. You could also build a tc in the rainforest around the volcano, with lush berry patches, rainforest elephants and deer roaming around, large gold deposits and nice woodlines, save from the shoreline. Or choose to build a tc on the mangrove coast, which decent forests, smaller gold patches, lots of buffalos and rhinos and the possibility to protect yourself from land harassments with your navy. The whole map is surrounded by water with decent fish, so docking is a must.
Double Lochs (by Lmscar12): Standard-style map based off the lochs of Scotland. Small lochs with sparse fish are scattered about the map. The map is meant to encourage scouting and map control, so gold is distributed more evenly than in other standard maps, and large hills dominate the majority of the map. Winter and late summer variations possible.
Double Riverbed (by Dean442): Players start with one tc (+villagers, scout and standard player resources) on a narrow strip of land either side of a dried-up river. The riverbanks are covered in a maze of rocks that can create natural barriers and chokepoints. The riverbed has lots of room to build and there is a large hill in the middle with plenty of gold to fight over. The secondary town centers are in the riverbed, but without lurables or huntables closeby, so you might search for shore fish.
Double Ruins Plunder (by Tiniae): Two ancient forts overlooking a fish rich lake have been in ruin for decades. The players will need to plunder these crumbled strongholds for their gold income. The forts have remaining parts of their defensive protection, but further fortification will be challenging due to the poor status of the soil of the ruins.
Players start with standard food resources in a forest area, in the center is a small fish-rich lake. The lake is mostly walkable with some fish safe from melee harassment. Control of the lake in early game will be key for an economic boost. The starting gold available for the players is scarce (1 tile close and 2 tiles far from the tc), so their attention will change towards the two gold rich forts. The forts still have part of their walls (Enemy Gaia), making it at first glance easier to defend but harder to navigate. The terrain on which the forts are located is elevated but their terrain is not suitable for strong defensive structures or tcs, connection to other areas will be impossible due to unbuildable terrain. Bloodshed for control of the forts will be necessary. Extra stone is scattered on the sides of the map, as well as few single gold tiles, which would only be a meagre temporary income. The forts include the relics too.
Double Savanna (by Huehuecoyotl22) is an open completely flat plain landscape with your and your enemy’s 2 town centers divided just by grass and scattered acacia trees. Herds of zebras and elephants roam in abundance, bu no herdables are on the map.
Double Xerotes: The double town center version of TheMadCADer’s Xerotes. Similar to Acropolis in a desert environment, but with additional gold mines in the center. 3 boars per starting area, but with less food.
Enemy Islands (by TheMadCADer & Huehuecoyotl22): Like the special map, or if you didn’t play it yet, like Team Islands, just that each player will have one town center to start on each of the 2 big islands.
Eye by Zetnus, with 2 extra town centers on mangrove shallows in the North and West, is a goldrush type map: Each corner with a town center and lots of gold surrounded by cracked terrain in the center.
Four Quarters by Jasuni: Choose this map for the ultimate challenge: A 4-tc start. This map is split into four quadrants, with a large forest separating quadrants. Players start with a tc in each quadrant. Each quadrant has its own resources: Food in the North, stone in the West, gold mines in the East, and mangrove shallows in the South. Players will need to split their focus as they manage a scattered economy and pick their battles. You start with additional 100 food and 200 wood.
Great African Lake (by YoungPanda95): Hidden deep in the Central African rainforests there is a lake with multiple whirlpools, where fish are plenty and seemingly never ending¹. Will you dare take on your foe on these treacherous waters or seek the hidden, riches of the forest?
¹ Deep sea fish respawn 20 minutes after being depleted.
Lagoon (by Huehuecoyotl22) is a double town center map featuring mangrove shallows, made with assistance by Zetnus. Your base might be relatively easy to wall, but then you miss out on the fish in the center lagoon. Ships created inside the lagoon cannot cross the sandy ring around to the shallower outside or the other way. No boars, but crocodiles can be harvested for food.
Metropolis: The classic map by Ensemble Studios, where you start with 3 town centers with standard resources for each base around a big fish-rich lake.
Mountain Coast (by XingXing & TheMadCADer): The popular map from Terra Nova Duos with some adjustments for Double Cup 3. Players start on shallow terrain while most of the map is a mountain range. All forests, stone, gold and hunt are located on the mountains, while the water is rich in fish. Players start with a dock, a house and 2 scouting units: A horse and a junk (ship that also can be used for trade) and shore fish plus some reeds around their town center. So migration to the land is necessary. The shallows act like mangrove shallows, as you can build all buildings (except wall and gates) on it. Two capturable trade workshops on the mountain range offer the option to train villagers (50 f) and donkeys (trade unit; 50 food, 50 gold). Here you will have 3 villagers close to one of the trade workshops, so you basically have 2 town centers from the start - but it's possible to lose control.
Rivulet (by Zetnus): A brand-new 3-town center start map for Double Cup 2: The map has 4 differently elevated areas. The top is an icy glacier with just some ibex and relics, the other 3 have one town center each. The mountains have a lot of stone, the woodlands more wood and gold, while the lowland has the most food available, including fish in the sea. A shallow river divides the whole map from North to South, so ships can also play an important role.
Savannah Valley (by XingXing): Players start with 2 town centers, 2 scouts and 2x7 villagers on plateaus in the corners (direct placement), with a snowy forested mountain in the back. You don't have much gold on your plateau, but start with standard goats and fruit bushes. The valley is a random pattern of many different lands with lots of food and gold. Additional stone is on the mountain slopes. In the center is some more stone guarded by wild lions.
Snakepit (by TheMadCADer & Huehuecoyotl22): The second special map converted to a standard map. Each player will have a town center in the forest, with lots of huntables in between and another one close to the water, where fish could lead to an early advantage.
Venicepest (by Green Eggs & TechChariot): An aggressive hybrid map with a two-tc start. Player tcs spawn on shallows, and are connected through a canal network. The Alps lie to the Northwest, and the Adriatic to the Southeast. Each tc location has one back stone and one back gold. All additional stone is in the mountains, and all additional gold is in the middle, between the canals. Players start with +200 food and wood. The Gaia buildings are just neutral obstacles, but sometimes you might find a dock to trade with.
Thank you to all of the map creators and TheMadCADer and Zetnus for some assistance with some polishing.
Thank you to Nova for the images of the new maps.
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