Here’s a brief description of the maps in the game and what’s the best overall strategy for each.
Canyon is a beast of a map because there are so many alternate routes to an enemy base, and no automated base defenses to help you out. Nod needs to attack quickly and effectively, because if GDI can get a heavy armour rush, they have an advantage here. Don’t forget to check all the tunnels, though, as well-organized strike cadres have been known to hit the refineries right at the beginning.
City is, for the most part, a map where you may need to catch a ride. Massive and sprawling, City is a plethora of options on styles. You can take the over pass, the underpass, the side passages or even the footpath tunnels to the enemy base. The base defenses will help a lot, but even they have their weaknesses.
Complex is a meat grinder of a map. Your harvester has little distance to cross to get between the Tiberium and the refinery, so cash is flowing at a brisk rate. There are a series of underground tunnels that often get neglected, but a well-timed strike through these can be fatal. There are no bases on Complex, so you’ll need to have people in your base on guard at all times. Defense is just as important as offense here and neither side has the advantage. Speed is a necessity..
The Field map is about as balanced a map as you can get. Hunt your enemy’s harvester to keep their finances low and then organize a frontal attack to overwhelm the base defenses, although be sure to keep an eye on the back tunnels . A quick strike group of three or four infantry can spell disaster.
The Glacier map is added with the v10.37 patch for Renegade. A snow/ice themed map that is more like a maze. There are multiple tunnels connecting both bases. As well as access for vehicles. Don’t forget to use the additional Repair Pads to your advantage. You can rush effectively with infantry on Glacier.
C&C Glacier Flying
This map is the same as the original Glacier map. The main changes are ramps have been added to all buildings and the flying units are enabled on this map.
Hourglass requires coordination. It’s nearly impossible for a one-man assault to succeed, so you’ll need to work with your team to organize a massive surge to overwhelm your opponent. Any lone wolf will get ripped to shreds by the base defenses before they can do massive damage. No soloing here.
Islands has no base defenses and several paths in and out of a base, with dozens of sniper points and a series of underwater tunnels with semi-transparent walls. Neglect either the above ground vehicle paths or the underwater footpaths and your base will be toast before you can say “aloha!”
Mesa is another map where you’ll want to pound on your opponent’s harvester to keep finances low while organizing a deliberate and careful strike on their base. Often it is easier to get the power plant first, which will take the base defenses off-line, than it is to go for the base defenses themselves.
Under is another map that requires a team effort, but it also requires brave sacrifice. To take down an enemy base, you have almost no other option than a group frontal assault, and someone’s going to have to be the first one in. And the first one in never makes it. But if someone doesn’t go, you’ll be stuck stalemating and it’ll come down to points.
Volcano is another map without base defenses, but there are several routes to the enemy base and several key sniper points. The two sides share a common harvester point, in the belly of the volcano, which is where many tank rushes will come, but because of the small area in which to maneuver, this can easily become a bottleneck.
Walls plays fast and deadly, with no base defenses. The high ground in the middle is a prime sniper spot, but it’s also very easy for people to sneak up behind the snipers, so you’ll need to play cautiously but effectively to destroy your foe here.