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Welcome to C&C: Remastered Collection Mapping Discussion!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jun 02, 2020 3:52 am    Post subject:  Welcome to C&C: Remastered Collection Mapping Discussion! Reply with quote  Mark this post and the followings unread

Welcome people! This forum was made to help people mapping C&C: Remastered Collection. Basically, when you have any doubts about mapping or problems with your map, ask here. Check the tutorials in the Tutorials Uplink to avoid the same question twice. We do also welcome people's under construction work and screenshots to be posted here, since people may attach their files whenever they need. As soon as you finish your map, post it on Mods and Maps Archives.


When planning a map, have in mind some basic concepts:

- Plan the size, amount of players, and terrain before you start the map.

- Real-world style maps are better than symmetric, because the player will really need to scout the map and may expect surprises. Symmetric maps are more balanced, but very predictable.

- Lack of Tiberium/Ore ruins the gameplay and makes AI a fool. Excessive Tiberium/Ore makes the map too easy. Make sure it's balanced and that AI is able to access it.

- Make sure each base has at least 2 different entrances. This increases the ammount of strategies and challenge of the map, making attacks less predictable.

- Triggers provide life to a map and make it more dynamic. Use them to have higher quality maps.

- Chokepoints are places where few units are able to pass at the same time. They provide new tactics for the map. Use them, but do not abuse them. Chokepoints where only one or two units may pass at the same time usually provides problems and headaches. Avoid them.

- Beware when placing neutral buildings. Some of them may provide advantages for players of a specific side toward others, or players from specific starting locations towards others. They are the easiest way to unbalance a map, especially when they allow players to use superweapon. Beware when using them. However, refineries are usually a welcome neutral building.

- Maps with cliffs, unstable terrains, trees, rocks, etc... are more real and more fun than plain maps. They increase the eye candy factor of your map, making your map more popular. Make sure you place them over your map.



That's it, folks, and have fun! I believe there are points that I didn't cover properly. If you have something to add, post in a reply below. I hope it contributes to improving the overall quality of the maps posted on the Mods and Maps Archives and in the rest of the community.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jun 02, 2020 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Just thought I'd add, for anyone who is unaware. Here is an old RA1 fansite, that hosts lots of maps

http://ra.afraid.org

Some look pretty decent and potentially worth converting, for anyone up for the job.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 05, 2020 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

So far most of the maps uploaded to the steam workshop are flat empty maps filled with ore! Not much has changed in 25 years then, I think that was the first thing everyone did with the original map maker XD

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Jun 06, 2020 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The map editor is not great... I never thought I would say I like FA2 better.  Razz But I will have to play with it a bit...

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Thu Jan 05, 2023 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread


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