Nicotine
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18 years ago
Made my first map. I uploaded it and it can be downloaded in the Zero Hour Maps section of this site. Look for RiverTown, it should be the newest map uploaded.

It it Skirmish enabled, If anyone wants to offer some advice or critique it would be appreciated. I would like for my designs to improve and I figure the best way is to get feedback from other players and those more experienced with WorldBuilder.

Thank you in advance,
Nicotine.

Here is the link, to save you some time.
http://www.cncgeneralsworld.com/downloads/downloader.aspx?fileid=407 
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fleetatks
18 years ago
This is a very good map for a first map. The only problems I saw was that there were a lot of buildings, it looked good but it could slow down gameplay a bit by having the players go into the narrow passages. The map would also be somewhat better if it was a map big enough for 2v2, as 1v1 online is rare.
Email me if you ever need help (edited signature November 6th, 2014)
Me Myself and Pi
18 years ago
Nice map, well balanced. (Well, the area in the top right corner imbalances the game allitle, but I'll get to that in a moment.) But since you want suggestions with the map & not compliments, I'll give you some:
1) You didn't include a center path for the skirmish players. They need to have a "Center#", "Flank#", & "Backdoor#" path for each base area.
2) You need to name the paths, not the waypoint name that is in the InnerPerrimeter area. Select one of the waypoints in the paths you placed & type in the names in the first field of the Waypoint Path Labels area in the Waypoint Options window. See Image Insert:
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3) Since you put in only two waypoint paths, I'll assume you don't know how to have multiple waypoints in a path. To add more waypoints, just click & drag on the end of one of your paths with the arrow part.
4) Your paths need to be more specific, since you have a river between the bases with bridges, you should probably have waypoint paths start at the other side of the bridges. This gives the skirmish player a better idea of the map.
5) I recommend not using supply warehouses because supplies can only be collected on one side slowing down the supply production for China & GLA players.
6) You should make the trigger areas bigger for the skirmish players. To know just how big, use the object, "TempBuildingSize" from the "Civilian\Structures" folders.
7) The camp you made in the top right corner of the map is harder to access for GLA & China players then for USA player. Also, the skirmish players would never try to get to it using chinooks, helixs, or motor cycles because their dumb. This imbalances the map.
8) If you have some units in this camp, they will be able to move onto the mountains to the left. This wouldn't look to good so what you need to do is paint impassable terrain. Click one of the two Tile tools (The tools used to paint textures.) & in the Terrain Material Options window check, "Paint impassable/passable terrain" & make sure "Impassable" is checked too. Now paint over the terrain you don't want passable. (When you check "Paint impassable/passable terrain", all the impassable areas made by steep slopes will appear in red. If you'd like to check out the impassable terrain without having to check this option, click "View->Show Impassable Areas" or press ctrl+I.)
8) You should use more then one texture for the overall map, this aids in the appearance. Some textures around the water would look good too. Maybe rock textures or one with a wet look to it compared to the land texture you choose.
9) I think you should have the terrain higher then it is. It would look better if it wasn't so close to the water height. Try 50ft, you currently have it at the default height, 16ft.

This is what it would take to make a featured map.

Nicotine
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18 years ago
Thanks for the suggestions. I'm not familiar at all with scripts and kinda just followed the tutorial as best as I could until it worked. My next map should be a little more advanced.

I usually like to play with lots of infantry and lots of building to building fighting, so I tried to set up the map to encourage that type of gameplay. It is a bit awkward for vehicles though, especially for China. I'll take this into consideration with my next map.

The bonus camp in the top right really has no excuse. Just not thinking things through I guess.

Thanks again, hopefully I will have another for review soon.
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Me Myself and Pi
18 years ago
If you really don't care to make good quallity balanced maps, & just want it to be fun, then do so! So the suggestions I gave above were to make a map like what EA Games made. If you want to make it so there's only one way to your base, so that you can bunker up & destroy any AI units that come, then do it! I did that once on a map before I had thought to check out the internet for tuts.
krit
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18 years ago
Where's all the trees or is this place meant to be tree-less? -w- (Does a useless reply every once a while, mainly because MMAP has already stated everything I have to say, lol)
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Nicotine
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18 years ago
Lol, I originaly had a few trees and bushes, but I thought they looked to out of place. I kinda liked the "Mad Max" feel of the barren, abandoned desert town.

MMAP, no worries, I didn't take offense or anything. The tips you gave is why I asked in the first place.

More coming soon!
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krit
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18 years ago
Hmm... Try the dead trees, there's a few ones without any leaves that could fit in. And then there's also the desert shrubs you can try out.
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Nicotine
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18 years ago
hmm...

The dead trees look alright if I don't add very many of them, but I get an error message when I try adding the desert shrubs.

I'll have to reinstall Zero Hour I guess. The "Reborn" mod I have installed is most likely the culprit of some recent errors I've been getting.

A quick question on the waypoints, Does the attack waypoints("Center#", "Flank#", & "Backdoor#") have to be only one section long, or can I drag them out to create paths through the map for the AI to follow?

Thanks to everyone for the suggestions and help.
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Phe0n1x
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18 years ago
nah, just ignore the error. WB is stupid and gives errors when you can just ignore them. :|
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Me Myself and Pi
18 years ago

A quick question on the waypoints, Does the attack waypoints("Center#", "Flank#", & "Backdoor#") have to be only one section long, or can I drag them out to create paths through the map for the AI to follow?


Yes you can.

3) Since you put in only two waypoint paths, I'll assume you don't know how to have multiple waypoints in a path. To add more waypoints, just click & drag on the end of one of your paths with the arrow part.


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