randomboo
  • randomboo
  • 51.5% (Neutral)
  • Private Topic Starter
18 years ago
Anyone want to see what I've done so far?
I've spent the last week making my first two maps.
Got trains you can go in and flying plains, bikes and cars moving and AI supported.
And I've just finished the weather stuff on them (thounder and snow),

Any tips?
👍👎

http://www.randomboo.com/CommandAndConquerGeneralsFreeDownloadMaps.htm 
Random Boo ProductionsExclamation of contempt occurring without definite aim reason or pattern

http://www.randomboo.com/ 
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krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
18 years ago
Worldbuilder Map Evaluation Results

Map: Lost Empire of Boo
1. Terrain way too flat - Vary the terrain on places where no base building occurs, large flat lands doesn't make much sense and is un-interesting
2. Terrain texture not varied - Vary the terrain texture abit, currently all you have is pretty much plain snow. Varying the terrain texture makes the map more believable.
3. Weather-Object mismatch - Desert buildings in snow? Doesn't make much sense to me. Try to have the objects on the map consistant with the map weather.
4. Overload of actions - Way too many moving objects, try shifting your focus onto the actual map then the moving objects, if the map ain't pretty, the moving objects ain't going to help.
5. Un-realistic - That's the first city I've ever seen that doesn't have a single tree.
6. In-efficient use of space - You have too many wide open spaces, make use of them.
7. What? - What's with all those oil derricks?

Map: War of Kings
1. Terrain way too flat - Vary the terrain on places where no base building occurs, large flat lands doesn't make much sense and is un-interesting
2. Terrain texture not varied - Vary the terrain texture abit, currently all you have is pretty much plain snow. Varying the terrain texture makes the map more believable.
3. Over detailing - You're concentrating too much on particular spots on the map that you're ignoring others. While this makes those particular spots look good, it makes the overall map look bad.
4. Overload of actions - Way too many moving objects, try shifting your focus onto the actual map then the moving objects, if the map ain't pretty, the moving objects ain't going to help.
5. Un-realistic - That's the second city I've ever seen that doesn't have a single tree.
6. Is that an airport? - Atleast give it a runway.
UserPostedImage 
randomboo
  • randomboo
  • 51.5% (Neutral)
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18 years ago
thxs for the reviews,lol I've still got a long way to go then?

Random Boo ProductionsExclamation of contempt occurring without definite aim reason or pattern

http://www.randomboo.com/ 
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
18 years ago
Quite, you've generally falling into a trap for all new-comers to anything: Over doing the effects. While they are interesting, they look VERY unproffesional when over-used, and they might even be annoying. Sometimes, going simple may be a better choice. On your case, however, you have gone with over-doing on certain areas while under-doing the other. You should also examine how some of the EA made maps are made, especially with varying the terrain textures part, and try to apply the things they did to your own maps.
UserPostedImage 
Me Myself and Pi
18 years ago
Krit basicly said all that needs to be done to have a featured map. What you should work on first is getting the gameplay all sorted out. Then test the map a few times to make sure it's fun, maybe you could bring the maps backs for reveiwing. (Be sure to explain that you haven't worked on the scenery yet .) Then make it look intesting.

Here are some tips that will enhance your map:
1) To make trains cross bridges (without land underneath them) just type "Tunnel" in the waypoint name of the waypoint that comes right before the bridge. This also works for trains passing through mountains in tunnels. Just like you did with the station when you typed "Station".
2) Under the civilian structures, you'll find square guide objects called "TempBuildingSize" & "TempChokePoint". These objects will let you know how big to have the building size for the skimrish players. (The TempBuildingSize object it huge! You need to have the base size for the AI with this much area or they'll start building way out of their base. The other object will help you to keep choke points open enough for an army to pass through.

Be sure to keep your maps balanced. The two players on the right of Lost Empire of Boo have an advantage because they have access to all those oil derricks.