Map Overview |
![]() Map Name: Damned Nations Author: Dojynn Community: CNCDEN Forums Players: 2 |
Ratings |
Original Concept: 14/20 Ballance: 11.4/15 Eye Candy: 19.2/30 Fun Factor: 15.2/20 Scripts: 12.2/15 Overall Score: 72 (3rd) Valid Score: 69 (4th) Hexetic: 65 (8th) Clazzy: 90 (1st - BEST!!!) Bhones: 70 (3rd) spyVspy: 72 (7th) Assassin: 63 (10th) Final Position: 4th |
Organizer Comments (For Judges) |
-> 2 players. -> Theme info: Italy yellow zone, according to the author. -> Scripts may change the height of the water. -> Note: Map scripts were modified in order to hide the author of the map from the judges. |
Judge: Hexetic |
Original Concept: 13/20 -->Map Layout Realism: 2/5 -->Starting Positions: 4/5 -->Tactical Concept: 7/10 Ballance: 11/15 -->Economic Overview: 4/5 -->Base Overview: 4/5 -->Expansion Overview: 3/5 -->Umballanced Civilian Units: 0/-10 Eye Candy: 21/30 -->Texture Usage: 7/10 -->Cliffs And Elevations: 3/5 -->Water and Bridges: 3/5 -->Additional Details: 4/5 -->Lighting And Fog: 4/5 -->Error Checking: 0/-20 -->Problematic Tiberium Fields: 0/-5 Fun Factor: 13/20 -->Personal Gameplay Experience.: 7/10 -->AI Performance: 3/5 -->Tactical Performance: 3/5 -->Missing Minimap: 0/-5 -->Problematic Camera Settings: 0/-5 Scripts: 7/15 -->Quantity Of Scripts: 2/5 -->Quality Of Scripts: 5/10 -->Broken Scripts: 0/-5 Overall Score: 65 (8th) Comments: Dark purple with river & dam Good, but a little more polish would make it shine. The minimap is extremely dark, making it tough to read the terrain. The water level shifts up and down, flooding the central bridge and the left player's access to the EMP, but players won't know when this happens and are unlikely to figure out the timing. The timers are also way too long -- I don't see matches going past a single full cycle of "tides". The darkness of the map is probably partially to blame as the water level is difficult to notice at night. The dam should have been made indestructible as it looks bizzare when destroyed -- and its destroyability might encourage players to try blowing it up in order to flood the map. The AI plays decently but attacks exclusively across the central bridge, ignoring the military potential of the dam access and the lower bridge, and choosing instead to attack the hardest and easiest-to-defend route: the free cannon makes this path easy to defend. |
Judge: Clazzy |
Original Concept 19/20 Ballance 13/15 Eye Candy 26/30 Fun Factor 18/20 Scripts 14/15 Overall Score: 90 (1st - BEST!!!) Comments: This was a great map with pretty much nothing wrong with it. It was well-balanced with good amounts of tiberium and accessibility to tech structures (aside from one, but it's minor), it was rather well-detailed and giving a good impression of a yellow zone (as it's apparently said in the readme). The best touch, however, was the use of the dam. Destroying part of it alters the dynamics completely, lowering the water level in one part of the map (giving a new path) and raising it elsewhere (removing another). It's brilliant because it adds so much to the map in the way of tactics that no other map has. |
Judge: Bhones |
Original Concept: 13/20 -->Map Layout Realism: 3/5 -->Starting Positions: 3/5 -->Tactical Concept: 7/10 Ballance: 10/15 -->Economic Overview: 3/5 -->Base Overview: 5/5 -->Expansion Overview: 2/5 -->Umballanced Civilian Units: 0/-10 Eye Candy: 17/30 -->Texture Usage: 5/10 -->Cliffs And Elevations: 5/5 -->Water and Bridges: 4/5 -->Additional Details: 3/5 -->Lighting And Fog: 3/5 -->Error Checking: -3/-20 -->Problematic Tiberium Fields: 0/-5 Fun Factor: 17/20 -->Personal Gameplay Experience.: 9/10 -->AI Performance: 4/5 -->Tactical Performance: 4/5 -->Missing Minimap: 0/-5 -->Problematic Camera Settings: 0/-5 Scripts: 13/15 -->Quantity Of Scripts: 5/5 -->Quality Of Scripts: 8/10 -->Broken Scripts: 0/-5 Overall Score: 70 (3rd) Comments: Original Concept -->Map Layout Realism: Map would look much better if the imported tga terrain were to be smoothed out of its jagged edges. Map is the same throughout, with one texture for the cliffs, one texture surrounding the cliff's, and none of the visibles removed for the tiberium fields. No tainted textures used in tiberium fields. Needs some work. -->Starting Positions: Starting bases are close, but are separated by a bridge that floods over every five minutes, making the first five minutes somewhat stressful, unless you capture the defensive structure nearby. The distances to the tiberium fields are varied, and favor the west player. There are two tiberium spikes on the map and they are placed somewhat symmetrically. The rest of the tech buildings are placed without symmetry. -->Tactical Concept: No city to speak of, but there are some buildings placed here and there. All seem to have pretty much the same objects aroudn them. Cliff's are used to great effect in defining areas one can travel, and the size of available building space. Nothing too narrow as far as chokepoints. Expansion available, but limited to small areas. Ballance -->Economic Overview: Tiberium is placed with an eye: one near the base, one near each bases backdoor path, and one in the flanking path. The distances to the tiberium fields are varied, and favor the west player. -->Base Overview: There are four distinct paths to get to each base, and they all break down to three approaches to each base. I totally like the way this map was laid out for entrances. -->Expansion Overview: With the paths, tiberium placement, and tech buildings being different on each side of the river, those were the only real difference between the two bases. Both have tiberium fields at the same risk, both have access to defensive structures facing the bridge that floods in the center of the map, both bases are placed towards the center of the map, and both have exposed backdoors. -->Umballanced Civilian Units: Eye Candy -->Texture Usage: No tiberium field textures used in tiberium fields. No visibles removed from tiberium fields. Mountains and cliffs are one texture, with one rock texture around every cliff. Flat areas have some variation, but are mostly large patches. Roads are made from torn-up road waypoints, and torn-up ashpalt textures showing through underneath, where it should be dirt textures beneath the road. Average. Not good, not bad. -->Cliffs And Elevations: Bases are at the same elevation, but between the two, they change a great deal, both up and down. -->Water and Bridges: Water is used in this map as a barrier to be crossed over, and to be avoided when flooding. 3-out-of-4 bridges are accessible at all times, and which bridges are available depends on which area is flooded out. River flow looks like it is flowing upstream? -->Additional Details: No city to speak of. A few buildings, here and there. The few buildings that exist have almost the same decorations around each of them; fence, supply bits, and a tree or three. Needs to mix it up. -->Lighting And Fog: Fog is not enabled. Lighting is changed to a darkening dusk. -->Error Checking: What's up with the elevations? Ooh, I see, it looks like a .tga was used. Ok, when you use an image to describe terrain elevations, the imported result needs to be massaged smooth, and readjusted for definition, or the result will be the uniform bends in the cliff faces that appear in this map, which scream at you when you rotate the map. Smoothed out and bettter defined, and it would look great. -->Problematic Tiberium Fields: Tiberium not misused or placed un-neccessarily. Fun Factor -->Personal Gameplay Experience.: This map was fun. While the enemy is close from the start, the bridge directly between the bases is occasionally flooded out, and we both have to go the long way to get to each other. That same bridge also has a capture-able defensive tower on each side, just far enough back to allow units to get off the bridge before attacking, or being attacked. I liked the placement of the tech buildings, adding interest, expansion potential, and value to otherwise potentially neglected areas. -->AI Performance: AI took the flood waters in stride, most of the time. AI was aggressive, and defended well. Probed all avenues of attack. Captured tech buildings. -->Tactical Performance: Map performed adequately, with little noticeable lag. Expansion areas are available, with goodies to grab, as well. Little bit of an imbalance in the distance to resources. -->Missing Minimap: -->Problematic Camera Settings: Camera set to 120/450. Seems to work for this map. No penalty. Scripts -->Quantity Of Scripts: All work. Well, it seems. -->Quality Of Scripts: Scripts change the height of the river and lake, either exposing or concealing a path, while still allowing three paths across the map. Nice. -->Broken Scripts: All scripts seem to work. Overall Comments: Bhones wrote no overall comments for this map. |
Judge: spyVspy |
Original Concept 15/20 Ballance 10/15 Eye Candy 20/30 Fun Factor 15/20 Scripts 12/15 Overall Score: 72 (7th) Comments: spyVspy wrote no overall comments for this map. |
Judge: Assassin |
Original Concept 10/20 Ballance 13/15 Eye Candy 12/30 Fun Factor 13/20 Scripts 15/15 Overall Score: 63 (10th) Comments: Original Concept: Map is symmetrical for the most part but looks quite good, the mountains look a little blocky and unnatural but I do like the general map design there are a number of expansion points the blue tiberium points on ether side and the island at the top and not to mention the hidden mutant hovel in the bottom corner very nice. Ballance: For the most part the map is balanced, you could argue between the EMP and Mutant Hovel being closer to ether side but that is minimal effect in the long run, resource placement and building spots, entrances and strategic points are all fair and equal Eye Candy: Texture usage has a pretty good variation but still needs more, elevations on the map are used to a small degree and used well water and bridges are done brilliantly espically with the changing water level, map could use more props and civlian objects but is pretty accurate to what would be around a dam type area so quite good a small penalty for getting the tib spore holes wrong they dont have the crystals in them they are hollow which just looks wrong. Fun Factor: Overall a very fun map which is somewhat dynamic with the changing water changing your strategies/options available its great the AI didnt perform that greatly though that needs some work and this is a nice short battle map which could draw out between skilled players quite well Scripts: Loved the script and its effect on gameplay/strategies as it changed where you could go at certain times but didnt restrict things too critically at the same time a really brilliand and simple idea i love it, suggestion create a script that when you destroy the dam a good amount of the map gets flooded and destroys anyhting in its path *flooded to a degree thats fair* may want to move the start positions further away if you add that in the future. Overall Comments: A nice simple design with a brilliant idea changing the water levels which is no doubt inspired partly by a mission in C&C Generals for China its great to see this idea implemented in a Multiplayer/Skirmish level as mentioned in the scripts section Id love to see most the map flooded when you destroy the dam as its a little disapointing when nothing happens when you do destroy the dam *not to mention a little unrealistic* another idea would be to make the dam invulernable at least. A really fun map with a simple but great idea I really enjoyed this map it has a really good changing element in it I love it. |
Read Me |
Map Name: Dammed Nations Map Author: Shane Weiers (a.k.a Dojynn) Players: 1v1 Map Type: Yellowzone Time: Evening Decription: A two player skirmish in the war torn Italy in a yellowzone region. The battle begins at 4:00 am on a full moon lit night. Plenty of building space with expantion areas to place structures. There is a total of six tiberium fields, two spikes and two silos to fight over. An EMP and Mutant hovel to take over. A great map to play and have fun, but BEWARE! the Dam WILL release when it is full. Look for a hidden silo and watch out for the flood!!!Enjoy!!! ================================================= Import Script ReadMe: You download this file from CNCDEN.com Special thanks to Dave at DCOM Productions for his help. - http://www.dcomproductions.net This script will give your map an introduction on the screen at the beginning, much like the scrolling intro script for Generals did. Just one little file to edit and your all set to go. First, open up the map.str file in a text editor like notepad. You'll see the following: MapIntro:01 "Text 1" End MapIntro:02 "Text 2" End MapIntro:03 "Text 3" End Where it says "Text 1", replace those words with whatever you want to introduce your map. For example, put in your map name. Leave the quotations in place. Do the same for "Text 2" and "Text 3". You can have your map name, who it was made by, and whatever you want for the third text...for me, I just put in "Enjoy the Map!" Now save the file and place that map.str file inside your map folder with all the other files. That part is done. Next fire up the World Builder Editor. You'll have to import the 'IntroScript.scb' file into the map you want your introduction to show up on. It's very simple to do. At the top menu you'll see 'Edit'. Click on that, then scroll down to 'Scripts' and click on that. This opens up the scripting section of World Builder. Click on the 'PlyrCivilian' folder. Now in the left menu near the bottom you'll see a button that says 'Import Scripts'. Click on that and then go to where you have your 'IntroScript.scb' file. I usually just place it on the desktop so I can find it easily. Choose the 'IntroScript.scb' file for importing, then click ok. You have now imported that file into the 'PlyrCivilian' folder. That's all you need to do. Just fire up your game, and you should see your intro text show up on the screen. |
Author Submission Email |
See textfile for description Map By: Shane Weiers Nickname: Dojyyn I am a member at cncDen as well as EA games. Enjoy the map, and i hope it makes it. |