Open Map Competition: Map Report


Map Overview


Map Name: Forsaken Lands Of Tiberium
Author: JBV3737
Community: CNCDEN Forums
Players: 4




Ratings
Original Concept: 13.4/20
Ballance: 13.2/15
Eye Candy: 23.8/30
Fun Factor: 16.6/20
Scripts: 0/15

Overall Score: 67 (5th)
Valid Score: 67.33 (6th)


Hexetic: 64 (9th)
Clazzy: 74 (7th)
Bhones: 59 (6th)
spyVspy: 65 (12th)
Assassin: 73 (5th)

Final Position: 5th




Organizer Comments (For Judges)
-> 4 players
-> Theme info: This map is somwehere in Brazil.
-> This map has no scripts.
-> Somewhat symmetrical starting positions and tiberium.


Judge: Hexetic
Original Concept: 12/20
-->Map Layout Realism: 3/5
-->Starting Positions: 3/5
-->Tactical Concept: 6/10
Ballance: 13/15
-->Economic Overview: 5/5
-->Base Overview: 5/5
-->Expansion Overview: 3/5
-->Umballanced Civilian Units: 0/-10
Eye Candy: 22/30
-->Texture Usage: 9/10
-->Cliffs And Elevations: 4/5
-->Water and Bridges: 2/5
-->Additional Details: 4/5
-->Lighting And Fog: 3/5
-->Error Checking: 0/-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: 0/15
-->Quantity Of Scripts: 0/5
-->Quality Of Scripts: 0/10
-->Broken Scripts: 0/-5

Overall Score: 64 (9th)


Comments:

Rotated 4-corners with EMP in centre

Great 4-player tournament style, with excellent attention to detail in map flow and layout. Would score much higher if OMC4 wasn't about asymetric maps with scripting work. AI plays well although I noticed an apparent obsession with slapping down outposts in own base. Good, although typical, cash and capturable layout. Blue Tiberium patches oddly are not visible on minimap - I had no idea there was one right below my base until I happened to place a building nearby. Although this map does not score highly on the OMC4 scale due to its obvious symmetry and lack of scripts, I recommend it for inclusion in Kane's Wrath nonetheless, as it's a great-looking tight little 4-player tournament map.




Judge: Clazzy
Original Concept 16/20
Ballance 14/15
Eye Candy 26/30
Fun Factor 18/20
Scripts 0/15

Overall Score: 74 (7th)


Comments:

A fun and well-balanced map. There's a good level of texturing and detail everywhere and the AI rather enjoys flat-out battle on it. Intentional or not, the map is good fun because everyone fights over the tiberium spikes as a way of gathering money and for controlling a vital choke point by the enemy bases. There's a decent amount of tiberium available too. The middle area seemed a bit useless, though, and perhaps more incentive to capture the middle would have helped (maybe a base expansion outpost thing with surrounding tiberium would have been good).




Judge: Bhones
Original Concept: 9/20
-->Map Layout Realism: 1/5
-->Starting Positions: 1/5
-->Tactical Concept: 7/10
Ballance: 11/15
-->Economic Overview: 5/5
-->Base Overview: 5/5
-->Expansion Overview: 1/5
-->Umballanced Civilian Units: 0/-10
Eye Candy: 21/30
-->Texture Usage: 9/10
-->Cliffs And Elevations: 3/5
-->Water and Bridges: 1/5
-->Additional Details: 3/5
-->Lighting And Fog: 5/5
-->Error Checking: 0/-20
-->Problematic Tiberium Fields: 0/-5
Fun Factor: 18/20
-->Personal Gameplay Experience.: 8/10
-->AI Performance: 5/5
-->Tactical Performance: 5/5
-->Missing Minimap: 0/-5
-->Problematic Camera Settings: 0/-5
Scripts: 0/15
-->Quantity Of Scripts: 0/5
-->Quality Of Scripts: 0/10
-->Broken Scripts: 0/-5

Overall Score: 59 (6th)


Comments:

Original Concept
-->Map Layout Realism: It looks very good, but unfortunately, it is somewhat symmetrical and against the rules of the contest. As it is not absolutely symmetrical, benefit of the doubt given.
-->Starting Positions: Somewhat symmetrical placement of the bases, Tiberium, and tech buildings. Differences are minimal.
-->Tactical Concept: Not realy a city, more of a township, with some buildings surrounding the center hill, and that's basically it. Looks fairly convincing. There's a lake where otherwise a hill would be in the other areas, a piece of a river in the upper right corner, and a wee little piece of water in the lower left. Small hills with steep sides are used to seperate areas. Expansion areas are flat, and large enough to accomodate most any secondary base.
Ballance
-->Economic Overview: Financial resources are fairly spread across the map, with each aving access to two green and one blue field within their immediate area.
-->Base Overview: All bases are set back away from most choke points, giving each base a wider area to defend, and numurous options when attacking, or defending.
-->Expansion Overview: As this catagory asks for differences in strategies between bases, this must score low, as they are very, very similar, witht he differences being minor, like distance to Tiberium fields, and how far the nearest spike is.
-->Umballanced Civilian Units:
Eye Candy
-->Texture Usage: Textures are used to great effect, and is consistant. I like the attention to detail, like where the Conyards sit. Good usage of blended texture sets.
-->Cliffs And Elevations: Cliffs and elevations exist, but for the most part, the map is flat. Most elevations are not traversable, with only a few that have a tib-spike within. The center hill holds an EMP center, and is really the only hill that battles occur.
-->Water and Bridges: Water present, but used only cursory. One small lake, a couple of bordering waterways, and no bridges.
-->Additional Details: Rocks, check. Tree's, check, but could use some clumping, as tree's tend to do grow that way. Details, yeah, some, but it is mostly tree's and rocks.
-->Lighting And Fog: Lighting and fog used. Suits map.
-->Error Checking:
-->Problematic Tiberium Fields:
Fun Factor
-->Personal Gameplay Experience.: Map was very fun! Balanced gameplay, nice to look at, varied ways to get to enemies, all add up to a fun game! As for diversity of terrain, I think it could be better, like around expansion areas, and add some spice to the game-play.
-->AI Performance: AI was aggressive, and expanded well. Captured tech buildings, and built defenses around them where terrain allowed them to. Didn't seem to get stuck on terrain.
-->Tactical Performance: Map performed well under both the long term and short battles, and suited most play styles.
-->Missing Minimap: Mini-map included.
-->Problematic Camera Settings: Map set ay 150/370. which was alright, but a little close. Tolerable.
Scripts
-->Quantity Of Scripts: No scripts.
-->Quality Of Scripts: No scripts.
-->Broken Scripts: No scripts.

Overall Comments: The near symmetry and lack of scripting held this score back from being a top contender. Otherwise, this is a fine map and I had fun playing it. Well done.




Judge: spyVspy
Original Concept 15/20
Ballance 15/15
Eye Candy 20/30
Fun Factor 15/20
Scripts 0/15

Overall Score: 65 (12th)


Comments:

spyVspy wrote no overall comments for this map.




Judge: Assassin
Original Concept 15/20
Ballance 13/15
Eye Candy 30/30
Fun Factor 15/20
Scripts 0/15

Overall Score: 73 (5th)


Comments:

Original Concept: This map design is a ltitle symmetrical with start positions and resources, but the map design is actually quite realistic and beliavable, this map is set in Brazil and definatly has that feel in a way I really liked the natural look of this map, Good choke points and garrisonable buildings layed out across the map quite nicely done.
Ballance: This map while being quite realistic yet still symmetrical in ways also is very balanced because of this, the only concern is player 1 in the bottom corner has more building room then the other players but this has little effect on the gameplay at all I found so it doesnt loose much for this.
Eye Candy: Great texture usage really maximized for the theme of the map and blends very well together, cliffs and elevations put to good use, water, trees, buildings and even a light fog this map is quite relaxing and stunning just like a holiday in Brazil I imagine hehe I really like the atmosphere look and feel of this map it kinda reminds me of the island in Far Cry for some reason too haha.
Fun Factor: A really fun map gameplay was awesome, its a short-to-medium length game map the AI performed really well but seemed obsessed with air attacks which was its undoing in the end really enjoyed this map its a treat
Scripts: no scripts so 0

Overall Comments: Its strange to have such a relaxing and visually pleasing setting for a game with quite intense action gameplay but this map has a really good design not too simple not too complicated, is balanced and fair, visually is just beatiful, and is alot of fun. What more can i say I really enjoyed this map my only real note would be is to have a look at the AI make sure its working right as it used alot of air attacks and not much land at all which was odd. Great work.




Read Me
Thanks for downloading my Command and Conquer 3 skirmish map!

Map Name: Forsaken Sands Of Tiberium
Map Author: JBV3737 (Joseph Visscher)
Online Testers: Benkill3737, Thank you!
My MSN: Dejbv@hotmail.com contact me for questions and or suggestions etc.
Map Description: Forsaken Sands Of Tiberium is a 4 player map, It is just about completely asymmetrical, around the map there is a EMP Tech Building, damaged garrison able buildings, Tiberium spikes, and a typical amount of Tiberium for each player. This map takes place somewhere in Brazil. The Environment is abnormally semi-desert jungle with steep hills or mountains bursting out of the sands; this therefore looks as if there are islands of jungle within Seas Of Sand.

Enjoy the map!

Sincerely, JBV3737

Installation:
Go to this link to see information on how to install any cnc3 map!
http://forums.cncden.com/showthread.php?t=19852

For those who dont want too here is some of the information copied from the forum.

(Fast way)
Quoted from wthigon at cncdens
"Go to Start > Run > type %appdata% press enter..

You should see a Command & Conquer folder there... inside it is the Maps folder. Put the folder from the map you downloaded in there.

If that doesn't work for you, below is the long explaination:


Some people are confusing the 'My Documents' folder with the 'Documents and Settings' folder. With the Generals and Zero Hour game, the maps went in the Gen/ZH maps folder located inside the 'My Documents' folder. There's also a C&C3 folder inside the 'My Documents' folder. But that folder is for replays, saved games, and screenshots. It is NOT for maps. The 'My Documents and Settings folder is where you'll find another C&C3 folder. Inside that folder is where you should find a 'maps' folder. That is where you place user created maps.

WINXP Users:

Go to 'Start' with your mouse. Click on it. When the window pops up, click on 'My Computer'. Then click on 'Local Disk C, and then your 'Documents and Settings' folder. This folder may be hidden for you. If it is, then you'll have to click on the 'show the contents of this drive' link in the left box under 'System Tasks'. Now you should be able to see the 'Documents and Settings' folder. Go ahead and click on that, then your (USER NAME) folder. Inside that folder is an 'Application Folder'. Click on that, then inside you'll see the C&C3 folder. Inside that folder is where you'll find the maps folder. That is where user created maps go.


Windows Vista Users:

- On the desktop double click on your user account folder. It will have the same name as your user account, and it is usually located in the upper left of the desktop.
- Next click on the folder "AppData"
- click on the folder "Roaming"
- click on the folder "Command & Conquer 3 Tiberium Wars"
- You should see a folder called "Maps". Place your downloaded map folders inside the Map folder file.
- You are now ready to kick some butt.

Windows Vista users can also try the following if your Application Data folder is hidden:

Open a folder & click on "Organize - Folder and Search Options - Folder Options - View (Tab) - Show hidden files and folders".

NOTE:

When you download a user created map from the DEN, the maps are zipped up. You have to unzip them first. Extract em to your desktop, then place the entire user created map folder you've unzipped inside the 'maps' folder in your 'documents and settings' folder.

You can use the program winrar to unzip files. Get it at the link below:

WINRAR - http://www.rarlab.com
" End quote.


Author Submission Email
Hello, I am JBV3737 ( Joseph Visscher)

Contacting: I am from several sites but I will just use the cncden forums, My username on the cncden forums is JBV3737, My Email is this email, ******************* Or you can contact me on my msn at Dejbv@hotmail.com.

This link shows more info about me on cncden’s forum: http://forums.cncden.com/member.php?u=6828

I have been mapping with Worldbuilder for over 6 years now, and I have several scenario designing jobs, I thought I would make a few contest maps for omc4 and see what I can do! Here is my second contest map, I am finishing up the third contest map. There should be attachment with the zip, the zip includes the map and the readme with everything you would need in a readme. :-) Hope you guys like the map, wish me luck!

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I am not sure if you got my Forsaken Sands Of Tiberium, I messed up on the attachments anyways I thought I would give you it again to make sure you got it and that it will be in the contest.



Map Description: Forsaken Sands Of Tiberium is a 4 player map, It is just about completely asymmetrical, around the map there is a EMP Tech Building, damaged garrison able buildings, Tiberium spikes, and a typical amount of Tiberium for each player. This map takes place somewhere in Brazil. The Environment is abnormally semi-desert jungle with steep hills or mountains bursting out of the sands; this therefore looks as if there are islands of jungle within Seas Of Sand.

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Here is the updated Forsaken Sands Of Tiberium, It had a lighting error, when you had your graphics on high it would try and render the sun ray effects, yet it had the wrong type of clouds therefore it couldn't instead it would make everything white, the only changes on this map is I removed that sun ray lighting effect. I would also check other peoples maps for the same error.