Open Map Competition: Map Report


Map Overview


Map Name: Tiberium Erosion
Author: JBV3737
Community: CNCDEN Forums
Players: 2




Ratings
Original Concept: 13.6/20
Ballance: 13.4/15
Eye Candy: 22.4/30
Fun Factor: 17.8/20
Scripts: 0/15

Overall Score: 67.2 (4th)
Valid Score: 67.33 (5th)


Hexetic: 58 (13th)
Clazzy: 76 (4th)
Bhones: 64 (5th)
spyVspy: 75 (4th)
Assassin: 63 (11th)

Final Position: 6th




Organizer Comments (For Judges)
-> 2 players
-> Theme Info: It's on Germany red zone. The german city was abandoned due to tiberium.
-> This map has no scripts.


Judge: Hexetic
Original Concept: 14/20
-->Map Layout Realism: 5/5
-->Starting Positions: 5/5
-->Tactical Concept: 4/10
Ballance: 9/15
-->Economic Overview: 2/5
-->Base Overview: 4/5
-->Expansion Overview: 3/5
-->Umballanced Civilian Units: 0/-10
Eye Candy: 16/30
-->Texture Usage: 6/10
-->Cliffs And Elevations: 3/5
-->Water and Bridges: 0/5
-->Additional Details: 4/5
-->Lighting And Fog: 3/5
-->Error Checking: 0/-20
-->Problematic Tiberium Fields: 0/-5
Fun Factor: 19/20
-->Personal Gameplay Experience.: 9/10
-->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: 58 (13th)


Comments:

Tiny little 1v1, sort of like that BFMEII map I played last year (Forlingdon?) except only 2 players. Fast-scrolling cloud effects. Unused area in bottom-left

Total: 58, but feels like it deserves about a sixty since scripts are basically irrelevant for a small 1v1 like this.
--
Although it scores unfortunately low, this map nonetheless manages to be quite entertaining as a very small and very fast 2v2. Even a Medium AI can and did pull some surprising and highly intelligent moves here, but the map is killed by its imbalance -- the bottom player gets a healthy spike right next to him, while the top player has to walk a mile for his damaged spike -- and its relatively bland layout and graphics. It still looks pretty realistic, with what we can assume was a huge meteor in the bottom-right and its crater in the centre, but the elevations ought to be a bit more extreme and, although you won't notice it at all in the middle of a firefight, the fast-scrolling clouds effect is a little distracting. Fix the spike positions, add a little more height to the crater, and this would easily be a contender for great, fast 1v1 battles with tons of base fighting action that still allows for tactical maneuvering over the rest of the map. Additionally, since it's purely eye candy, the meteor should probably be painted with the "impassable" trait to keep everything clean. Bottom line: from a fun-factor perspective it's a great map, but it needs some polishing.




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

Overall Score: 76 (4th)


Comments:

A very well-designed map that is fast, fluid and fun to play. The map is fairly simple in layout but it works extremely well, giving off the feeling as though this city was built from the ground up then torn apart by a sudden addition of tiberium. It is very well-detailed and there is enough money to keep you going and the field in the middle is a good place to fight over. My only gripes with this map are the lack of scripts (which would have got it a much higher score) and the total bore that is the bottom left. The map is brimming with life (well, lack of) then the hilly bit at the bottom left is dull and boring, as though the map maker ran out of ideas.




Judge: Bhones
Original Concept: 12/20
-->Map Layout Realism: 2/5
-->Starting Positions: 0/5
-->Tactical Concept: 10/10
Ballance: 14/15
-->Economic Overview: 5/5
-->Base Overview: 5/5
-->Expansion Overview: 4/5
-->Umballanced Civilian Units: 0/-10
Eye Candy: 20/30
-->Texture Usage: 10/10
-->Cliffs And Elevations: 2/5
-->Water and Bridges: 0/5
-->Additional Details: 4/5
-->Lighting And Fog: 5/5
-->Error Checking: -1/-20
-->Problematic Tiberium Fields: 0/-5
Fun Factor: 18/20
-->Personal Gameplay Experience.: 9/10
-->AI Performance: 5/5
-->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 (5th)


Comments:

Original Concept
-->Map Layout Realism: Very well done. Textures, ruined bits, devestation, details, lighting, sounds... very well done. The layout of the map, i.e. the paths, cliffs, shape of the design, is close ot mirrored along the SW-NE axis, but has minor variations in breaks and entrances along the cliff and is decorated with a completely different look, and not just a copy of the other side. Really cool lighting, giving it the "weather gone awry" look. Very believeable, but scores low here due to layout symmetry rules.
-->Starting Positions: Starting bases, tiberium, tech structures, all placed with some symmetry. Understandable, but not part of this contest.
-->Tactical Concept: City is devastated with gusto. Expansion poinits are all well large enough. No water. Cliffs are broken at uneven intervals, wide enough, and are very short. Choke points are few near bases. Well designed.
Ballance
-->Economic Overview: Bases have adequate access to all nearby resources, and the resourse around the map are well placed.
-->Base Overview: Base entrances are wide enough to allow quite a large force through any point. AI probes all entrances for weaknesses.
-->Expansion Overview: Strategically, there is not much difference between the two bases. that would sound like a problem if it wasn;t for that both bases offer the player many strategic possibilities in offense. Defending the bases is pretty much the same for both players, but that is also not such a bad thing when you consider the many option offered by the offensive possibilities.
-->Umballanced Civilian Units:
Eye Candy
-->Texture Usage: Excellent usage. Good blending. Good useage of texturing sub-catagories, like non-buildable and where Tiberium can and cannot grow. Very well done!
-->Cliffs And Elevations: Cliff's are surrounding the center pit, are pretty well marked, but are not very high. A mountain exists, but there is only one large one in a corner, and is not part of the game-play, other than providing a border. Otherwise, map is limited to two elevations, the height of the center pit, and the height of the land surrounding it.
-->Water and Bridges: No water or bridges? No points.
-->Additional Details: Details are abundant, and well done. Rocks, tree's, buildings, cars, lots of stuff. Even street lights. Mountain not so pretty, but is never looked at, either.
-->Lighting And Fog: You kidding? This has lighting, alright. Fog is a hazy steely blue. Very effective.
-->Error Checking: Just a bit of lag due to the number of detail objects, even over shrouded areas.
-->Problematic Tiberium Fields: Tiberium used without misuse.
Fun Factor
-->Personal Gameplay Experience.: This map was very fun to play. Even on easy, the AI was relentless, and probed all paths on ingress to my base. the lighting was a bit distracting at first, but that passed fairly soon. After that, I enjoyed this map alot. I will keep this one on my hard drive.
-->AI Performance: AI was great! Even on easy, the AI attacked aggressively, and did not get stuck on terrain, no matter the size of their forces. Excellent.
-->Tactical Performance: Map performed alright, except for the lag in some places where there is a lot of detail. Just enough resources. Proximety to enemy base promotes many style of game-play.
-->Missing Minimap: Mini-map included.
-->Problematic Camera Settings: Camera was set at 180/380. Works fine.
Scripts
-->Quantity Of Scripts: NO SCRIPTS! Aww, too bad, easy points.
-->Quality Of Scripts: No scripting done.
-->Broken Scripts: No scripting done, and that means, no penalties for broken ones.

Overall Comments: Bhones wrote no overall comments for this map.




Judge: spyVspy
Original Concept 18/20
Ballance 15/15
Eye Candy 30/30
Fun Factor 12/20
Scripts 0/15

Overall Score: 75 (4th)


Comments:

spyVspy wrote no overall comments for this map.




Judge: Assassin
Original Concept 8/20
Ballance 15/15
Eye Candy 20/30
Fun Factor 20/20
Scripts 0/15

Overall Score: 63 (11th)


Comments:

Original Concept: This map is very symmetrical but has a really nice atmosphere the placement of Tiberium is used well and the cilivian building locations behind the bases and in the top right corner allow for some interesting strategies. But in originality this map is lacking its very small and very symmetrical.
Ballance: A perfectly balanced map more or less. equal amounts of Tiberium at each starting point with more Tiberium placed in teh center as a expansion harvesting point/staging area to fight over. Which this can also be used to make the matchs very short if one player is much faster then the other.
Eye Candy: This map painted a nice picture of a blue zone that has been turned into a Red Zone as evidenced by the city ruins and the big City Wall that Blue Zones have in the bottom corner. Good use of texture variation gave this Red Zone an other wordly look buildings and tiberium were well placed and lighting was very nicely suited to the map and not overdone like some Red Zone maps.
Fun Factor: A really fun map for short battles and I do mean really short due to the size and whoever controls the resource points first in the center may very well be the winner. However between two skilled players this is the ultimate test for them in such close quarters battle and could make for some very interesting matchs. But for most I would say this is a short and sweet map. AI didnt perform very well in most matchs however the first match the AI managed to proove some interesting strategies against me which was impressive but all other matchs I played the AI was quite dull.
Scripts: No scripts included with this map so 0

Overall Comments: This map is a small short and sweet battle map great for those looking for a quick close quarters battle and a very nicely layed out map which is very fair and balanced and looks very nice too the attention to detail made this map a real treat. For most this map will be the doomspeak of who can get to the middle first and rush rush rush, however for skilled players this map is the ultimate test for close quarters battle. The problem of rushing is not due to overuse of resources no its just due to the size of the map and whichever players faster. So I dont penalise it for that as many C&C3 maps have this issue rather I praise this map for being fair and balanced and is well paced for C&C3's fast and fluid gameplay.




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

Map Name: Tiberium Erosion
Map Author: JBV3737 (Joseph Visscher)
Players: 2, 1 vs. 1
Online Testers: Benkill3737, Thank you!
My MSN: Dejbv@hotmail.com contact me for questions and or suggestions etc.
Map Description: Tiberium Erosion is a asymmetrical 1 vs. 1 map taken place somewhere deep in a German Redzone, where Tiberium has eroded an entire city to ruin, leaving but only a massive crater of Tiberium; the German city has now long been abandoned from all hope.

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 and third contest map, there should be attachment with the zips, the zips includes the map folders and the readme’s.

Hope you guys like the map!



Maps: “Tiberium Erosion” and “Forsaken Sands Of Tiberium”(Already E-mailed it to you once).



Map Description: Tiberium Erosion is a asymmetrical 1 vs. 1 map taken place somewhere deep in a German Redzone, where Tiberium has eroded an entire city to ruin, leaving but only a massive crater of Tiberium; the German city has now long been abandoned from all hope.