Open Map Competition: Map Report


Map Overview


Map Name: Wind Of Desolation
Author: JBV3737
Community: CNCDEN Forums
Players: 2




Ratings
Original Concept: 15.2/20
Ballance: 12.8/15
Eye Candy: 25/30
Fun Factor: 17.2/20
Scripts: 10.6/15

Overall Score: 80.8 (1st - BEST!!!)
Valid Score: 80 (1st - BEST!!!)


Hexetic: 77 (1st - BEST!!!)
Clazzy: 85 (2nd)
Bhones: 76 (1st - BEST!!!)
spyVspy: 88 (1st - BEST!!!)
Assassin: 78 (1st - BEST!!!)

Final Position: 1st




Organizer Comments (For Judges)
-> 2 players
-> Few scripts available for reinforcements bay and music.
-> Note: Map scripts were modified in order to hide the author of the map from the judges.


Judge: Hexetic
Original Concept: 14/20
-->Map Layout Realism: 3/5
-->Starting Positions: 4/5
-->Tactical Concept: 7/10
Ballance: 15/15
-->Economic Overview: 5/5
-->Base Overview: 5/5
-->Expansion Overview: 5/5
-->Umballanced Civilian Units: 0/-10
Eye Candy: 20/30
-->Texture Usage: 7/10
-->Cliffs And Elevations: 3/5
-->Water and Bridges: 2/5
-->Additional Details: 4/5
-->Lighting And Fog: 4/5
-->Error Checking: 0/-20
-->Problematic Tiberium Fields: 0/-5
Fun Factor: 18/20
-->Personal Gameplay Experience.: 9/10
-->AI Performance: 4/5
-->Tactical Performance: 5/5
-->Missing Minimap: 0/-5
-->Problematic Camera Settings: 0/-5
Scripts: 10/15
-->Quantity Of Scripts: 2/5
-->Quality Of Scripts: 8/10
-->Broken Scripts: 0/-5

Overall Score: 77 (1st - BEST!!!)


Comments:

Vertical 1-on-1 in red zone with reinforcement bay

Great tournament-style map. Absolutely recommend for inclusion in Kane's Wrath. Deceptively asymetrical -- it *looks* symmetric at first, but there are some big, and quite welcome, differences between the starting spots. The right player has a more easy-to-defend position, but less access to the spikes and the reinforcement bay, while the left player has a more open and less fortifiable position in exchange for easy access to the capturables. The reinforcement bay is extremely well-done with an eye to balance, with a starting delay as well as a random, small-scale donation to the cause. The AI is wonderfully aggressive in capturing the spikes and I had a great little back-and-forth capturing them back again. Could use more terrain variety (e.g., busted-up streets in the middle, instead of more dirt) and the ramps are sometimes a little hard to "read" versus the cliff heights, but you can't beat the balance. Should make for great tournament play, especially with the added twist of the Reinforcement Bay.




Judge: Clazzy
Original Concept 17/20
Ballance 13/15
Eye Candy 27/30
Fun Factor 17/20
Scripts 11/15

Overall Score: 85 (2nd)


Comments:

A highly atmospheric map, with nice fog in places. Fairly well-balanced and full of interest. Players start with blue tiberium so money isn't an issue and tiberium lasts long enough for large-scale battles for the middle. The detail is very good and is in all the right places (in fact I'd suspect this was made by a veteran TS mapper). The AI has no issues at all and plays smoothly and enjoyably. The reinforcement bay is a nice litle touch to round off the map and gives added depth.




Judge: Bhones
Original Concept: 14/20
-->Map Layout Realism: 5/5
-->Starting Positions: 0/5
-->Tactical Concept: 9/10
Ballance: 11/15
-->Economic Overview: 5/5
-->Base Overview: 4/5
-->Expansion Overview: 2/5
-->Umballanced Civilian Units: 0/-10
Eye Candy: 27/30
-->Texture Usage: 9/10
-->Cliffs And Elevations: 5/5
-->Water and Bridges: 3/5
-->Additional Details: 5/5
-->Lighting And Fog: 5/5
-->Error Checking: 0/-20
-->Problematic Tiberium Fields: 0/-5
Fun Factor: 17/20
-->Personal Gameplay Experience.: 8/10
-->AI Performance: 4/5
-->Tactical Performance: 5/5
-->Missing Minimap: 0/-5
-->Problematic Camera Settings: 0/-5
Scripts: 7/15
-->Quantity Of Scripts: 5/5
-->Quality Of Scripts: 2/10
-->Broken Scripts: 0/-5

Overall Score: 76 (1st - BEST!!!)


Comments:

Original Concept
-->Map Layout Realism: Nice job! Very believeable.
-->Starting Positions: Aww, too bad. These are nearly symmetrical in placement.
-->Tactical Concept: Large expansion areas with more than one entrance, choke points that are not narrow, and resources available throughout the map. Cities are destroyed, but show that they existed.
Ballance
-->Economic Overview: Each starting point has sufficient and reasoanble access to resources.
-->Base Overview: Base entrances are wide enough, and there are plenty of entrances for each base. W base could use a break in the upper mountain to allow backdoor AI pathing.
-->Expansion Overview: Subtle differences between the two bases, as their number and size of entrance offers different defensive strategies. Offensively, the resources, Tib spikes, and expansion areas are basically placed symmetrically. The repair bay is placed in such a way that the West player has an excellent chance of capturing it early. The EMP control center, being in the middle, is a nice goodie to fight over.
-->Umballanced Civilian Units:
Eye Candy
-->Texture Usage: Very good usage of textures, restricted tiberium growth, and impassable areas.
-->Cliffs And Elevations: Lots of elevations changes. Good usage of cliffs.
-->Water and Bridges: No bridges. Water flows away from some of the Tiberium fields. Good effect. does not effect gameplay.
-->Additional Details: Good usage rock, wrecks, and rubble. Not too much, not too little. Roads and tracks are used effectively, like the buggy that ran in to the tree on the left side of the map.
-->Lighting And Fog: Lighting and fog changed to great effect. Fog thick enough to eb noticable, but not a hinderance. Well done.
-->Error Checking:
-->Problematic Tiberium Fields:
Fun Factor
-->Personal Gameplay Experience.: This map was fun to play and I liked the look of it. Was pretty balanced, except for the repair bay being placed off to the edge, nearest to the west player.
-->AI Performance: AI was rabid, attacking and defending. Didn't get stuck on terrain, as far as I could tell. Went for resources, and the repair bay. Nice challenge by the AI.
-->Tactical Performance: Map performed well as either quick battle or one of attrition. Expansion space was plentiful, resources are available, and there aren't too many objects to slow the map down. Well done.
-->Missing Minimap:
-->Problematic Camera Settings:
Scripts
-->Quantity Of Scripts: All scripts function. that took a while.
-->Quality Of Scripts: Capturing the Repair Bay grants a few immediate units, all of them strong tank types (with some units to occupy the Corrupter for the Scrin). This potentially provides some early firepower to they who can capture it. I allowed the AI to capture it, but it seemed to not make much difference as far as "effects to the game-play". Other scripts just change music.
-->Broken Scripts: Nothing broken that I can tell.

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




Judge: spyVspy
Original Concept 15/20
Ballance 15/15
Eye Candy 28/30
Fun Factor 15/20
Scripts 15/15

Overall Score: 88 (1st - BEST!!!)


Comments:

spyVspy wrote no overall comments for this map.




Judge: Assassin
Original Concept 16/20
Ballance 10/15
Eye Candy 23/30
Fun Factor 19/20
Scripts 10/15

Overall Score: 78 (1st - BEST!!!)


Comments:

Original Concept: The map design is quite good its somewhat symmetric but has enough difference in it to be quite realistic at the same time I like this quality about the map, tiberium placement is well thought out and there is an awesome choke point in the center of the map and some nice nearby expansion points with the real power point being the center of the map with its exta Tiberium and EMP it did loose some points though as it looks as it it was given just enough difference to not be perfectly symmetrical which I think a little more could have been done here.
Ballance: Balance is very good on this map however it looses some points with the main feature of the map the reinforcement bay being closer to player 1 as the EMP being closer to player 2 just doesnt balance this out enough I feel, other then that I was very happy with the balance on this map
Eye Candy: Texture variation is quite nice and suttlely done to give this red zone a rather gloomy/realistic feeling, lighting and fog was used really well on this map, the detailing of buildings ruined by Tiberium and red zone tiberium elements where used very well to make this map look quite stunning when combined with the great use of lighting and fog. This map is a real gem to look at *no pun intended*.
Fun Factor: This map plays like a short battle map which is pretty common for two player maps and damn the AI is good on this map it put up a very challenging and exciting match fun factor is really high I had a ball playing this map the gameplay on it is quite awesome only thing that minimises the fun a little is the placement of the reinforment pad i feel should be closer to the center so its equal for both players to get to gameplay wise.
Scripts: The reinforcement script works like a charm and gives a good diversity of units and the right units for your faction too and a good amount of time between reinforments I really liked how well thought out balancing wise this was done and did save my life briefly in one match.

Overall Comments: This map is very nicely put together only suggestions are to move the Reinforcement pad closer to the center of the map to be more fair, other then that its well balanced, good design, pleasure to look at and is a damn challenging map which is the best kind of fun and the scripts worked well without having a drastic effect on gameplay which is good because you never want that to give a huge unfair advantage or disadvantage to one player. I really enjoyed this map a fantastic red zone map.




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

Map Name: Wind Of Desolation
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: Wind of Desolation is a 1 vs. 1 asymmetrical Redzone map, somewhere deep in Italy; where Tiberium ravaged the landscape unto its own demise and desolation.
This map offers several new features such as its own music playing list, music that is rarely heard in an standard game and even a reinforcement bay that gives reinforcements every few minutes.

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 one of my maps Wind of Desolation. 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!

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Here is the updated Wind Of Desolation, Its Sun ray effect was to much, i toned it down aswell updated the fog color.