User Guide

LAYING OUT A MAP
The best Command & Conquer maps tell a story. Whether it is a single-player or multiplayer map, a good one
creates a sense of time and place, as well as establishing the nature of the gameplay. Based on the terrain
and resources on the map, savvy players immediately begin formulating their strategies, which in turn shapes
the struggle to win the campaign.
However, a good designer never takes control of the storytelling away from the player or players. In deciding
the layout of your map, you always want to create situations with open-ended possibilities. For example, a
good designer creates multiple entrances to a base area or critical piles of resources between two base areas.
For ambitious designers who are creating multi-mission campaigns, it’s a good idea to have a sense of
the content of each mission and the shape of the story before you begin.
This chapter can provide some useful tips and issues to consider.
BASIC DESIGN DECISIONS
A good design is a delicate, yet flexible balance between a myriad of decisions. A good designer is always
looking ahead. To the degree that you can, make decisions at the beginning of your project about the
following issues.
SINGLE-PLAYER OR MULTIPLAYER
The first decision: Are you creating a single-player or multiplayer map?
The third kind of map, a Skirmish map, is a multiplayer map with a few more elements. For more
information,
A Few Extra Steps for Skirmish Maps on p. 40.
Successful designs for single-player and multiplayer missions vary greatly. A well-designed single-player map
applies escalating pressure on the player as the battle progresses, with satisfying results for conquering the
challenges.
When scripting behavior for single-player missions, remember that you are not creating a fair system. You
are creating the perception of a fair one inside of a satisfying user experience. The difference is critical; if
you can create more interesting challenges by providing information to CPU-controlled sides through
scripting, do it. For more information on scripting,
Scripts on p. 61.
Multiplayer maps are more open-ended. In a multiplayer map, you want each player to begin at relatively
equal strength in terms of map position, tactical advantages, and available resources. Consequently, maps
that favor an arena style of organization tend to create more interesting multiplayer missions.
DRAMA VS. REALISM
Before you begin to work on your map, you should make some essential decisions. Are you creating a
realistic simulation of a location in the world? Or, are you creating a fantasy environment? A realistic map
requires more detailed work in molding the terrain, choosing your textures, and placing objects. While it can
be a lot of fun to create, for example, battles in your hometown, you may find yourself spending significant
time looking at offline maps and photographs.
If you go for the dramatic approach, then you can focus on creating the most interesting gameplay for all
participants in your map.
Of course, the best maps blend drama and realism. It’s a good idea to have an impression of where your
map fits along the spectrum.
THINK SPACE
Many user-created maps reflect the creator’s preferred style of play. For beginning users and designers, that
style favors turtling up in a base to develop an overwhelming army to crush the opposition. To support this
style of play, designs tend to have only one way in and out of a base and are filled with objects. Lacking
open space and containing too many units, maps of this variety produce slow, drawn-out games that tend
to follow a predictable slugfest pattern. Try to keep plenty of open space in your map. Openness means
flexibility, and a good designer tries to accommodate multiple gaming styles in his creations. For more
information,
Accommodating Varying Styles of Play on p. 33.
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