C&C 4 Map Design Notes
Required
Steps:
These steps must be completed or the map
will either not function or be missing key elements.
·
Go to Edit ->
Edit Player List/hit Ctrl-Alt-P, and hit the “Add Skirmish Players” button at
the bottom of the pop-up window.
·
Define 2 trigger
areas to be the GDI & Nod Spawn zones.
Name the trigger you want to be the GDI spawn zone TeamManager1_SpawnZone, and the trigger you want to be the Nod
spawn zone TeamManager2_SpawnZone.
o
These names are
built into the drop-down list for area trigger names.
·
Create waypoints named
Player_#_Start where # is every
value from 1 to 10.
o
These names are
built into the drop-down list for waypoint names.
o
These waypoints
are what the camera focuses on when you hit ‘R’ when you have no crawler, and
tell the game how many player slots to use in the lobby.
§
Players 1 through
5 are GDI players. Place their waypoints
in the GDI spawn zone.
§
Players 6 through
10 are Nod players. Place their
waypoints in the Nod spawn zone.
§
If you want to
make a map for less than 10 players, remove the waypoints for players 5 &
10 first, then, 4 & 9, and so on.
·
Place goal
structures on the map, by hitting the P key, selecting NEUTRAL_STRUCT_GOAL(Goal Structure) (found in ByNativeType ->
Neutral -> Structure) and placing the goal objects. Make sure they’re on the Neutral player.
o
An odd number of
goals is better than an even number, as it makes it more difficult for the game
to enter a stalemate.
o
With more than 5
goals, audio feedback will be misleading and the scorebar will be ugly.
·
Place crystal
pads and crystal spawn waypoints for each green or blue crystal spawn location.
o
Crystal spawning is controlled by waypoints named UpgradeCrystal_# (where # is 1, 2, 3…)
and SuperUpgradeCrystal_#.
§
Waypoints named
UpgradeCrystal create green crystals; those named SuperUpgradeCrystal create
blue crystals.
o
Place Crystal
pads at these waypoints to reveal the spots where crystals will spawn to all
players.
§
The crystal pad
object is TiberiumLandingPad, found
in ByNativeType -> Neutral -> Structure.
Recommended
Steps:
·
The standard 10
player map size is 660 by 660. (Set in File -> Resize…). You really want a square map, so the minimap
won’t get distorted.
·
Turn on Octagonal
Map Borders (View -> Show Octagon Map
Boundaries). This shows you the
actual playable area on your map.
·
To
use the same default camera settings used in C&C 4, set the following
values under Edit -> Edit Map
Settings -> Camera Behavior
o
Min
Height: 175
o
Max
Height: 600
o
Pitch
Angle: 48
o
Yaw
Angle: -45
·
Standard cliff
height is 60 feet.
o
All cliff objects
are built to be placed on 60 foot (single-height) or 120 foot (double-height)
cliffs.
o
All ramp objects
are built for a vertical transition of 60 feet.
·
When laying out a
map, in order to keep units from going places they shouldn’t, you need to paint
both impassability and cliff cells.
o
Nothing can enter
or land on impassable areas (except aircraft, which can move through them),
including cliff-jumping and burrowed units.
§
We recommend that
you paint all non-playable map areas as impassable, including the corners cut
off by the octagon map boundaries.
o
Cliff-jumping and
burrowed units can traverse cliff cells.
§
Worldbuilder
automatically paints a thin line of cliff cells based on elevation, but map
designers typically need to paint more cliff cells around cliffs to keep units
from pathing through the gaps.
§
Our convention is
that you can cliff-jump over 60 foot height changes but not 120 foot ones.
·
Pre-placed faction
base defenses should have their controller changed to TeamManager1 (GDI) or TeamManager2
(Nod) after being placed.
o
The default GDI
& NOD players have no power or AI associated with them, and structures left
on those players will be inactive.
·
When placing
structures & base defenses, we recommend that you turn on the placement
grid (Edit -> Enable Placement Grid).
o
This should help
minimize build & pathing issues later.
·
We recommend you
only use the following tech structures found in ByNativeType -> Neutral
-> Structure (the others are quirky, obsolete, or system objects):
o
MUTANT_Struct_Factory
(Mutant Hovel)
o
NEUTRAL_Struct_AntiAircraft
(AA Launcher)
o
NEUTRAL_Struct_Blast
(Artillery)
o
NEUTRAL_Struct_Goal
(Goal Structure/TCN Node)
o
NEUTRAL_Struct_Utility
(Build + Deploy Radius)
§
If you assign
these structures to a non-neutral player, they don’t function and can’t be
captured properly.
·
If you’re
building a map and want to match the look of an existing region, open the Post
Effects panel (Edit -> Edit Post
Effects) and click on one of the region preset buttons (i.e. Arctic,
PanAmerica, Junktown, etc.) That will
apply the post-effect settings associated with that region to the map.
Design
suggestions:
For a standard 5v5 multiplayer map, the
following features are highly recommended:
·
Pre-placed base
defenses around each team’s spawn zone.
o
These provide a
strong point to retreat to, and make spawn camping more difficult.
·
Three “lanes” of
conflict.
o
For a 5v5 map,
having 3 major sections of the map (top, bottom, middle, or left, right,
middle), each having roughly balanced importance in terms of goal nodes, tech
structures, and crystal spawns, is highly recommended.
§
If one section of
the map is overloaded with goals or crystal spawns, it can can lead to most or
all players focusing on that area, and whichever team holds that area
inevitably winning the game.
o
Moving between
lanes should be relatively easy, both for the sake of pathfinding, and to allow
players to retreat from losing battles without waiting several minutes before
getting back into the fight.
§
Generally, this
means that you want 3-4 different paths into every section of the map.
·
5 goals/TCN hubs.
o
Less than 5 goals
makes it easier for a winning team to turtle and lock down the majority of the
goals, and generally slows down the game.
More than 5 goals makes it difficult for a team of 5 players to capture
and protect a majority of the goals on the map, and speeds up the game.
·
2+ green upgrade
crystal spawns, & 2 blue upgrade crystal spawns.
o
This gives both
teams a chance at enough crystals to reach Tier 3, and enough spare crystals to
use them as weapons.
·
Around 4-6
non-goal tech structures.
o
Use these, along
with Crystal
spawns, to make areas of the map which don’t have as many goal structures
attractive to players.
§
NEUTRAL_Struct_Utility
is probably the most generally useful tech structure.
§
NEUTRAL_Struct_Blast
can be the most powerful, depending on where it’s placed. Be careful about putting these too close to
goal structures or crystal spawns.
·
To create a
minimap:
o
Use Ctrl-F to
change to top-down view, and take a screenshot of your map.
o
Emphasize the
Octagon borders, resize the image to 256 x 256, and save it as a grayscale .tga
file.
o
To get it to show
up as the minimap, the .tga file must be named <MapName>_Art.tga and be
in the same folder as the .map file.
Bonus: C&C 4 Map Beautification Process
These notes are what were given to art contractors
for C&C 4, and have been essentially left unchanged.
Set
Post Effects:
·
Post effects
consist of numerical values and effects that are placed in a specific order.
Choose the settings for the region whose tileset you’re using.
Terrain
Sculpting:
·
Examine the cliff
walls to make sure they are not all straight, adding a few slight curves to
these areas that will help the terrain look more natural. It is essential
that this step does not change the design of terrain too much as it could
impede game play areas.
·
In the
non-playable areas and margins of the map, use the terrain height tools to
create natural looking mountains.
Place
Cliff Geometry:
·
Start adding cliff
geometry to entire map. Mix and matching the cliff geometry will make
sure there is not too much repetitiveness.
Place
Ramps:
·
Ramp geometry
should be centered in their respective spaces.
Place
Ambient Terrain Textures:
·
Ambient terrain
textures have the letter “A” after
the region abbreviation in their name. (For example: ARA_icysnow01.tga is an ambient terrain texture that is meant to be
used in the Icy Snow map area within the Arctic region.)
·
You may notice
areas of bright pink terrain textures on the map. Be sure not to cover these
with ambient terrain textures just yet. These are areas marked for Non-Pathable
vignettes. More info on that below.
·
Using a large
brush start placing ambient textures to cover the different areas of the map.
·
Be sure to use a
variety of textures within a given tier to avoid tiling.
Place
V1 Terrain Textures & Roads:
·
V1 terrain
textures have the designation “V1”
after the region abbreviation in their name. (For example: ARV1_icysnow_fracture01.tga is a V1
terrain texture that is meant to be used in the Icy Snow map area within the
Arctic region.)
·
Using a smaller
brush start painting in V1 textures under game play specific structures.
(Goal and tech structures, bunkers, base defenses, single player objectives,
etc.)
·
V1 roads have the
designation “V1” after the region
abbreviation in their name. (For example: ARV1snowroad01 is a V1 road that is meant to be used in several map
areas within the Arctic region.)
·
Add the
appropriate V1 roads to further “ground” the asset into the terrain as well as
adding detail and contrast to lure the player’s attention.
·
The V1 tire track
roads should lead to and from the goal structures.
·
The V1 foot print
roads should lead to and from the garrison and neutral tech structures.
Play
The Game:
·
At this point, it
is a good time to stop and play the map to experience your work firsthand.
·
If it is a
multiplayer map, you will find it useful to see how the map plays with AI and
other human players. Since multiplayer maps tend to be large, this will determine
where you will use vignettes to theme parts of the map to help players maintain
their sense of location.
·
If it is a single
player campaign map, play against the AI and try to achieve the mission
objectives. This will help you understand how to “frame” the mission beats with
vignettes and additional terrain texturing as well as V2 roads. Also, you will
learn what parts of the map are most important and be able to focus your
remaining work in those areas.
Place
Vignettes:
·
Having played the
game you should now have a pretty good idea where the combat lanes and mission
objectives lie. You can fill the negative spaces between the important game
play areas with clusters of props called vignettes.
·
Each region will
have its own unique set of 3D objects that will be used to create vignettes.
·
Generally using a
prop from one region in a different region is not considered a good idea.
·
Start placing
prop assets along the cliff edges then move to the inner map areas that require
a vignette that will either be Pathable or Non-Pathable.
Pathable Vignettes are purely artistic and can be placed almost
anywhere, however, artists should be selective in where these are placed as
they should be used in a way that makes sense. Pathable vignettes should
be used to add interest to an area that may seem too open or sparse. They
can also be a device to draw the player’s eye to a specific game play area of
interest. The use of too many pathable vignettes may become a problem as
this will add considerably to the maps overall object count. Objects placed in
the pathable vignette area will generally be considered “crushable”; this means
that infantry and vehicles will be able to destroy them by running over them or
knocking them down. The terrain beneath a pathable vignette area
should not be sculpted.
Non-Pathable Vignettes will be suggested by designers using a bright pink
texture. These areas should look like they cannot be accessed by infantry or
vehicles. One way of handling Non-Pathable vignettes is by sculpting the terrain
within the defined area. This can be handled by either extruding or recessing
the terrain and decorating it accordingly.
Place
V2 Terrain Textures:
·
V2 terrain
textures have the designation “V2”
after the region abbreviation in their name. (For example: ARV2_icysnow_fracture01.tga is a V2
terrain texture that is meant to be used in the Icy Snow map area within the
Arctic region.)
·
Using a smaller
brush start painting in V2 textures under the various vignettes throughout
the map.
Place
V2 Roads:
·
The last things
added to the map are the V2 roads and V2 footprints.
·
V2 roads have the
designation “V2” after the region
abbreviation in their name. (For example: ARV2snowroad01 is a V2 road that is meant to be used in several map
areas within the Arctic region.)
·
These should be
placed on the terrain in a way to guide the player’s eyes around the map in an
interesting way.
·
The roads should
not be placed in ways that make them look too straight they should have more of
a curvaceous look to their implementation.
·
They should feel
like loose sketch lines on a drawing.
Final
Review & Polish:
Once a map is finished with
its beautification pass it is handed back to the designer for a final review of
playability.
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