View Full Version : My First Map: "Final Crusade" (Remake)
Star Wars Man
05-04-2007, 10:06 AM
This map is a small remake of General's Final Crusade. (Please note: I'm not entirely done with this map, so the screens are subject to change)
Screens:
http://i12.photobucket.com/albums/a245/loverdog/FC1.jpg
http://i12.photobucket.com/albums/a245/loverdog/FC2.jpg
Comments welcome, I need advice. ;)
Daishi
05-04-2007, 01:03 PM
Might I suggest putting those tech ground control structures near the bridges? This is after all a remake of the bunkeriest map in ZH.
Also, it's nonsymetrical, which is cool, but player 1 seems to have a few obvious advantages.
1) His supplies are further away from the enemy.
2) He can defend them easier by blowing up his bridges.
If you decide not to use the tech capture structures, player 2 may be able to balance this out with the ease of setting up an outpost next to his second field to make defenses from, while the other player needs to make a second extender to start making defenses. (although player 1 could probably stretch, I don't know the scale you made the map to...)
Oh, and please round out the corners, at least a little bit. ;) Good job so far remaking it.
K, now that that's out of the way, why didn't ya just make it a corner map?
That map is in need of textures...looks like the same map that was sent to me this week. It was rejected due to little texture work. Take a look at the original Final Crusade map for ideas.
Star Wars Man
05-04-2007, 07:26 PM
Might I suggest putting those tech ground control structures near the bridges? This is after all a remake of the bunkeriest map in ZH.
Also, it's nonsymetrical, which is cool, but player 1 seems to have a few obvious advantages.
1) His supplies are further away from the enemy.
2) He can defend them easier by blowing up his bridges.
If you decide not to use the tech capture structures, player 2 may be able to balance this out with the ease of setting up an outpost next to his second field to make defenses from, while the other player needs to make a second extender to start making defenses. (although player 1 could probably stretch, I don't know the scale you made the map to...)
Oh, and please round out the corners, at least a little bit. ;) Good job so far remaking it.
K, now that that's out of the way, why didn't ya just make it a corner map?
Yea, I took this screens before I was going to implement anything else into the map. I'm thinking of making the bridges indestructible, like in the original map, or at least make it so that each section has more health then normal. I'm moving player 2's Tib fields around, trying to make it symmetrical with player 1. You may not see it, but there are also Tib Spikes on both sides (Which I used to replace Oil Derricks). I'm thinking of adding Tech Bombardment towers to each bridge, or maybe just add more buildings by the bridges. Either way, this map will be different from what it is now.
That map is in need of textures...looks like the same map that was sent to me this week. It was rejected due to little texture work. Take a look at the original Final Crusade map for ideas.
Ya, I'm studying Hawk's maps to see what texture work I can use for this map. It looks bad with just one texture for the ground, and one for the hills.
Derek
05-04-2007, 08:47 PM
Ok, if you going for faithfulness to the original, you have a lot more work to do, sorry. Your map is entirely flat, the original actually had some quite varied terrain, specifically to the north where it rose a fair bit. You should include this rise, but make sure you have enough flat space for a refinery (or two) by the expansion. Second, the south bridge was a lot closer to the land bridge, in fact, the land bridge was an addition in ZH which was obviously out of place, having not been there in the Generals version, it was added in a failed attemp to make the map less turtle favorable. Third, the river ran at a bit of an angle, this is actually quite important to the layout and balance of the map, it just doesn't look right when split down the middle like that. Lastly, the village was on the left side was much bigger. I suggest you take a good long look at the ZH map in ZH worldbuilder and try to make those changes, you might even need to completely restart the map. If your computer can handle it, run by Worldbuilder simultaneously, it will help you compare the maps easier.
Thats only if you're going for faithfulness though. Final Crusade was actually a terrible map, one of the worst 1v1s. It was far to easy to bunker, resulting in boring and laggy as hell game. If you want to remake Final Crusade I would strongly recommend you look into redesigning the map: It needs more and wider entrances, including well defined flanks. It needs a no-man's land that can be fought over, if the entire map can be easily divided into two parts (one for each player), then that is what will happen in a game. Find some way to add in a middle ground so this does not happen.
Some pics of the original map for you:
http://i16.tinypic.com/5x409hk.jpg
Note the diagonal river and how it divides the map.
http://i17.tinypic.com/61l1wcj.jpg
The village.
http://i13.tinypic.com/4l769s3.jpg
Note the rising height of the cilffs, this shows you how the land rises.
And finally, here are some pics of another map that someone else has made for CNC3. It is called "Fields of Tiber" and is a remake of the popular "Fields of Isis" map from BFME2. It has a similar layout (river dividing a 1v1 map), but notice how it avoids many of the problems of Final Crusade:
http://i18.tinypic.com/6fr3nz7.jpg
By each base is a wide land bridge, and in the middle a narrow landbridge. Although the map is still divided in two by the river, it is layed out in such a way that the players' natural areas of control span the river, so the chokepoints do not slow down gameplay and there is land to fight for (in the NE and SW corners). Players cannot simply bunker around the landbridges because the opposing player can cross one bridge (near their base) before it can be defended.
Star Wars Man
05-04-2007, 09:31 PM
Thank God you posted those. I've been looking all over for pics of FC.
Edit:
Here are some updated screens:
http://i12.photobucket.com/albums/a245/loverdog/FC3.jpg
(Note that there is only 1 artificial bridge, and two land bridges)
http://i12.photobucket.com/albums/a245/loverdog/FC4.jpg
Daishi
05-05-2007, 05:49 PM
Make the village on one side wrecked, for want of a social structure? I dunno, but it's most likely what was once Final Crusade is going to be in a yellow zone. And garrisoned buildings may have an adverse effect on balance.
Star Wars Man
05-05-2007, 08:29 PM
Probably, yeah. Also, I've got some new screens:
http://i12.photobucket.com/albums/a245/loverdog/FC5.jpg
http://i12.photobucket.com/albums/a245/loverdog/FC6.jpg
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