_________________ Ou ficar a pátria livre, ou morrer pelo Brasil! Last edited by LT.COL.Taquara on Fri Feb 17, 2012 2:02 am; edited 1 time in total QUICK_EDIT
The shoreline is mostly very smooth and natural, except for few straight sections that really stand out.
All bases are more or less reachable via the rivers, i.e. susceptible to naval attacks.
The overall shape of the map, as judged from the minimap, looks good.
[Cons]
There's an odd distribution of player spots, for example the player at the lower-right corner of the map is likely to be safe from a lot of, if any, attacks. On the contrary, the top-middle player is propably going to be end up grinded by the players surrounding it.
Square ore fields. Although ore spawning on the top of the ground is not exactly the most realistic thing in the two Red Alert games, and I won't go further into that, it's still recommend to avoid making the ore/Tiberium/resource fields entirely square.
Ore on roads...
Straight cliffs, slopes and shorelines. You should usually avoid making any natural formations straight and polygonal, it only makes them look artificial.
Missing and/or repetive cliff pieces. It's obvious you used the auto-cliffing tool. It's recommended not to, instead place the cliffs manually.
Spots of jungle everywhere. It is and looks better to have bigger patches of forest than small clumps all around the place.
The oil derricks could use some pavement under them, or some other details that makes them stand out less.
There is a ton of random buildings around. What are the russian buildings doing in an obviously temperate zone map?
A lot of capturable buildings, but they are placed closer to one player or the other.
Some of the bridge repair huts seem too far away from the bridge itself, I'm not sure if they will now function at all.
I'm pretty sure I missed something but I can't just bother to look. Fixing the rest is enough for start.
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