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 Forum index » Modding Central » Other Games Modding » C&C: Rivals Editing Forums » Mapping Discussion
Welcome to Rivals Mapping Discussion
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Supreme Banshee

Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Apr 01, 2019 11:59 pm    Post subject:  Welcome to Rivals Mapping Discussion
Subject description: Quick intro and tips for better mapping!
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Welcome people! This forum was made to help people mapping Rivals. Basically, when you have any doubts about mapping or problems with your map, ask here. Check the tutorials in the Philadelphia Tutorials Zone to avoid the same question twice. We do also welcome people's under construction work and screenshots to be posted here, since people may attach their files whenever they need. As soon as you finish your map, post it on Rivals Map Archive. This forum is viewable to unregistered users, but you need to register to post.

When planning a map, have in mind some basic concepts:

- Plan the distribution of players and terrain before you start the map. Remember that your map size is limited, so every detail counts.

- The best way to start creating a map for this game is by copying and pasting the most similar map and doing your modifications from it.

- Real world style maps are better than symmetric, because they are less predictable. Symmetric maps are more balanced, but very predictable.

- Lack of money resources ruins the gameplay. Excessive cash makes the map too easy. Make sure it's balanced and that base accesses allows multiples units. Also, remember to place some debris, stones and other gorgeous things in the map and some tiberium patches to motivate players to expand and fight for certain locations of the map.

- Make sure each base and the silo in the center has at least 2 different entrances. We recommend 3 or more. This increases the ammount of strategies and challenge of the map, making attacks less predictable.

- Choke points are places where few units are able to pass at the same time. They provide new tactics for the map. Use them, but do not abuse. Choke points where few units may pass at the same time usually provides problems and headaches. Avoid them.

- Maps with cliffs, unstable terrains, trees, rocks, etc... are more real and more fun than plain maps. They increase the eye candy factor of your map, making your map more popular. Make sure you place them over your map and make it heavly texture. Use the option to blend the textures to make it look more realistic.

That's it, folks and have fun! I believe there are points that I didn't covered properly. If you have something to add, post in a reply below. I hope it contributes to improve the overall quality of the maps posted on the Map Archive and in the rest of the community.

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