One of the most important aspect about a CnC3 map is the amount of Tiberium on the map and how much is reasonably accessible to different players. This guide will each you how to properly place and "set" your Tiberium fields.
Before this guide gets rolling there needs to be an understanding of the terms used for this sort of thing. This will allow us to be on the same page.
Starting Tib Field: This is the Tiberium field closest to a players staring location. It will be the first Tib field that the player builds a refinery at.
Expansion Tib Field (secure): This is a tib field that a player will have to expand in order to harvest. The word secure is very omportant in this case because it signifies that the field is reasonably secure from enemy attack. An example would be the little blue patch of tib in the corners of Tournament Arena.
Expansion Tib Field (insecure): this is also an expansion field however the word insecure implies hat there will be fighting over the field. A good example of this is the large blue tib field in the middle of Boardertown Beatdown.
Tib Field Settings: These are the settings that a player uses to adjust the size, growth rate, and overall value of a Tiberium field. There are other controls that can be used such as crystal size and cluster size but these should remain untouched unless you want to create an "abnormal" tib field.
This is the Tiberium Settings Tab:
Radius: The maximum "biggness' of your field. Note that a tib field with a small amount of starting value will not fill up the entire circle. To view the radius, go to...View>Influences>Show Tiberium Circles.
Max Field Value. This is pretty self-explanatory. It is the largest value a Tib Field can grow to. Its not very important for starting Tib fields but can be very important for expansion Fields
Starting Field Value: This is also self-explanatory. It is the value of all the tib within the field at the beginning of the game.
Growth Rate: This is how fast (in seconds) a patch of Tiberium will grow.
Note: The Tiberium Tab only applies to the following objects Tiberium Field Tiberium Field Blue Tiberium Field Red Zone Tiberium Field From Harvester Death (the little patch that pops up when a harvester is destroyed)
This post has been edited by Marauder709: Jun 9 2007, 19:14 PM
In CnC3, there is one way and one way only to create a Tiberium Field. This is a step by step walk through of how to create one
1. Pick the spot you wish to create your Tiberium Field. It should be an open, flat space of land.
2. Add one of the three Tib Field Templates: Tiberium Field Tiberium Field Blue Tiberium Field Red Zone Do not use the Tiberium Field From Harvester Death object as it will only spawn one Tib patch. Make sure the radius falls within the open expanse you created for the field. Adjust its radius with the controls noted above.
3. Do not add Green and Blue Tib to the fields, it will be done automatically. Also, these patches will not be harvested automatically by the harvesters in game.
4. Adjust the Tiberium Settings according to the Field Type within your map. This will be discussed later on.
5. Congratulations, you've just created a fully functional Tib field
1v1 Games take about 10-25 min to play out. Because games are this short, the ammount of Tib on a 1v1 map should be modest. 1v1 Maps should have symmetrical Tiberium placement. The Ideal map should have one, relatively small and slow growing starting green Field and 2 expansion fields.
1v1 Starting Fields should always be the standard Green Tiberium Field with no changes whatsoever.
A field such as this will sustain one harvester for the whole game and 2-3 for about 7-10 min. I would strongly recommend that you do not use a small starting blue field as this tends to give huge economy boosts that end up with cash floating and almost no money management and prioritizing. The upside to a small blue tib fields is it makes expansion critical as it will only sustain more than one harvester for a few minutes. If you wish to use a blue Tib Field, I recommend these settings.
Expansion Tib Fields should have faster re-grow rates than starting Tib fields as well as slightly more tib. For 1v1 maps I recommend only using green tib fields for uncontested and blue tib fields for contested.
Uncontested fields should always have less Tiberium than the starting fields but a faster re-grow rate. The purpose is that it will support a certain amount of harvesters (say 2). The idea is to give a player a steady flow of income that will "keep you in the game". It also provides an incentive for your opponent to harass, to attempt to disrupt this steady flow. There should only be one of these per player. Do not use Blue tib fields for this! It will cause a major cash boom. Here are my recimmended settings for a green field.
Contested Fields should also appear in 1v1 play. This is the one I recommend as a blue tib field as it will not provide a steady cash flow. The purpose of a blue tib field is also to give an incentive to expand and not to stay huddled in their base. His field should be right smack inbetween the two players. Make sure to use the ruler tool to measure the distance between the players and the start positions smile.gif The regrow on this field shoul be pretty high as you have two players harvesting form it. Here are my recommended settings.
The standard 1v1 player should have acsess to about 30-40000 credits, 25-30 of which should be uncontested. Please remember though; these numbers are not set in stone and may be varied between maps. These are just rule of thumbs to go by.
2v2 Games in CnC3 are slightly longer than 1v1 games, from 15-30 min. Because they are longer, they need slightly more tib, but not a lot more.
Starting Fields should be the same as the 1v1 maps. Expansion is just as critical here as in 1v1s and therefor should be equally promoted. Again, I do not recommend the starting field be a blue tib field as the cash flow will boom very quickly and there will be cash floating.
For the proposed Tib settings for a 2v2 starting field, look at the 1v1 starting field.
Secure Expansion fields should be just the same as the ones in a 1v1. These should be small green tib fields in the corners of the maps with regrow rates to support two harvesters or a small blue tib field that can support one harvester Because this is a 2v2 map, these secure expansion fields can be slightly larger, 17-20k for green and 15-13k for blue. Here are the recommended settings for a green and blue field in that order.
In a 2v2 map, there should be 1 or 4 Contested Expansion Fields. If there is only 1, It is most likely a large central tib field. In this case, it could ether be blue or green with no specific settings. The only for sure is that it would be able to support at least 8 harvesters for 10 min. If there were four, they should all be smaller, along the lines of a starting tib field but w/ a regrow rate of 10 (because there will be 2 players per field instead of one.)
These maps should have about 45-50k of credits per person, 90-100k overall. This will ensure a steady cash flow for all players and the ability to purchase a few high their units, structures and powers.
The reason these two are together is because they have a relatively similar economic layout. Most of these games are 20-40 min and involve a lot of high tier units. They also are very large maps which means ether lots of small tib fields or a few big and valuable ones.
Starting Tiberium Fieldsshould be have more credits than those of 2v2 and 1v1 but have the same regrow rate. This allows a player to have money to start a game and a good cash flow later on. In this respect, starting tib fields can serve as Secure expansion fields. Here is my recommended layout:
Secure Expansion Fields in these maps should about 25% larger than those of 2v2 as two and maybe three people will be using them. They should can be blue or green but I would recommend green as blue would be a better choice for insecure fields. These maps are can be varied and so the exact number, and settings cannot really be computed. I only recommend making these maps if you have a general feel for economy placement. As far as Insecure Expansion Fields go, the general rule is one normal green field (default settings) for every two players (or one with double the settings for four players) or one normal blue field for four players (or one with double settings for eight). The following are normal 3v3/4v4 insecure expansion field settings for green and blue in that order:
An additional note. This is a GUIDE not a bible. All of these settings can be varied. These are simply standard parameters. I would also like to note that no map should be made around an economy plan (except making flat spots for tib patches).
One of the most important aspect about a CnC3 map is the amount of Tiberium on the map and how much is reasonably accessible to different players. This guide will each you how to properly place and "set" your Tiberium fields.
Tiberium Terms
Tiberium Field Creation
1v1 Tib Placement
2v2 Tib Placement
3v3/4v4 Tib Placement
This post has been edited by Marauder709: Jun 9 2007, 19:26 PM
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