when the map pack started back in April, I had no idea how well it would be receipted. As of May 31st, the Tiberian Perdition Map Pack is the winner of map contests held by cnchq.de and cnc-core.de.
#1 Kane’s Wrath player vOddy said to me about the map pack: “The tournament maps should become official 1v1 AND 2v2 ranked maps. We need more maps damn it -.-“
So here they come. I found another excellent mapper by the name of Baryonyx, who has agreed to share his work with me for this map pack. He revamped his already brilliant maps with some nice effects. We want to continue creating the highest quality map pack possible. No fancy scripts, no unbalanced content, no one-dimensional layouts. These maps are build with the intend to challenge the original ones from EA and to be played in a competitive environment.
Again many thanks for all your support!
The single maps are presented below
EDIT: Sorry, I had to diasable the screenshot preview because of too much traffic (>20GB in two weeks)
Valley of Tears
When I compiled the "Tiberian Perdition" map pack, I realized that there is not a single 1vs1 map I had done in all these months. So I grabbed my WB and started doodling mountains and cliffs. I always wanted to experiment with a new environment that looked completely fresh and weird. So I thought about a dying river, nothing more than a series of shallow puddles. And I had that vision of Tiberium crawling through that desolated river bed. The design of the rest of the map is heavily influenced by Bethesda's Fallout 3, an excellent game by the way. So here it is, my first 1vs1. I think I did not do a 1vs1 so far as there is not much room left to explore something new in terms of layout and strategies. I tried to make this one as interesting as humanly possible, but feel free to mail comments and suggestions for improvement.
Dead Zone was the first of some maps set in a Red Zone. It’s supposed to be ultimately apocalyptic and spooky, dominated by ruins and Tiberium Shafts. The atmosphere is dark and depressive. Everything is destroyed, only a few turrets and spikes left for capturing. The map plays well with four or two players.
This map is a port of the "Fields of Isis"-map that is bundled with the strategy game "Supreme Commander". The map is quite popular by casual players as it features a simple team play layout. The original version is also quite hated among advanced gamers because it is somewhat simplistic and invites turtling. To prevent that from happening in this C&C version I decided to thin out the resources at the main bases and to force expansion to the center of the map. I also flattened the terrain for easier building as the original map can be quite unnerving at times in terms of finding a suitable spot for your large structures.
By moving the most valuable tech buildings and resources from the easily defendable bases to the center of the map, turtling is not such a big issue in this C&C version than on the original map.
This map came from some doodling on some geographic formations. Size and space happened to look so good, that Baryonyx decided to continue it as a project. The layout is simple: in each corner one player starts in a rural basin.
Each of these starting locations can be reached by three paths. Above that there is a ring shaped plateau with some room for expansions. In the center of the map, a city can be found, again in a hollow. There one can conquer some buildings and defend the city entrances by two Defense Towers each.
Ghost Town is set in a totally contaminated and Tiberium overrun city. Everthing is destroyed and chaos reigns over the sorry remains of what was once a proud town. Four players may fight over this cursed piece of dirt. There is no shortcoming of resources and you can find lots and lots of garrisons.
This is a Remake of Baryonyx’ older Mission_x_(KR). The original did not please him optically anymore. He also changed the geography of the map and fine tuned the balance.
Tiberium Cracks Remake is (as suggested by the name) a new version of an existing Tiberium Wars Map. The original map was fun, but not very sophisticatedly crafted (it simply looked ugly). So Baryonyx revamped the map optically. The original layout and abient sound however is the same. The many paths and the small size of the map are of the utmost importance. You will never know, where your opponent might attack next time and you should not waste time. Also keep a close look at the Tiberium glacier at the center of the map.
As a reaction to my map “Fields of Isis” I got bashed by some people because it was not original and was only ported to but not exclusive to Kane’s Wrath. So I realized that there was a need for maps, that use the new Kane’s Wrath assets to great extend. So I quickly devised what I thought would be a great tournament map for 4 players featuring an arctic setting. The map is point symmetric due to it’s competitive quality. There are four ridges between adjacent bases that provide both cover and opportunities for sneak attacks. Controlling these elevations may be of significant advantage. The center of the map is dominated by Tiberium, but fairly open otherwise. So combat will move from the edges of the map to a more intimate battle when entering the late game.
This is a 2vs2 map that can also be played 1vs1. The setting is a city in the Middle West. The layout is an upright format and starting locations are on plateaus in the North and South. Below that there is a city stretching across the map, with no way around it. So your primary focus should be urban warfare. In the center of the city there is a large hill with a blue Tiberium Field that hides an unpleasant surprise.
It's an award-winning non-symmetrical six-player map inspired by Crysis. When playing Crysis I realized that Command & Conquer 3 had a lot of stuff reminiscent of the eye candy shooter. So I thought it would be cool to recreate a level of the game. After doodling a bit with World Builder with Crysis in mind I suddenly saw a fun multiplayer map emerging on my screen and dropped the original singleplayer idea.
The map is not as symmetric as the original C&C maps, but you can roughly mirror it along the diagonal axis from the north west to the south east corner. Four players start on the beach, two on the rocky rim in the south east.
3vs3 Teams should be assembled to play from the south west vs the north east. Playing 2vs2vs2, there should be one team in the north west beach, and the other two teams with one player at the beach and one next to the mountains. Last but not least, free for all can also be fun.
Imagine "Unfair Advantage" for six instead of three players. This is 2vs4 (two defending players in the north, four attackers in the south). Sadly the ballance of this map suffered a bit after Patch 1.01 because the enlarged build radii give the attacking team an advantage to expand more quickly.
Nevertheless it's still a fun map with an unusual setup.
This is another Kane’s Wrath exclusive map. It came from my desire to play more versatile 3vs3 maps than the new ones that shipped with the Kane’s Wrath expansion. As the “Beachhead” Map this one did not take much time compared to what I usually do. Fortunately this one looks more finished and stylish than the “Beachhead” map I think. The main inspiration has been “Unsound Investment” which is a really fun map in a 2vs2. I tried to abstract from the fun elements of that map to create something with the same feel for 3vs3. There are basically five fronts at which to fight with a natural hot spot in the center of the map. Intelligently shifting and coordinating forces between these promotes cooperative gaming.
This is obviously a remix of “Uphill Struggle”, the map I’ve spend more time with than all others combined. Real life has taught me, that the 2vs4 concept is not easily grasped by most players. I’ve witnessed, that Uphill Struggle is more often like 3vs3 then 2vs4 (glad it is played at all). Finally the 1.01 Patch for Kane’s Wrath totally messed up the balance of the map and I wont be able to fix the new issues created by the enlarged build radii for the next 20 Years or so.
That’s why I totally revamped the old lady for 3vs3 style game play. To give the map a right to stand out on her own, I retextured it and exchanged a gross of the buildings to match the (almost never seen) German theme set. So this one is not as shiny as the US blue zone, instead it has that special worn out, misty, cranky character. I hope you enjoy it nevertheless!
Tournament Shaft is sex, no other way to say it. I've only tested it with a retarded AI buddy though, but still, it's amazing. Fields of Iris is pretty interesting too. Though you might want to even out the terrain in the middle, north and south of the blue tib field, as I found it pretty hard to build anything there.
Fields of Iris is pretty interesting too. Though you might want to even out the terrain in the middle, north and south of the blue tib field, as I found it pretty hard to build anything there.
Yeah, I know the problem. The original height map came from Supreme Commander. Because the scale of SupCom maps outperform anything C&C i had to shrink it down and now the slope of the terrain is simply too much for C&C's tolerance to place buildings. I edited and smoothed the terrain several times to fix this issue. I'm sorry, it's still a problem.
I played some of the 3v3's in skirmish to get a feeling for the maps. Beachhead 2: brilliant. I love it. I can't really explain why. It's not too big and allows for some crazy flanking. expo's are close but hard to keep, further increasing the intensity. This map needs to be an official 3v3 map asap. Oasis Endgame: another excellent map. It's a simple map, not too much about it, with the expo's being completely out in the open, something I really love. Somehow reminds me of C&C: Generals, not sure why, but it's a plus! Another official 3v3 contender. Downhill Run: eh. Not a fan of urban warfare, but that's all personal so I won't say anything about it.
I think you did a really really good job on these and I hope to see more in the future! I <3 you.
If any of your top players out there ever meet on one of these maps, don't forget to send me a replay, so I can learn from what really good people can do with these maps. That will hopefully result in better maps in the future.
Hey guys. I'm having problems playing these maps online with other players who don't have a selected map. It seems that whenever we load the map, I load with no problems, but the other player will freeze in the loading screen; thus we both stay stationary on the loading screen. The game won't load and thus one of us must ctrl alt delete out of the game - bringing up the DC screen. Are you guys have the same problem? These maps seem excellently done and I'm a bit disappointed they don't work online.
I'm having problems playing these maps online with other players who don't have a selected map. It seems that whenever we load the map, I load with no problems, but the other player will freeze in the loading screen; thus we both stay stationary on the loading screen. The game won't load and thus one of us must ctrl alt delete out of the game - bringing up the DC screen. Are you guys have the same problem? These maps seem excellently done and I'm a bit disappointed they don't work online.
Thanks!
I've played most of them online before and can not confirm that's impossible in general. I'm not sure if that's what you described in your post, but the following is what I know:
Usually what happens is, that due to the map transfer the host has a significant bonus in terms of loading. For some weird reason you then don't stay in the usual loading screen with the other guys until everybody has loaded the map (you know, the screen showing the minimap and player stats just before you hit the battlefield). Instead what C&C does is, it drops you right on the map and makes you wait there. So you don't see any loading bars, but the game will eventually start when all clients are ready. Just wait a minute, especially if there is someone with a slow PC or connection.
A way to get around this and other issues is to install the original map pack on each client involved, before the match begins. You just tell the client players to google "Tiberian Perdition 2" and there you go. Hopefully...
CaptNeo I wait for many minutes (even an hour today) and it will never load. The only way to resolve this issue is to mention to the clients to download the map pack. However, pubs sometimes can't speak English, never talk, or just want to play without this kind of hassle. I wish there is a better alternative (or even a fix!).
CaptNeo I wait for many minutes (even an hour today) and it will never load. The only way to resolve this issue is to mention to the clients to download the map pack. However, pubs sometimes can't speak English, never talk, or just want to play without this kind of hassle. I wish there is a better alternative (or even a fix!).
Thanks and a response asap would be great!
I'm seriously sorry, but what you describe is totally unknown to me. I'd really like to help, but I have not the slightest idea, why with me it's usually only a matter of time to start the match, while your game crashes.
2POC wrote me, he wants to promote the maps on the official site. With some luck, he might have a tip. But don't get your hopes up... I'll send him a private message and we'll see if he can do or say anything about it.
Hello everyone,
when the map pack started back in April, I had no idea how well it would be receipted. As of May 31st, the Tiberian Perdition Map Pack is the winner of map contests held by cnchq.de and cnc-core.de.
#1 Kane’s Wrath player vOddy said to me about the map pack: “The tournament maps should become official 1v1 AND 2v2 ranked maps. We need more maps damn it -.-“
So here they come. I found another excellent mapper by the name of Baryonyx, who has agreed to share his work with me for this map pack. He revamped his already brilliant maps with some nice effects. We want to continue creating the highest quality map pack possible. No fancy scripts, no unbalanced content, no one-dimensional layouts. These maps are build with the intend to challenge the original ones from EA and to be played in a competitive environment.
Again many thanks for all your support!
The single maps are presented below
EDIT: Sorry, I had to diasable the screenshot preview because of too much traffic (>20GB in two weeks)
Valley of Tears
When I compiled the "Tiberian Perdition" map pack, I realized that there is not a single 1vs1 map I had done in all these months. So I grabbed my WB and started doodling mountains and cliffs. I always wanted to experiment with a new environment that looked completely fresh and weird. So I thought about a dying river, nothing more than a series of shallow puddles. And I had that vision of Tiberium crawling through that desolated river bed. The design of the rest of the map is heavily influenced by Bethesda's Fallout 3, an excellent game by the way. So here it is, my first 1vs1. I think I did not do a 1vs1 so far as there is not much room left to explore something new in terms of layout and strategies. I tried to make this one as interesting as humanly possible, but feel free to mail comments and suggestions for improvement.
http://www.startrek-journey.de/webcontent/...ck/vot_ss01.jpg
http://www.startrek-journey.de/webcontent/...ck/vot_ss02.jpg
Dead Zone
Dead Zone was the first of some maps set in a Red Zone. It’s supposed to be ultimately apocalyptic and spooky, dominated by ruins and Tiberium Shafts. The atmosphere is dark and depressive. Everything is destroyed, only a few turrets and spikes left for capturing. The map plays well with four or two players.
Included with permission from Baryonyx.
http://www.startrek-journey.de/webcontent/...ack/dz_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/dz_ss02.jpg
Fields of Isis
This map is a port of the "Fields of Isis"-map that is bundled with the strategy game "Supreme Commander". The map is quite popular by casual players as it features a simple team play layout. The original version is also quite hated among advanced gamers because it is somewhat simplistic and invites turtling. To prevent that from happening in this C&C version I decided to thin out the resources at the main bases and to force expansion to the center of the map. I also flattened the terrain for easier building as the original map can be quite unnerving at times in terms of finding a suitable spot for your large structures.
By moving the most valuable tech buildings and resources from the easily defendable bases to the center of the map, turtling is not such a big issue in this C&C version than on the original map.
http://www.startrek-journey.de/webcontent/...ck/foi_ss01.jpg
http://www.startrek-journey.de/webcontent/...ck/foi_ss02.jpg
Fields of Sorrow
This map came from some doodling on some geographic formations. Size and space happened to look so good, that Baryonyx decided to continue it as a project. The layout is simple: in each corner one player starts in a rural basin.
Each of these starting locations can be reached by three paths. Above that there is a ring shaped plateau with some room for expansions. In the center of the map, a city can be found, again in a hollow. There one can conquer some buildings and defend the city entrances by two Defense Towers each.
Included with permission by Baryonyx
http://www.startrek-journey.de/webcontent/...ck/fos_ss01.jpg
http://www.startrek-journey.de/webcontent/...ck/fos_ss02.jpg
Ghost Town
Ghost Town is set in a totally contaminated and Tiberium overrun city. Everthing is destroyed and chaos reigns over the sorry remains of what was once a proud town. Four players may fight over this cursed piece of dirt. There is no shortcoming of resources and you can find lots and lots of garrisons.
This is a Remake of Baryonyx’ older Mission_x_(KR). The original did not please him optically anymore. He also changed the geography of the map and fine tuned the balance.
Included with permission from Baryonyx
http://www.startrek-journey.de/webcontent/...ack/gt_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/gt_ss02.jpg
Tiberium Cracks Remake
Tiberium Cracks Remake is (as suggested by the name) a new version of an existing Tiberium Wars Map. The original map was fun, but not very sophisticatedly crafted (it simply looked ugly). So Baryonyx revamped the map optically. The original layout and abient sound however is the same. The many paths and the small size of the map are of the utmost importance. You will never know, where your opponent might attack next time and you should not waste time. Also keep a close look at the Tiberium glacier at the center of the map.
If someone wants to check out the original version: http://cncmaps.com/CnC3MapArchive/KB_Tiberium_Cracks.zip
Included with permission from Baryonyx
http://www.startrek-journey.de/webcontent/...ck/tcr_ss01.jpg
http://www.startrek-journey.de/webcontent/...ck/tcr_ss02.jpg
Tournament Shaft
As a reaction to my map “Fields of Isis” I got bashed by some people because it was not original and was only ported to but not exclusive to Kane’s Wrath. So I realized that there was a need for maps, that use the new Kane’s Wrath assets to great extend. So I quickly devised what I thought would be a great tournament map for 4 players featuring an arctic setting. The map is point symmetric due to it’s competitive quality. There are four ridges between adjacent bases that provide both cover and opportunities for sneak attacks. Controlling these elevations may be of significant advantage. The center of the map is dominated by Tiberium, but fairly open otherwise. So combat will move from the edges of the map to a more intimate battle when entering the late game.
http://www.startrek-journey.de/webcontent/...ack/ts_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/ts_ss02.jpg
Urban Warfare
This is a 2vs2 map that can also be played 1vs1. The setting is a city in the Middle West. The layout is an upright format and starting locations are on plateaus in the North and South. Below that there is a city stretching across the map, with no way around it. So your primary focus should be urban warfare. In the center of the city there is a large hill with a blue Tiberium Field that hides an unpleasant surprise.
Included with permission from Baryonyx.
http://www.startrek-journey.de/webcontent/...ack/uw_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/uw_ss02.jpg
Beachhead II
It's an award-winning non-symmetrical six-player map inspired by Crysis. When playing Crysis I realized that Command & Conquer 3 had a lot of stuff reminiscent of the eye candy shooter. So I thought it would be cool to recreate a level of the game. After doodling a bit with World Builder with Crysis in mind I suddenly saw a fun multiplayer map emerging on my screen and dropped the original singleplayer idea.
The map is not as symmetric as the original C&C maps, but you can roughly mirror it along the diagonal axis from the north west to the south east corner. Four players start on the beach, two on the rocky rim in the south east.
3vs3 Teams should be assembled to play from the south west vs the north east. Playing 2vs2vs2, there should be one team in the north west beach, and the other two teams with one player at the beach and one next to the mountains. Last but not least, free for all can also be fun.
http://www.startrek-journey.de/webcontent/...ck/bh2_ss01.jpg
http://www.startrek-journey.de/webcontent/...ck/bh2_ss02.jpg
Uphill Struggle
Imagine "Unfair Advantage" for six instead of three players. This is 2vs4 (two defending players in the north, four attackers in the south). Sadly the ballance of this map suffered a bit after Patch 1.01 because the enlarged build radii give the attacking team an advantage to expand more quickly.
Nevertheless it's still a fun map with an unusual setup.
http://www.startrek-journey.de/webcontent/...ack/us_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/us_ss02.jpg
Oasis Endgame
This is another Kane’s Wrath exclusive map. It came from my desire to play more versatile 3vs3 maps than the new ones that shipped with the Kane’s Wrath expansion. As the “Beachhead” Map this one did not take much time compared to what I usually do. Fortunately this one looks more finished and stylish than the “Beachhead” map I think. The main inspiration has been “Unsound Investment” which is a really fun map in a 2vs2. I tried to abstract from the fun elements of that map to create something with the same feel for 3vs3. There are basically five fronts at which to fight with a natural hot spot in the center of the map. Intelligently shifting and coordinating forces between these promotes cooperative gaming.
http://www.startrek-journey.de/webcontent/...ack/oe_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/oe_ss02.jpg
Downhill Run
This is obviously a remix of “Uphill Struggle”, the map I’ve spend more time with than all others combined. Real life has taught me, that the 2vs4 concept is not easily grasped by most players. I’ve witnessed, that Uphill Struggle is more often like 3vs3 then 2vs4 (glad it is played at all). Finally the 1.01 Patch for Kane’s Wrath totally messed up the balance of the map and I wont be able to fix the new issues created by the enlarged build radii for the next 20 Years or so.
That’s why I totally revamped the old lady for 3vs3 style game play. To give the map a right to stand out on her own, I retextured it and exchanged a gross of the buildings to match the (almost never seen) German theme set. So this one is not as shiny as the US blue zone, instead it has that special worn out, misty, cranky character. I hope you enjoy it nevertheless!
http://www.startrek-journey.de/webcontent/...ack/dr_ss01.jpg
http://www.startrek-journey.de/webcontent/...ack/dr_ss02.jpg
So, last but not least:
Download
This post has been edited by CaptNeo: Jul 20 2009, 09:12 AM
Posts: 28