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> C&C 4 Beta Uplink Series Part 7: Map Designs & Strategies
Sonic
post Thursday 4th February 2010 11:00 AM
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Command & Conquer 4 Beta Uplink Series Part 7 has been posted on the Official C&C Site. This is a regular series of articles that features insider tips on the multiplayer beta. Coverage of class-specific strategies, tier 3 units, map design, the upgrades system and much more. Part 7 takes a look at the map designs and how to take advantage of their layouts to bring your team victory. You can check out some map previews as well as a developer map Q&A.



QUOTE
Keeping C&C4’s new gameplay mechanics in mind, what needed to be considered when designing new maps?

With C&C4’s new gameplay mechanics, it was no longer valid to design maps for 1v1 and follow the formula of placing natural expansion point 1, contested expansion point 2, and so on. The maps had to be bigger, better, and had to allow players freedom to choose how they want to play. We had to take a fresh approach and, unlike any other C&C title we’ve done before, the maps had to be heavily scrutinized for balance since the constant push-n-pull effect of the game can be determined by the smallest difference on the maps themselves.

In designing these maps, we had to determine ways of creatively making choke points where Offense could push through, cliff-climbing passability where players could use specific units to bypass zones, key locations for the utility of the Support Class, create tighter zones for turrets for the benefit of the Defense class, etc. Each of these Classes were weighed and measured on each map, and, players can be confident that no matter which class they are, the maps themselves will not be a detriment to their play style.

In creation of these maps, we wanted players to experience the thrill of what could happen with 4 other teammates, but also wanted 1 person to be able to make a difference. If that 1 player sneaks into enemy territory and captures an Uplink Tower / Mutant Hovel, the tide of battle can turn if a coordinated team uses that opening to deploy their Crawler or creates a massive force of the Forgotten to flank the enemy from behind.

We brought in some of our top Kane’s Wrath and Red Alert 3 e-sport players to help balance test the game and maps. How influential were they in future map designs?

The external balance team was a great resource in determining the specific characteristics of each map and their strengths/weaknesses in varying gameplay. From there, we determined the rotations for both the PVE-Ladder (player vs. computer) and the PVP-Ladder (player vs. player) from the features they highlighted on each map.

They definitely made an impact on future map design, especially in terms of providing elements to circumscribe the impact of "the middle" of the map. Though many new players consider the middle of the map to be the most important part, looking at it in a holistic view (as many RTS veterans have figured out) will make up-and-coming players realize that the key locations are actually away from the middle. Originally, the center of the map was far away from several other Points of Interest, so it seemed obvious for many teams to focus on capturing it. Now, you are no longer a minute and a half away from every other Point of Interest, so focusing your forces away from the center allows you not only to flank the enemy, but capture Forward Spawn Zones and other TCN Hubs along the way.

Click here for part 7 of the Command & Conquer 4 Beta Uplink Series.


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Sonic - Webmaster/Founder

"WHAT DON'T KILL YA MAKE YA MORE STRONG"
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gben
post Thursday 4th February 2010 11:06 PM
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It's good theory, I just wish this didn't mean symmetrical design choices.


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Luk3us
post Friday 5th February 2010 12:44 AM
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The one where both sides spawn in the middle should be fun. tongue.gif


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