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Original Concept: 14.6/20 Ballance: 10/15 Eye Candy: 19.2/30 Fun Factor: 13.6/20 Scripts: 0/15
Overall Score: 57.4 (15th) Valid Score: 57.67 (13th)
Hexetic: 63 (10th) Clazzy: 53 (13th) Bhones: 51 (13th) spyVspy: 60 (19th) Assassin: 60 (13th)
Final Position: 13th
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-> 4 players -> This map has no scripts.
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 |  |  | | Judge: Hexetic |  |  | | |
Original Concept: 16/20 -->Map Layout Realism: 4/5 -->Starting Positions: 4/5 -->Tactical Concept: 8/10 Ballance: 10/15 -->Economic Overview: 3/5 -->Base Overview: 3/5 -->Expansion Overview: 4/5 -->Umballanced Civilian Units: 0/-10 Eye Candy: 22/30 -->Texture Usage: 8/10 -->Cliffs And Elevations: 4/5 -->Water and Bridges: 4/5 -->Additional Details: 4/5 -->Lighting And Fog: 2/5 -->Error Checking: 0/-20 -->Problematic Tiberium Fields: 0/-5 Fun Factor: 15/20 -->Personal Gameplay Experience.: 8/10 -->AI Performance: 4/5 -->Tactical Performance: 3/5 -->Missing Minimap: 0/-5 -->Problematic Camera Settings: 0/-5 Scripts: 0/15 -->Quantity Of Scripts: 0/5 -->Quality Of Scripts: 0/10 -->Broken Scripts: 0/-5
Overall Score: 63 (10th)
Comments:Starcraft-style islands
Interesting old-school Starcraft-style map, with bridges, both destroyable and not, crossing a river confluence. Also reminds me of a Total Annihilation map from the expansion pack when they introduced hovercraft. Somewhat unusual start points put players a little too far from their primary Tiberium source, although there are plenty of spikes and other fields to capture -- too many, perhaps. The central island contains an almost ridiculous 4 spikes with two cannons joining them, and there are two EMPs on the map as well as more cannons, spikes, silos, and even reinforcement points that don't seem to actually do anything. It's a case off overabundance, with too many capturables to keep track of. There are also a large number of seemingly out-of-place civilian structures, such as the mining system in the bottom-right. In terms of balance, the top-left player has the advantage of being able to isolate themselves from land units by the destruction of all their bridges, although they're repairable. It would be best if each player has to deal with at least one un-killable land access point. Hard to tell what kind of zone this is; map lacks a little in definition as to geographic location and Tiberium levels. Good use of asymmetric layout, but needs a little more play-testing polish.
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 |  |  | | Judge: Bhones |  |  | | |
Original Concept: 9/20 -->Map Layout Realism: 3/5 -->Starting Positions: 0/5 -->Tactical Concept: 6/10 Ballance: 9/15 -->Economic Overview: 3/5 -->Base Overview: 2/5 -->Expansion Overview: 4/5 -->Umballanced Civilian Units: 0/-10 Eye Candy: 21/30 -->Texture Usage: 7/10 -->Cliffs And Elevations: 3/5 -->Water and Bridges: 5/5 -->Additional Details: 3/5 -->Lighting And Fog: 3/5 -->Error Checking: 0/-20 -->Problematic Tiberium Fields: 0/-5 Fun Factor: 12/20 -->Personal Gameplay Experience.: 6/10 -->AI Performance: 3/5 -->Tactical Performance: 3/5 -->Missing Minimap: 0/-5 -->Problematic Camera Settings: 0/-5 Scripts: 0/15 -->Quantity Of Scripts: 0/5 -->Quality Of Scripts: 0/10 -->Broken Scripts: 0/-5
Overall Score: 51 (13th)
Comments:Original Concept -->Map Layout Realism: Map is laid out in a archipelago style, with lots of little islands, and bridges connecting them all. Mud bridges need tubes to make itlook like water flows under them, and continues on downstream. Tree's are abundant and dense along water, giving the impression of cleared land. Textures along waters edge and as a riverbed would add much to the water. Though the tech structures are sprinkled liberally around the map, the details are not. Mostly, its tree's and water, with a few civilian buildings and tech structures -->Starting Positions: All of the base areas have uneven terrain within them, forcing players to plan around it. A tiberium field has been placed in each corner for each base. 8 other fields lot the landscape, and are placed without symmetry. Tech buildings re not place dwith symmetry, either. There are three tiberium spikes in the center of the map, and they are guarded by a defensive tower on each side. Starting positions are symmetrical, four-corner affair, forcing this score to be low by the rules. -->Tactical Concept: A few structures dot the landscape, but only enough to call it a villa. Water is everywhere, and is used effectively to divide up the map in to smaller sections. Cliffs are present, and help divide the map even further. None are too high. the map is covered in choke points, and they accomodate a medium sized force. Large force tend to break up and take alternate routes. Ballance -->Economic Overview: Each starting point has sufficient access to resources. The distance to secondary fields varies, with the NW base having the furthest to go for more resources. Those distances make it a little unbalanced. With the closest tiberium field for the SE base directly in the attack path of the NW base, I found myself having to babysit harvesters. -->Base Overview: The SW base has basically two wide entrances, a centerpath, and a flanking just below it. Blowing up these bridge limits access, unless attackers bring engineers. Same for the rest of the bases that have bridges near their entrances. Player start set back in a box canyon behind those two entrances.
The NW base has an bridge entrance to its south, and a wide open field to the east. Player start set back a little from both.
NE base has a bridge entrance in the south, and access from the west through a fairly wide field. A little tight. Easily defended.
SE base has the largest buildings area. and the most entrances at three. NW entrance has a tiberium field smack in the middle of a road, a bridge to the SW, and another bridge in the NE. -->Expansion Overview: With access to the many tech structures across the map, as well as extra tiberium fields in expandable areas, there were many options available. The bases are in the corners, with each having their own different terrain features, entrances and connections to other islands. Map suits many styles of play. -->Umballanced Civilian Units: Eye Candy -->Texture Usage: Textures are used appropriately, but need a little more attention to detail. A little better than average. -->Cliffs And Elevations: Elevations are a mixed bag. There are changes in elevation in places units can travel, and only a few places where units can sit at the base of a cliff, as water surrounds most of the elevations on two sides, making them tall, long, dirt bridges -->Water and Bridges: Water and bridges, galore! Almost all water is used as a barrier or divides an area. Nearly every island is connected by a suspended bridge. A few mud bridges to break up the monopoly. -->Additional Details: Absolutely polluted with tree's. Not one rock could I find. Small little details scattered here and there, but you have to look for them, and once you find some details, it's like "Oh, look at that". -->Lighting And Fog: Orange fog. -->Error Checking: Did not notice a single rock. Textures were stretched in places where the cliffs were steepest. -->Problematic Tiberium Fields: Fun Factor -->Personal Gameplay Experience.: Laaaaag. Soo many trees! But the gameplay was fun. Diverse paths that the AI seemed to be able to accomodate, and not get too lost. Plenty of tech buildings and resources. Different base layouts. -->AI Performance: Ai seemed to perform alright with the many paths, but almost completely ignored the tech buildings. Bunkers were manned, but I did not see a sinlge spike, EMPCC, or silo captured by the AI. -->Tactical Performance: Map dictates a long battle. Had some lag during battles. Map supports both turtlers and expansionists. -->Missing Minimap: Mini-map included. -->Problematic Camera Settings: Camera seems too close. Scripts -->Quantity Of Scripts: -->Quality Of Scripts: -->Broken Scripts:
Overall Comments: Bhones wrote no overall comments for this map.
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 |  |  | | Judge: Assassin |  |  | | |
Original Concept 17/20 Ballance 9/15 Eye Candy 18/30 Fun Factor 16/20 Scripts 0/15
Overall Score: 60 (13th)
Comments:Original Concept: Ahh a map with lots of bridges and rivers brings back memories from Red Alert, I do enjoy maps like this which surprisingly dont get enough of them these days, map design is not symmetrical and is quite interesting quiet realistic as well, lots of choke points and areas to fight over, get trapped on a good map design indeed Ballance: Resource distribution is quite well balanced with plenty of expansion areas open to players, although players at the top have the advantage of destroying there bridges and cutting of direct land access completly while players at the bottom of the map do not this causes a slight inbalance in the event this strategy is used, Note there are Ox Transports placed randomly on the map for no apparent reasons a very small penalty for this. Eye Candy: Texture variation is quite good and blends well a little more would be nice but its pretty good, no cliffs on this map, water and bridges used superbly and nice usage of tress across the river banks just like in real life great and and a light fog used ingame to add a little more atmosphere a rather peaceful map until the battle beings :D A small penalty for incorrect use of tiberium to fill the spawning crater holes as its actually harvestable. Fun Factor: A short to medium battle length map, AI performed very well using lots of expansion points though one AI was particulary more ruthless then the the other two I had alot of fun cutting off the AI using bridges and forcing them into difficult positions however they did repair the bridges a number of times to surprise me which was great to see. Scripts: No scripts on this map so 0 and the reinforcement pads didnt work because of this which I wont penalise but just a note please fix using scripts
Overall Comments: A bridge n rivers map a true classic from the good old red alert days in style of gameplay I loved it, plenty of expansion points great detailing on the map, thou suggestions install a script to get the reinforcement bays working and also remove the Ox Transports placed randomly for no reason at all they cant be used in anyway I dont think and its just odd. Gameplay is alot of fun and AI is pretty smart on this map too balance is also quite good. Also a note to author please fix the tiberium placed inside the tiberium spawn holes as it isnt supposed to be done this way look at other maps for ideas on how to fix this and do it properly.
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This is the submission of my (Janeoply's) 'Bridged War Crimes' map for the competition. Thanks.
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Hello this is Janeoply from commandandconquer.com forums, and in relation to my 'Bridged War Crimes' map submission for the competition, I have fixed the bridges and replaced others with land bridges with a new minimap. Thank you.
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