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Kickass Worldbuilder Tutorial by Dudley: If you dont already have it, you can download the WorldBuilder here. This tutorial procudes the following map: Mountain Assault. This Tutorial is a noob guide to show how to start making a CnC 3 map using the Worldbuilder, so if you are advanced using the WB and don't like me - stay out, thank you. However, as I am no ace with it (yet) I will only show off the basics to give you a small impression of how to use this worldbuilder to create your very own maps. Remember: whenever you do something you will have to do this for both sides of the map if your map is designed to be a multiplayer map! Contents: Worldbuilder toolbar Creating hills and mountains Creating trigger zones and starting positions Tiberium fields Water Streets and waypaths General stuff Design and objects Creating the MiniMap Part 1 - The Worldbuilder toolbar 1 - New (Ctrl + N) - Creates a new map project 2 - Open (Ctrl + O) - Opens an previously saved map 3 - Save (Ctrl + S) - Saves your current work, if you save the first time it will ask you to choose a file name, later it just saves your changes to the project name you specified before 4-6 - Typical Copy & Paste functions 7 - Ruler tool - As its name says, you can check and mark distances with this 8 - Selection tool - One of the most important tools.. use this to select, move, drag objects of any kind 9 - Lock selection - Useful in areas with many different objects if you don't want to select/change some of those objects 10 - Lock angle - Can be used for streets and other objects which need to placed straight 11 - Height brush ( H ) - This tool raises/lowers terrain to a specified height/depth 12 - Mound (Shift + H) - This tool raises terrain by specified height, ideal for mountains and such 13 - Dig (Ctrl + H) - This tool lowers terrain by a specified depth, ideal for rivers, valleys, etc 14 - Smooth height ( S ) - To smooth the transition between different heights of terrain 15 - Mesh Mold - Probably to measure the height and depth of a place. I didn't really use thise, yet. 16 - Lake and Ocean tool - As its name says this is used to place Lakes, Oceans or even rivers. 17 - River tool - To place rivers with a custom flow 18 - Waves tool - To add custom waves if you use oceans/island maps 19 - Sinlge tile ( T ) - Texture tool, place a new texture to single tiles, best for uneven places where you need to watch out 20 - Large tile ( Y ) - Texture tool, works like the Singe tile tool, but with this one you can specify the amount of the tiles to be used 21 - Eyedropper - Can be used to find a texture previously used, useful if you work with a large amount of textures to easily find used ones again 22 - Flood fill ( F ) - This tool fills a texture on the entire map with a new one 23 - Auto Edge Out (Shift + E) - To smooth the transition between different textures 24 - Auto Edge In (Alt + E) - Works like the Auto Edge Out tool, just smooths the textures "backwards" 25 - Blend Single Edge ( E ) - To redo the smooth effect done by the auto edge tools by altering single tiles 26 - Terrain Copy Tool - This tool copies terrain, textures, etc to mirror the map or parts of it 27 - Place Object ( P ) - This tool places objects of any kind 28 - Road ( R ) - Places roads, lines, walkways, etc 29 - Grove - This tool places single trees and bushes or even entire forests 30 - Ramp - As its name says this tool is to place ramps to gain access to higher terrain levels 31 - Add Scorchmarks - Adds craters and scorch marks 32 - Build List - assigns buildings and objects to a player and shows which are already assigned 33 - Waypoint tool ( W ) - This is needed to create the start positions for the players or for camera ways 34 - Polygon tool - To create trigger zones which are needed for AI players to work properly 35 - Border tool - Enables the border for the end of the playable map zone, everything outside of this will not be seen ingame at all 36 - Edit Scripts (Ctrl + Alt +R) - To add and edit cinematics, which are required in single player levels 37 - Edit Teams (Ctrl + Alt +T) - Edits or adds the teams 38 - Open item selection list - Shows all selected objects on your map 39 - AI - Edits objects tu be used by AI 40 - Toggle Group Edit - No clue what this does 41 - About - Copyright blabla Part 2 - Creating hills and mountains Create a new map and use the following values: x 250, y 250, border 25, height 25. You can off course use other values, but this tutorial is based on these settings. The first steps are now to optimize your view to edit terrain properly by enabling the grid settings. This can be done via "View" -> "Grid Settings". Check the box show Grid and enter the following values: Spacing: 100 (200 for big maps) Z: 26 (as the default value for starting a new map is 25 this value has to be one more to see the grid) Enabling the Wireframe (Ctrl + W to enable/disbale it) also helps to even out the map on places nearly the start positions of the players. Your worldbuilder should now look like this, but remember: not the entire map is usable. Enabling the orange line can be done via "View" -> "Show map boundaries". Now it's time to start creating some cliffs around the border. This way you can separate the visible from the invisible area. For this I use the Height Brush using the following settings: Now it's time for the first mountains. For this you can use the Height Brush again to create the base for them and then the Mound tool to make the hills. When you are done use the Smooth tool to get rid of unneccessary cliffs and corners. Part 3 - Creating trigger zones and starting positions This is quite easy to be handled. To create a startpoint you need to use the Waypoint tool. Click on a spot on your map where you want the player to start. Then select "player_x_start" (where x stands for the player number) and you are already done with that. To get the AI players (for Skirmish, Comp Stomp, etc) playing properly you need some trigger zones. The so-called Perimeters. For each player you need 2 - the inner and the outer Perimeter. Those zones are made using the Polygon tool. Select the tool and put a circle around the players bases by clicking around it. Then the spots will be linked to each others. When you are done you need to select " InnerPerimeterX" in the Waypoint Name menu (where X stands for the player number). Part 4 - The Tiberium fields This is the most important part of designing a map and probably one of the toughest ones as the amount and position of the tiberium decides of what tactics can be used. Too much Tiberium will end up in an endless spam of units and result in lagging games. Too less Tiberium leads to boring games where the players are forced to save their ressources. A good mix is a map where every player has 2 Tiberium fields, no matter if the fields contain blue or normal Tiberium. To place a Tiberium field you need the Place Object tool. There you can find several presets in the tree "ByNativeType" -> "Neutral" -> "Misc_Natural". For a single Tiberium field you need either the preset "TiberiumField" (normal Tiberium) or "TiberiumFieldBlue" (blue Tiberium). After placing the Tiberium field you probably want to know how big it will be in-game. This option can be enabled in your worldbuilder via "View" -> "Influences" -> "Show Tiberium Radius". This option will become handy when designing the textures for your fields. Now if your new Tiberium fields are too small you can change their size and options. I recommend to put their size not higher than 150. Rather increase their Growth value in the options menu when selecting your field. Leaving those values alone is also fine. Now as your Tiberium field is ready you need to give it a nice view. This is done by getting its center visible and assigning 3 different textures to it. DirtRedZone05-256 DirtRedZone06-256 DirtYellowZone10-256 First we remove the textures we dont need. Select the Texture Tile tool and in its options select the point "Visibility" and its sub "Not visible". Then remove the ground texture inside of the Tiberium thingy. Now it's time to get the entire field in a decent look. This is done by adding the textures named above to the field. They all can be found in the tree "Type" -> "Dirt". As it still looks kinds ugly you need to smooth the border using the Auto Edge tool. Now it looks alright and you can move on. Part 5 - Water To create water areas you need to lower some terrain using the Dig tool or the Height Brush. If you use the Height Brush make sure you enter a value about 10 feet below your basic ground height. If you are using the values I posted at the start the ground height is 25. Now dig a hole in your ground which should be filled with water. Select the Lake/Ocean tool and mark a spot nearby your new sea (NOT inside of it!) and go ahead marking a circle around your sea like you did with the trigger areas. The spots will be linked here as well. When you are done you need to set the height level of the water. This value should be somewhat nearby 5 ft below your ground height. I used the water level of 20 as the ground height is 25 and any value of 20 or less would be ok. A river works pretty much the same way. The only difference is that you place only one mark using the River tool. Then you need to switch back to the Selection tool and drag the other 3 spots out of this one. If your river is not straight you can add more waypoints by using the River tool again. Just mark a spot on the line of your existing river. After that you can move it around with the Selection tool. Part 6 - Streets and waypaths This step is also quite easy as you don't need to look out for many things. Basically it is like drawing lines with a graphic prog. For a single straight street you need the Road tool only once. Select the tool and choose a street in the options. Here you should look for streets fitting into your map's location. A city street never belongs into a desert ;)/> there I recommend to use "dirt" roads. Now mark a spot somewhere on the map where your street should begin. Keep your mouse buttton pressed and drag the street to the location where it should end or where you want a crossroad or a turn. If you want a crossroad select the Road tool again and go to the location where the other street should begin and drag it to the end of the other street. They should now be linked and look like one street with a corner. Now if you put a 3rd street there and link it with the same spot where the other 2 streets meet the corner will become a crossroad. If you link a 3rd street with the end of the 2nd street you will get another corner. Use the Selection tool to move the points around until you are satisfied. Now the streets still need a bit of designing, which is done by using 2 or 3 different textures along your streets which also have to be smoothed again. Part 7 - General stuff Until now you will not be able to try your map against AI opponents. They are simply not created, yet. Just click "Edit" and select the option "Edit Player List". There you will find the option "Add Skirmish Players" which will enable the AI playability for your map. Now you need to set-up the map's options like weather, daytime, etc. This is done by setting up the map settings ("Edit" -> "Edit Map Settings") as following: Map Name: *duh* :P/> Compression: RefPack Time: Choose the daytime you want Weather: sunny, rainy, etc Fog Settings: enables fog, also gives you some options to change its color, height, range, etc. Camera Behavior: Min Height and Max Height should be self-explaining, although the Max Height says 300 the CnC3 default is 400 and I strongly recommend to use 400. The rest should not be changed. Now your map is ready to be tested and also the AI players should work. You can already choose it in-game after saving it the first time, but who plays on a map, which is not even half done ;)/> Part 8 - Design and objects This part is not the hardest one, but one of the most time wasting ones. Designing the map with proper textures is the most important part of building a map, imho even more important than designing the terrain. You should already have a few textures assigned to your map as I told you to do so when making Tiberium fields and streets. As I explained the basics already I will just give some hints. 1. Watch your colors. Don't use dark and bright textures together. Either your map is bright or it's dark. 2. Less is more. Don't use more than 10 different ground textures. 3. What Zone is your map on? -> Blue zone = intact houses and green trees, etc. -> Yellow zone = intact houses, a few broken ones, some burned trees, like wastelands -> Red zone = everything destroyed, no green trees, grass, etc. Now have some fun finding proper objects and textures :)/> My map is designed for the Blue zone, therefore everything should look fine and nothing is destroyed. Part 9 - Creating the MiniMap Creating the Minimap for the preview in he game lobby or the radar is quite easy. You simply need a screenshot of your map saved as TGA image. The image must be either 256*256 or 128*128 px and 24bit. To take this screenshot disable anything but the terrain and objects in your worldeditor view, otherwise unneccessary things will be shown on the radar later. This is my radar image (for this tutorial saved as jpg, normally it has to be tga. To save your image name it YourMapname_art.tga, therefore in my case it would be named tutorial_art.tga as I named my map Tutorial. The image has to be saved in your map's folder, e.g. C:\Documents and Settings \MyAccount\Application Data\Command & Conquer 3 Tiberium Wars\Maps\Tutorial\. Now check in-game if your radar shows the proper image. If so you are finally done :)/> If your image does not fit to your ingame scenario simply mirror it horizontally. To check how I did it during the tutorial you can download the map from this tutorial. I named it Mountain Assault (ty shai :P/> ) To test or play it you need to unpack it to your C:\Documents and Settings\MyAccount\Application Data\Command & Conquer 3 Tiberium Wars\Maps folder.