What makes a good map? Keep it simple and not exaggurate on the emeralds and ore. To much of the good, is bad. Also remember to keep it in balance. Don't put all the goodies on one side of the map, unless you give everybody an equal opportunity to get it.

Also remember to give the players natural defence in ridges and trees. If the map is open, it makes it almost impossible to defend it from all angels at the same time. If you keep the space to a minimum, this will also force the players to plan his base carefully, or to build an MCV to spread his base.

Westwood Studios has made an excellent guide in how to create your own maps, and it is recommended to read before you go ahead and make your own maps. You can find this document on our download page.

map page 1

map page 2

Have you played / made a killer map? Send it to us in an e-mail, and we'll check it out. If it's worth it's space, we'll make room for it on our maps page.


redalert@svendsens.net


The contents of these pages are copyright Vidar Breidvik & Trond Svendsen. All rights reserved. Any copies of this work must be in original form, exact and complete with credits to the authors.
Command and Conquer:Red Alert(TM) is a trademark of Westwood Studios(TM), and is so acknowledged.

This page was last updated March 3rd 1998.

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