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Map Tutorials
-Introduction
-Foreword by RVMECH
(Getting Familiar)
Chapter 1: Part 1
Chapter 1: Part 2
Chapter 1: Part 3
(Sculpting Tools)
-Chapter 2
(Texture Tools)
-Chapter 3
(Object Tools)
-Chapter 4
(
Misc. Map Tools)
-Chapter 5
(
String Files)
-Chapter 6
(
Scripting Teams)
-Chapter 7
(
Making Trains)
-Chapter 8

FIRST MAP
-Part 1
-Part 2
-Part 3
-Part 4
-Part 5


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Webmaster
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Map Staff
-RVMECH



 

 

I'm writing this manual in the simplest terms that I can, using the simplest techniques that I can, in the hopes that the youngsters and novices to level editing will be able to create something to be proud of after mastering the World Builder.

I am a ordinary 50 year old man, leading a fairly ordinary life with the exception that I have a passion for games, specifically C&C games. If I am not playing a game then I am making map or "fiddlin" with the files. If I'm not doing any of that , chances are I'm working, trying to make a living and to keep my wife happy.

This, by no means is a "Bible" of map making. It was not intended to be. This manual is simply a way for you to get your feet wet in the fastest way possible. I have included just tons of screenshots, hopefully this will help out where my poor employment of the English language has failed. There are as many techniques to making a map as there are trees in the forest. After gaining some proficiency with World Builder I am positive that you will develop your own techniques and solutions to various things. There are also so many things that can be incorporated into a map that I have not the patience to cover them all here. In the upcoming months I will add sections to the manual and hopefully it will be completed sometime before summer of 2003.

This manual is also not intended to compete with any official documentation that EA chooses to release, on the contrary, I would hope that this can be used in conjunction with it.

I was given an opportunity by EA Games to help in the testing and development of the World Builder and to possibly have some of my work actually be incorporated into the retail version of Command and Conquer Generals. In those early moments of Generals there was very little in the way of documentation and the programmers were very busy updating the executables and other files faster than documentation could be offered. I was incredibly lucky to have access to several key people in the EAP office for advice and help. I would like to acknowledge those persons here. Harvard Bonin, the producer of Generals was the person that I contacted and received advice/feedback from the most. When he had no answer for me then other personnel were included in my loop. I would like to thank Richard Kriegler, the lead artist for his invaluable help with texture selection, lighting, and general layout, Jason Bender for his help in sorting out various problems with the editor in the early versions, and to Dustin Broder for answering programming questions when he really didn't have the time to do so, and to Chris Rubyor for support and advice.

I would also like to thank a few people in the C&C community for helping me along the way to this opportunity. First and formost to Hal Lynch, aka Lion. Lion has given me a platform in which to show my work , and various other projects for a long time. He has become a good friend and mentor. Without his feedback and inspiration it is doubtful that you would be reading this now. Deezire, for his feedback and advice on various things through-out the years not to mention his good nature and sense of humor. EJAH, Mooman, TQ, Wrecking Crew, Kotpaine, and Cannis for various reasons, mostly for being there when I needed them.

I would also need to thank my family for putting up with me these many months of "burning themidnight oil". I spent countless hours making maps, testing them and the World Builder out.

Yours in gaming,

RVMECH