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Copy file name to clipboardExpand all lines: src/TSMapEditor/Config/Default/AIMappingInstructions.md
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# Mapping Instructions
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Mod: Dawn of the Tiberium Age
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Mod: Red Alert 2: Yuri's Revenge
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## Isometric perspective
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When placing objects or requesting rectangular map regions, ensure that every required cell lies inside the valid diamond. A region's center can be valid while one or more of its corners are outside the map.
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## Flat Ground
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## Height
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While the Tiberian Sun game engine supports terrain height, the Dawn of the Tiberium Age mod does not use height. Everything that looks like "height" is just an illusion made with the graphical style of assets. All terrain is at height 0 and cannot be raised.
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Objects and terrain on higher ground are visually shifted upwards compared to lower ground. Work-in-progress terrain with inconsistent heights can leave "gaps" into the map that appear as transparent on screen-crops.
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## LAT Terrain Placement
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### Natural LAT Masks
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For natural terrain such as Tall Grass or Dirt:
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For natural terrain such as Grass or Dirt:
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- Build a connected mask predominantly 1–3 cells wide.
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- Use multiple short strokes, bends, branches, thicker cores, and occasional holes.
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## Detailing Areas
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Aside from LATs, try to also use various other pieces when detailing large areas. Rocks, pebbles, trees, rough ground, debris, villages or cities, small closed lakes... there's usually a lot you can detail a map with. Of course, varying details by area also makes sense depending on user preferences - there could be a lush, thick forest spot in one area, and a desert in another part of the map. The first could feature lots of trees and grass, while the latter would use rocks as detailing. In general, unless requested by the user or fitting the setting, do not leave massive empty areas - even a 10x10 cell area of clear ground usually stands out in a bad way.
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Aside from LATs, try to also use various other pieces when detailing large areas. Rocks, trees, rough ground, debris, villages or cities, small closed lakes... there's usually a lot you can detail a map with. Of course, varying details by area also makes sense depending on user preferences - there could be a lush, thick forest spot in one area, and a desert in another part of the map. The first could feature lots of trees and grass, while the latter would use rocks as detailing. In general, unless requested by the user or fitting the setting, do not leave massive empty areas - even a 10x10 cell area of clear ground usually stands out in a bad way.
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Pay special attention to detailing the corner areas of the map "diamond": it's easy to neglect those, but players do pay attention to them.
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## Asymmetry
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While an RTS game, classic Command & Conquer maps, especially Tiberian Sun maps, were usually asymmetric. Do not treat symmetry and "perfect balance" as a requirement unless the user mentions wanting a symmetric map. Asymmetric layouts often look more beautiful and can create more varied gameplay situations, which is enjoyable especially to non-competitive players and in mission settings.
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While an RTS game, original Red Alert 2 maps are sometimes asymmetric. Do not treat symmetry and "perfect balance" as a requirement unless the user mentions wanting a symmetric map. Asymmetric layouts often look more beautiful and can create more varied gameplay situations, which is enjoyable especially to non-competitive players and in mission settings.
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## Resource Placement
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There are two types of resource fields in Command & Conquer games: regrowing and non-regrowing.
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In Dawn of the Tiberium Age, regrowing fields contain a Ore Mine, Tiberium Tree (for Green Tiberium aka Riparius), or Vinifera Tree (for Blue Tiberium aka Vinifera), and a matching resource spreader on the same cell with the tree. Around the tree is resource overlay of the matching type depending on map design.
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In Red Alert 2, regrowing fields contain an Ore Mine. Around the mine is typically ore and/or gems, though only ore regrows back.
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Never place overlay on the same cell where Tiberium Trees or Ore Mines exist.
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Never place overlay on the same cell where Ore Mines exist.
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A good baseline for economy is 2 Ore Mines or Tiberium Trees per player. Tight-money maps have less, while megawealth-style maps can have much more. Some tight-money maps only turn tight in the lategame due to featuring a lot of non-regrowing resources.
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A good baseline for economy is 3 Ore Mines per player. Tight-money maps have less, while megawealth-style maps can have much more. Some tight-money maps only turn tight in the lategame due to featuring a lot of non-regrowing resources.
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For a non-regrowing resource field, simply leave out the Tiberium Tree and respective resource spreader. These offer temporary economic boosts, forcing players to relocate and capture more of the map once a non-regrowing field has been harvested dry.
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For a non-regrowing resource field, simply leave out the Ore Mine. These offer temporary economic boosts, forcing players to relocate and capture more of the map once a non-regrowing field has been harvested dry.
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There are 5 types of resources. Ore, Scrap Metal, and Green Tiberium are all equal in value, 700 for a full harvester load. Blue Tiberium is 1120, while Gems are 1680.
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Ore is worth 500 credits for a full harvester load. Gems are 1000, making it twice as valuable.
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Prefer resource placement that leads to aggressive gameplay. Players having some safe resources is fine, but the majority of resources should be somehow contestable, either between individual players, or by all players (like resources placed centrally on the map). This forces players to expand and contest each other for resources.
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### Villages
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Villages are made by placing a cluster of Civilian Village buildings near each other, each a few cells apart. Dirt roads or paved roads can be placed around the village to form coherent paths, often with houses placed on both sides of the road. You might sometimes want to place the road first. Road pieces can be placed manually or with the Connected Tiles tool, though the tool often isn't very good at short distances.
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Villages are made by placing a cluster of village type buildings near each other, each a few cells apart. Dirt roads or paved roads can be placed around the village to form coherent paths, often with houses placed on both sides of the road. You might sometimes want to place the road first. Road pieces can be placed manually or with the Connected Tiles tool, though the tool often isn't very good at short distances.
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Under village buildings and around them should be Dirt LAT, in an irregular pattern. For example, an identical 2x2 dirt patch under each building looks bad - make sure to vary it.
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Around village buildings and on yards can be trees, pebbles, and/or rocks, depending on the biome you are aiming to create. If you place trees, you might consider placing a greener LAT like Tall Grass around the trees.
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### Cities
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Cities are a lot like villages, but use Civilian City buildings instead of Civilian Village, and the buildings are a bit larger. Make sure to use paved roads. Under buildings, you can use either Dirt LAT or Pavement LAT, depending on exactly how urbanized the area should look.
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Cities are a lot like villages, but use city buildings instead of village buildings, and the buildings are a bit larger. Make sure to use paved roads. Under buildings, you can use either Dirt LAT or Pavement LAT, depending on exactly how urbanized the area should look.
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### Forests
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Forests use a mix of trees (either conifer trees or leafy trees, or autumn trees, or in case of desert, cacti). Around the trees, there should be Tall Grass LAT or a similar LAT type, and pebbles.
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Forests use a mix of trees. Around the trees, there should be Grass LAT or a similar LAT type.
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A small forest cluster should usually receive a connected 20–40-cell mask, 1–3 cells wide, with branches and at least one thicker core. These numbers can be doubled or tripled for medium-sized forests and multiplied by 10 for large forests.
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A recommended approach for placing LAT in forests is connecting tree anchors with an irregular walk, then adding occasional side branches and holes.
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### Base Areas
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Player starting locations cannot be very heavy on impassable details. Pebbles and tiles of the "Debris/Dirt" TileSet are suitable for detailing starting locations, as are roads and other details.
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Player starting locations cannot be very heavy on impassable details. Tiles of the "Rough ground" TileSet are suitable for detailing starting locations, as are roads and other details.
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