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CnC Generals Downloads > Maps:
The Beach
Filename: thebeach.zip

Date Added:
Type / Category:
694.7 KB

Average User Rating: 8.1
Number of Votes: 21
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The Beach - File Description  

Intended as a comp stomp,USA would start from bottom and land on the beach via the three transport units. You can also use Chinooks.

The Beach - Screenshots  
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The Beach - File Download Options  

Primary Download Locations:
Provided by:
Worldwide Mirror by FileFront
usa - USA Central USA Central

Download from Worldwide Mirror by FileFront Download The Beach!

The Beach - Readme  
Readme File:
"The Beach" By:malcontent

Third map I've made. Someone said I should put up on here, so...

Intended as a comp stomp,USA would start from bottom and land on the
beach via the three transport units. You can also use Chinooks.

Install by placing "TheBeach" folder into your
C:\Documents and Settings\Super\My Documents\Command and Conquer Generals Zero Hour Data\maps folder
C:\ Being the defult drive.

AI works both ways but the comp really cant fill up the transports and send them across.

The map lags with slower machines when in LAN play.

If you want to play around with it, fix it up or whatever... Just hit me back with the
changes so I can implement them, too. :)

supernautica at msn.com

The Beach - User Comments  
The following comments are owned by the user that posted them. Command & Conquer Files is not responsible for their content.

Total comments: 9 | Last comment: 04-17-2006 at 12:37

 #1 - gonna try it:D - 01-17-2006 at 08:03
From: (Zaandam)
Joined: January 9th, 2006
Posts: 138
hmm,lookz good,gonna download and playcoolstick out tonguebig grin

 #2 - 01-17-2006 at 20:25
Joined: July 29th, 2005
Posts: 1129
Looks like ohmaha beach

 #3 - Hit me back - 01-18-2006 at 17:20
Joined: January 18th, 2006
Posts: 4
Great to see this got up here.

If anyone has any comments (harsh, kind or other wise) post em so I can read them.

Back story; My wife and I wanted maps for game play that didn't exist so I taught myself, via online tutorials and what not, and came up with this. I get a kick out of map making and intend to make more. I know I'm late to the game - of map making - but someone needs to fill the void, right?

 #4 - hey - 01-19-2006 at 10:51
From: (Wisconsin)
Joined: August 25th, 2005
Posts: 18
hey you need to make the land more level out because the ai will build anywhere or anything because of the land on both sides. and add more bots to transfer more units ok. and i do not know if they use the guns or not but you add some more ok. the guns i am talking about are the ones on top of the hill. but nice good with every thing else. you can email me at anhil8or@msn.com

 #5 - Yeah - 01-19-2006 at 12:55
Joined: January 18th, 2006
Posts: 4
The AI builds fine in the north when set on hard. When I played it on easy/medium they hardly did anything. I guess I should have pointed that out in the Read me.

I had more transfer units to the map but it seemed to slow it WAY down. The guns on top of the hill are really for show. The range is skewed by the large cliff face and only shoots at vehicles/infantry when you are "riding the wall".

If anyone knows how to make a map with less lag, hit me up or post right here. I seem to have an issue with the maps I make being laggy when used by slow machines. Other wise I'd have 6 transports and three chinooks, like I originally wanted. But such is life.

/plan on another map by next week

 #6 - hey - 01-21-2006 at 14:36
From: (Wisconsin)
Joined: August 25th, 2005
Posts: 18
so what a the guns just put more and make it so the ai builds at every leve then it would be the best.
because that map makes me think about the beaches in ww2. i try to flaten the land out so they would build it help a little, but really and add more boats and guns and it do not lag one bit so if you can redo or fix that map for the ai it would be the best. email when you fix it and i will add the boats and gun because i have a way of doing so they do not lag. ok. my email is Anhil8or@msn.com

 #7 - 02-04-2006 at 20:28
From: (pa)
Joined: April 29th, 2005
Posts: 76
its proablly the comp (u scripted it bad) or maps is too big thats most likly what it is also to much detail lol there can be to much detail that i dont really try in detailing my map has well has i canbecuase i dont want it to lag. i fixed my 2 4v4 maps from lagging just by making the comp scripting better

 #8 - 02-16-2006 at 01:01
Joined: August 14th, 2005
Posts: 492
youve put some efford in that map I can see that, but for a multiplayer map its just aweful. Like the GLA has absolutely no chance of winning China might win with lots of luck but you have to be the USA and best air force. if you play this 2v2 there will be a quick rush and the game ends.
what about the AI - I havent tried it out yet, but is it a scripted map? like if you add a player does the Computer behave better than he usually does? I mean there is absolutely no challenge in killing computers when they can only attack you by air strikes.
this map might be interesting if you play it left vs right so you can only help your teammate with air support, but I feel it extremely lacks gameplay.

+nice farm
- lag in lan

 #9 - 04-17-2006 at 12:37
Joined: April 17th, 2006
Posts: 43

Hey, I'm a veteran mapper to CnC. I used to work for AAOW then moved on to Empire at War: Legacy of War.

A good rule of thumb is to try and limit your object count to less than 1200 for a multiplayer map. A max of 1500 for most 4 player maps with the addition of more players it should decrease in count by at least 200 per player.

Also watch 3 way blends. You can find them by selecting view in the very top toolbar and click show 3 way blends in white. Also don't go overboard with trees. You are creating the EFFECT of a wooded area or forest, not the actual forest.

Also when placing trees when the shadows below them turn into that weird colored box thing its time to stop placing them so close and so numerous.

Watch fences cause each fence is an object. Try to make small fences that go for a short ways and then end. Also rivers take up ALOT of resources. Its best to make them cut into a map and back out or only for a short stretch.

Those are just some of the things I got from the offical worldbuilder manual and from experience. The map idea isn't bad but would be better if it was setup like how #8 said. Supporting airstrikes or using chinooks to transport support strike teams or land and build a supply and support base for your teammate.

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