30 Years Later, Command & Conquer’s Excellent Level Design Still Sets It Apart

Editor’s Note: This week at Endless Mode, we’re exploring maps and how they help us navigate virtual spaces, both literally and not-so-literally. Whether it’s RPG overworlds that work as abstractions for a larger backdrop or crumpled scribbles that offer more insight into the person who sketched them than actual directions, we’ll be offering our thoughts on the near constant presence of in-game maps.
Your greatest foe in Command & Conquer is not the GDI’s mammoth tank, the Brotherhood of Nod’s array of flame-based weaponry, the GDI’s satellite-targeted ion cannon, nor the Nod’s Obelisk of Light. It’s the terrain. It is always the terrain.
You can avoid those tanks, you can avoid helicopters and bombers, and you can even avoid getting fried by towers that fire sci-fi lasers to cement the idea that Nod is more than they seem, if only you master the terrain. It’s the most important thing you can do in Command & Conquer. In fact, conquering the environment, using it to plan out the most efficient attack, is the only way to achieve the high scores that will elude you if you spend all of your time building up a huge force to ram through the front door. There are far more casualties that way.
The original Command & Conquer was designed so well with this idea in mind that 30 years on, it remains not only playable but mesmerizing. It may be simpler than the real-time strategy games that came after, whether that’s other Command & Conquer games or the rest of the genre, but that simplicity is relative. The original 1995 edition of Command & Conquer, released for MS-DOS before making its way to Windows, Sega Saturn, PlayStation, and in an enhanced, fully 3D form on the Nintendo 64, remains a treat to this day, and one that will test you and your patience. The answer, always, is to learn your surroundings, and how to use them to your advantage—never rush in, always scout, always locate what’s hidden by the fog and defended by bands of units that don’t want you to find the cliff overlooking the construction yard, or the hidden surface-to-air missile defense system which is keeping you from calling in an air strike on that dangerous—but vulnerable—batch of artillery units that Kane’s commanding office has been flying into a Nod base.
Westwood Studios was responsible for Command & Conquer, but it wasn’t their first time making an RTS. Three years before, this team developed Dune II, a licensed follow-up to an earlier adventure game. To put it simply, Westwood’s turn with the franchise essentially determined what future real-time strategy games were going to be. It predated Age of Empires, it predated Warcraft, and it ended up as influential as it did because it married the technical aspects of Hudson Soft’s Military Madness with the real-time play of Sega’s Herzog Zwei, resulting in something that felt intuitive. Three years later, Command & Conquer was Westwood’s first go with their own series in the RTS space, and it was a massive and influential success in its own right.
Command & Conquer’s story and visual elements, such as its cutscenes featuring real people playing the role of soldiers and commanding officers and reporters and so on, gave the game significant attention and still sticks in the mind all this time later—these elements couldn’t even be fully replicated on the Nintendo 64 edition of the game, despite that system’s added horsepower. That’s all (excellent) window dressing, though. The heart of Command & Conquer is in its strategy, and its strategy is based around its maps.
Even the game’s MacGuffin, Tiberium, is inextricably linked to the environments of Command & Conquer. This alien mineral reached Earth, and began to spread, and spread, and spread. Harvesting techniques were sorted out, and it turned out that this mineral was worth the time it took to extract—the world’s armies are funded basically solely via Tiberium.