View Full Version : A Modder's Maps.
raidmax
12-29-2006, 6:36 PM
This clearly states that modders should not make maps, but they are ok, somebody might use them. Oh btw, all were made on scmdraft 2, but if you just look at them with normal staredit, you'll still get the picture. all are unprotected.
6244
6245
6246
6247- first one i made that didnt suck horribly
I was trying to make a small map pack for my mod (upgrades), and i tried to improve my mapping skills, so thats why I made these. I just hope they arent horrible in everybody else's eyes! :P So, please give me a few tips and ideas to help make my maps better.
apostolos
12-30-2006, 5:09 AM
Ask AqoTrooper, the map and mod master.He will help you, I hope.
raidmax
12-30-2006, 9:57 AM
Yeah i know, i just wanted to know what people thought.
Your maps could use some improvement.
There are many guidelines for making a good map. One of the best ways to make good maps is being a good melee player, but even if you're not, you could still make your maps reasonably balanced and esthetic.
The first and most basic thing is, you must know how to place minerals and gas around bases.
Each starting base (i.e. main) should have 8 to 10 mineral patches. The most common amount is 9. The mineral should all be in a cluster that has the shape of a bent line, to any direction you want; you just have to make sure you don't leave spaces between the minerals, and than none of them are more than 1 grid father than the main structure.
In expos, there should be 6 to 8 minerals, most common is 8. Again, they have to be in a shape of one rounded line.
Mains must always have a gas in them. The gas should be 3 to 6 grids away from either side of the minerals, and be as close to the main structure as possible.
Expos don't have to have a gas. If they do, you may choose to lower the amount of resources it holds to 2500. It may also be placed in the opposite direction to the minerals, unlike in mains.
Take note that, whenever making an expo, make sure you first place a nexus - than place the resources - and than remove the nexus. You must do this to get the spacing right.
Now as for the terrain itself; the esthetic aspect is highly important, to make it esthetic, you need to divide all tiles into two groups:
Natural and Compound.
What is each? Installation tiles, for example, are all Compound. Jungle tiles, however, are nearly all Natural; the temple and high temple are Compound though. (Note: The ruins can be both Natural and Compound, but in most cases they should be referred to as Natural.)
You must follow the following three guidelines to make an esthetic terrain:
#1: General: Always make sure that an area of 16*16 grids does not sure the same tile. Always. If you want to make a flat ground, which you must have in many cases, use two natural tiles spread in it. For example, in jungle, you could use Dirt+Jungle, or Jungle+Ruins, or Dirt+Mud, etc.
Unbuildable and cliff tiles must always be strategically placed. For example, in Luna, the entire middle of the map is full of rocks to make sure that players can't build on it.
#2: Placing Natural tiles: It is very important that you make the placement as randomly formative as possible. You must never make more than 4 isometrical blocks be in a straight line to any of the 8 basic directions (N, NW, W, etc).
Also, make sure that natural tiles are spread equally in parts of the map. i.e. don't make half of the map Dirt+Jungle and the other half Dirt+Mud, make each half have them both, but never combine them: Dirt+Mud+Jungle is wrong.
#3: Placing Compound tiles: It is best if you stick to thick formations, with the exeption of space and installation terrains. What does "thick formations" mean? Never make a compound tile group more than 3 isometrical blocks wide; also, it's suggested you don't make it more than 12 blocks long.
Note than unlike natural in which you must use random formations, here you mustn't. Follow the isometrical blocks and make no disruptions in an isometrical line that's shorter than 4 blocks, unless it's going to be symmetrical.
Now in general, from here, it all comes down to experience. Post some new maps that follow those guidelines and I'll tell you where to improve.
Also, note those those are guidelines and not rules, nothing is ever 100% true, but 90% is as much as I can give you in one post. I'll have to write a booklet for the 100%, and than no one will read it ;p
raidmax
12-30-2006, 10:05 AM
Well, ok. Yeah, i know they need improvement, its kinda obvious, but at least they arent the complete noob maps. So, at the moment, i got a new computer for x-mas, so i wont be able to work on maps or mods for a while. But i will still take note of your guidelines, but i may just forget this whole mapping thing too :concern: Either way, thanks.
MEsmashyou
01-12-2007, 8:33 PM
mineral placing is up to the map maker. however, balancing the map is important, such as very high discrepancy in distance between minerals and expansion in lesser extent. doodads should be placed evenly. expansions are a must have, especially in a "finite" map where resources run out :P
TitanWing
01-13-2007, 3:03 AM
For a modder they're pretty damn good. I'd say something if Aqotrooper hadn't covered it all. :P
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