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View Full Version : Map Making Basics - For BSTRhino


BrotherGreen
05-06-2005, 5:06 AM
Well, just like you asked. Here's the direct copy of what I dropped into the strategies, twice.

Well, theres a lot of things to think about..



1.)Originality
2.)Spacing
3.)Randomness
4.)DOODADS*
5.)critters
6.)Different terrain
6.1)Terrain levels
7.)Minerals.
8.)Extras


1. Originality explains itself.. dont be a copy! Find a small idea and expand!


2. Spacing, well, if you have too much open space, thats usually plain and looks bad, it also looks like you put no effort into it. Then again, some maps need space. A good example is my sahara plains which had lots of space in the middle - but it still had doodads AND different types of terrain!


3. Randomness, try not to make a 'mirror image' type map, some turn out well, but almost never. Try to make it look real, imagine landing on this battlefield you've created, and think whether it would be identical or not.


4. DOODADS, I cannot stress this enough, doodads dont just spice the map up, they MAKE the map. You just plain need them! Try to catch yourself when you feel compelled to do a doodad 'burnt city' (on some maps theres ruined CC's and factories, etc.). Have trees and random stuff is wonderful. Many people dont appreciate the tiny doodads, the little bones or the tiny bushes - but they have to be there!


5. Critters, not as important as doodads - but still, they spice up the map and make it more realistic.


6. Different terrain AND terrain levels, Do your best to use FOUR different types of terrain, even if its a river that pokes its way in. High dirt vs dirt doesent count as two!!! Again, imagine yourself landing here, one type of terrain would look pretty insane. In my opinion, badlands is the best terrain for maps.

6.1 Try to use different heights randomly, it can give huge strategical oppurtunities, and can make certain units more efficient. This can tie into randominity, putting random cliffs can be fun!


7. Minerals, For a good map, the starting base should have anywhere from 6-12 patches of minerals. Use all three types, and if you feel so inclined then change all the mineral values. <--- this shows effort!! Depending on the size of the map and the players, choose your outpost amount. There can be lots of outposts or not so many... Try to make 2 per person of a 4 person map at 128x128, and work from there. Make all your outposts different, make some better than others, make some have geysers, and some not have geysers.

8. Extras:

Do not give a starting base 2 geysers, this can rig the game for about 12-15 minutes in. Dont shy away from putting a geyser at a near outpost though.


Outposts should NOT have more or even minerals to that of the starting base - ever. 10 patches is an extreme maximum for outpost. (like in the middle of BGH)


A few last things. Set your forces properly, and make sure you go to game->settings and change all the races to users choice and make everyone who isnt in the game neutral. Dont forget to NAME your game and give it a description (Go to game->properties)


Thats about all for now, enjoy :)




BSTRhino - I can continue to write and elaborate on each topic, but this was just supposed to be basics. Please give feedback on whether I should continue.

ZeroCross
05-06-2005, 7:27 PM
Well, one thing about the doodads, is be carefull not to place too many of them, or the game tends to lag. They are considered sprites, and count toward the sprite limit i beleive. So if you want a map with alot of room to build big forces and is meant for grand-scale multi-player battles, don't do alot of doodads. If the map is only for a few players though, I would agree with you entirely. So it depends on how many forces you expect to be building war factories so you don't lag the game and max out the units...

BrotherGreen
05-06-2005, 8:12 PM
Well most GOOD maps arent usually 8 player, or even 6. Mind you some are good that are 6.

Im just trying to say, dont have none. And dont forget to put the little ones, the 1 cube doodads like the tiny grass bush or the little bit of bones.

Secondly dont take one doodad and just spread it out, use different ones.

Nowadays in SC we should be dis-couraging 1-2 type unit mass war-fare, thats for fastest maps, and thats why fastest maps are bare.

CreateManiac
05-07-2005, 12:32 AM
Well i think most good maps are odd numbers like 7~ not only is 7 a good number, its also a good uneven free for all number map~~ Nice strat thingy brothergreen~~(dunno wut its called) oh yeah, i remember, nice guide thingy~

BrotherGreen
05-09-2005, 2:04 AM
Well, ive seen some good 7 player maps (one by McNewgin). But generally map makers get bored with big maps and start getting lazy and messing up.