To make a quality map, there are three simple guidelines to follow.
1) Maps must visually and aurally satisfy the player. This refers to a number of different factors. For starters, making
your map look professional is visually satisfying. Having a lot of
units getting killed is also visually satisfying. Aurally, sounds and
music are satisfying. Adventure maps can get away with very few
units deaths by having good music. Effects such as unit explosions
and other advanced map making tricks also help.
2) Maps should require constant player interaction. One of the most annoying things about some maps is that the player
has very little interaction with the map. If the player is forced to sit
still without actually moving units around he will become bored.
This is especially problematic for maps where the player only controls
one unit. Forcing the player to constantly micro-manage his unit is
one way to alleviate this problem. Alternatively, spell systems and
other operations that cause effects at the location of your hero
work wonders. It is also beneficial to force the player to keep close
attention to his unit to make certain it does not die. Do not bore the
player by making him traverse vast distances to heal his hero.
If he can click a location in the distance and then leave the room
while his unit moves to that spot, you are failing as a map maker.
3) The outcome of a map should be determined by the player's interaction. Too many maps being produced are so epic or complex that in the
end the player's interaction matters very little. This is essentially to
say that maps need to have strategy. If your map can accomodate a
wide range of potential skill levels than you are succeeding. An example
of what not to do is to make your map so epic that the computers in the
map will win or lose the game and the player cannot determine the
outcome. It is also important to make sure that no matter how many
people are in the game, the same range of potential outcomes is
possible. If the player cannot replay the map and incrementally
increase his closeness to victory with each play through, you fail.
Note: Too much of anything can ruin a map. Do not waste all your time making your map look perfect, and do not
add an unnecessary amount of effects. Do not require the player to
interact with your map so much he becomes frustrated. Do not give
your map a learning curve so high that it discourages new players.
Note: Never make a map just to use an advanced mapping trick. Everytime that a new trick comes a long, or someone is trying to prove
they are a good map maker, they decide to create a map for the sole
purpose of using a special trick. Virtual HP is a good example of this.
It is highly unlikely you will produce anything good by showing off.
Individual Mapping ConcernsBoard Game Maps: Never make these. There is no way to stop them
from breaking rules #1 and #2.RPG Maps: It is especially easy to break rule #2, so make certain
you have some sort spell system or allow the player to control multiple
units to avoid this.Adventure/Horror Maps: These maps tend to have very little if any times
where the player is required to strategically kill enemy units. You can
make up for this with quality sound, music, and special effects.