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Staredit Network -> Concepts -> How to Make a Good Map
Report, edit, etc...Posted by Desperado on 2006-09-21 at 18:08:38
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 Concerns
  • Board 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.
Report, edit, etc...Posted by Vibrator on 2006-09-21 at 18:12:28
QUOTE(Desperado @ Sep 21 2006, 06:08 PM)

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.


[right][snapback]565519[/snapback][/right]


One thing about that is if they are forced to manage their unit to much they will become to frustrated with your map.
Report, edit, etc...Posted by Xx.Doom.xX on 2006-09-21 at 19:06:45
Some nice tips here Desperado. smile.gif

QUOTE(Desperado)
    * 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.


For RPGs, yea theres alot of talking and stuff. But that what most people expect.

For Adventure/Horrors, they usually tend have you complete objectives, like going around, killing certain people, going places, etc. And yea, good sound effects (like bullets), and music, help add some spice to the map wink.gif
Report, edit, etc...Posted by JordanN_3335 on 2006-09-21 at 19:15:39
Seems like a nice idea/faq depresedo.

Hay this might sound weird but maybe if permission to but merge that information in my following Faq.

QUOTE(whatsamapinproductionfaq)
*Well then here you can post a topic containing information about your upcoming map. But just before you hit that new topic button, think about these 3 steps.


Ehh that came from the back of my head. crazy.gif
Report, edit, etc...Posted by Urmom(U) on 2006-09-21 at 20:19:03
In the channel you had 1) as killing a lot of things. tongue.gif
I like the idea of board games in starcraft though, but only certain ones. Some are just not meant for Starcraft.
Report, edit, etc...Posted by Vibrator on 2006-09-21 at 21:38:09
Risk is an example of a board game that can be used for SC (checkers really isnt urmom but i hope u fix everything anyway tongue.gif)
Report, edit, etc...Posted by Desperado on 2006-09-21 at 22:25:29
StarCraft's Risk map is nothing like the actual board game at all. The StarCraft map might as well be called "Territories" or "Zone Control." It's basically Zone Control on a world map with zealots.
Report, edit, etc...Posted by Vibrator on 2006-09-21 at 22:37:26
But if u made a real risk it wouldnt be that bad as a SC map
Report, edit, etc...Posted by JaFF on 2006-09-22 at 03:50:11
QUOTE(Desperado @ Sep 22 2006, 01:08 AM)
2) Maps should require constant player interaction.

3) The outcome of a map should be determined by the player's interaction.

Basically, you need to keep the player in tension. And this tension should lead to something. So a person doesen't have a feeling that he lost all those brain cells to get dissapointed.
Report, edit, etc...Posted by smasher25 on 2006-09-25 at 00:59:51
heh all the maps taht get on battlenet mostly care about fun like how fun it is, is 80% of the criteria.
Report, edit, etc...Posted by Revelade on 2006-09-26 at 21:32:06
1) Cats Mice
Very bare-bones map, yet it has survived the test of time.

2) Defense maps
Buy some stuff, upgrade, watch, repeat.

3) Movie maps
Watch. Interactive? I think not.

Quality is a term that is different from one person to another. In my eyes, maps have quality when I believe they do so. It could be great ideas, great triggers or originality that does this, but I don't believe you can pinpoint exact reasons.

I believe however that all maps should be fun to make. Enjoy the building, playing and releasing. A large part of that enjoyment for me comes with balance, replayability and originality.
Report, edit, etc...Posted by fritfrat(U) on 2006-09-26 at 22:06:18
I'd put those 3 things you said in the exact opposite order, but I definitely agree with them. People lose sight of what they're doing and don't see they need to fufill those parts.

Reyelade is right in the end, it's quality when you think it is, but those 3 are probably the most common aspects.
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