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Staredit Network -> Melee Chat -> Map Making Method
Report, edit, etc...Posted by Chef on 2007-01-16 at 13:36:18
I'm making this thread to help new map makers gain insight to how maps more successful than their own are made, and to provide insight of techniques verteren map makers may not know. Basically I'm going to show step by step the method I usually go through when making a map. If someone else has their own method, they should post it here.

Step One: Have the desire to make a map. If you already have an idea for the map (something struck you from above), even better. Make map dimensions and tileset according to whatever loose demands/desires you have for your map.

Step Two: Carve out the main bases, making sure you get an acceptable size before starting anything else on the map. To do this, I usually start with a very basic shape, like a diamond, or a square, or a triangle, for each player. Making sure these are the same size, I then slowly begin to add to them to give them natural shape, being aware of where I eventually plan to put a ramp (if any). I add to one as much as I think I can remember, and then do the same for the other main. Sometimes it helps to split the map view, if I think I've screwed up, or if I'm doing something particularly complex.

Step Three: I take a picture of the map and then open it up in MSPaint to mull over it. If I already have an idea, I begin to draw on this picture using the paintbrush tool and see how it works. Experience will tell you what is, and isn't possible. Often I'll start over, deciding that something is too complex or won't work well in the editor, or just plain won't be fun. Sometimes I'll just draw the naturals, accept them, make them, and then come back to draw the rest of the map. In all honestly, this step is probably what has helped my mapping skills the most. It allows me to really visualise, and play with the map, without doing tedious work.

Step Four: I attempt to recreate what I drew on my picture. Using similar techniques as Step Two, I also make curves, and often resort to splitting the map view to get things right. This is always the most difficult part for me, but it's also the most rewarding. During this stage, you should really be able to see your map come alive. You'll also probably note that things aren't working out exactly how you drew them in your picture. Don't feel chained to this image, it's only a guide. If you're noticing a path is a lot tighter than you thought it would be, just widen it, or edit the picture to something you think will work. Whenever your stuck, use the picture as a drawing board. Don't be afraid to move things around after Step Three.

Step Five: At this point, the basic skelleton of the map should be complete. Take a minute, breathe it in. Decide where you want to go from here. What parts should be unbuildable? How can I make this map more pretty? Exactly how many minerals/gas should each position have? Then do it. Slowly begin to decorate your map, gather an idea of the general theme you want for your map, and mold it. Let your map suckle on the great tit of doodads, let it eat the mushy food of various buildable terrains. Nuture your creation, and make it beautiful.

Step Six: Post your map on the internet. Gather opinions and advice, and be grateful for said advice. You may not agree with it, but the person who wrote it put time into it. Sometimes you'll find out that your entire concept is flawed, sometimes you'll hear that players don't want to use it because it doesn't flow like they're used to. What you do with this information is your choice, what's important in map making is that you're proud of your map, you had fun making it, and of course, you enjoy playing it.

Step Seven: Test your map. As you find fixable problems, do so, and release the latest versions.

Steps one to six take me a few hours, including breaks and thinking time. Step Seven is obviously indefinite.

Essential Tools

-StarCraft (For playing)
-StarCraft Campaign Editor (For skelleton, and ease of use)
-SCMDraft2 (For advanced decoration)
-StarForge (For extended terrain like wide ramps and bridges)
-REXPlorer (or other SCM to JPG generater)
-MSPaint (or other image modifying program)
Report, edit, etc...Posted by Yenku on 2007-01-16 at 19:27:49
Reading this was funny for me, because the many maps I attempted I took the same approach with paint and starting the same way.

I'll be sure to follow your steps exactly for my next map wink.gif
Its the same way I did it anyway.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-16 at 23:06:45
QUOTE(Chef @ Jan 16 2007, 01:36 PM)
Essential Tools

-StarCraft (For playing)
-StarCraft Campaign Editor (For skelleton, and ease of use)
-SCMDraft2 (For advanced decoration)
-StarForge (For extended terrain like wide ramps and bridges)
-REXPlorer (or other SCM to JPG generater)
-MSPaint (or other image modifying program)
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1. Yea
2. I just use SCMDraft especially with the new X Y Mirror ISOM tool.
3. Above
4. No. SCMDraft can do anything and more that SF can. Id do any extended, ramps and all in SCMD
5. I just use SCMD's save image, open it in paint, save as PNG and make it 1024x764 friendly with a resizer i have.
6. Yea

Thats the only part of this guide i didnt like, but overall it was really good chef. happy.gif
Report, edit, etc...Posted by Chef on 2007-01-16 at 23:36:26
QUOTE
4. No. SCMDraft can do anything and more that SF can. Id do any extended, ramps and all in SCMD

SCMDraft you have to do it one tile at a time. StarForge saves quite a bit of time. Both these programs tend to lag a bit on my computer when they're placing isom terrain, so I like to use SCCE for the majority of the skelleton.

QUOTE
5. I just use SCMD's save image, open it in paint, save as PNG and make it 1024x764 friendly with a resizer i have.

REXPlorer is quicker and more convienient for me.

I havn't had a chance to try out the mirror tool yet, but I'm not terribly enthusiastic about it.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-17 at 06:13:42
QUOTE(Chef @ Jan 16 2007, 11:36 PM)
SCMDraft you have to do it one tile at a time. StarForge saves quite a bit of time. Both these programs tend to lag a bit on my computer when they're placing isom terrain, so I like to use SCCE for the majority of the skelleton.
REXPlorer is quicker and more convienient for me.

I havn't had a chance to try out the mirror tool yet, but I'm not terribly enthusiastic about it.
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Ive dont it in both SCMD and SF, just saying i find SCMD more convienent and easy to use.
I would imagine REXPlorer is more convienent but again just my method there.
Report, edit, etc...Posted by CheatEnabled on 2007-01-17 at 13:17:13
This should be pinned, and as for the SCMD vs. SCeditor, I would say SCMD is best, and that you can place more than 1 tile at a time.
Report, edit, etc...Posted by Yenku on 2007-01-19 at 18:01:24
You read my mind.
Report, edit, etc...Posted by Chef on 2007-01-26 at 22:39:48
Loose implementation of this plan. It went by a lot faster, because it wasn't a two player map (which I feel are more complicated).

http://www.staredit.net/index.php?showtopic=38401
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