I was considering making a map and writing a step-by-step process showing how I made the map, but I lacked both the time and the motivation to do so.
[Guide]Map Making - Page 2
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Nightmarjoo
United States3359 Posts
I was considering making a map and writing a step-by-step process showing how I made the map, but I lacked both the time and the motivation to do so. | ||
Chef
10810 Posts
On June 15 2009 08:51 .risingdragoon wrote: Nah I don't mean scmdraft, which to my understanding is some newschool map editor. The name Suicidal Insanity does ring a bell though, I think he was a community member at CC. StarDraft and StarGraft are oldschool programs lotta mappers used back in the early years for making customs, total conversions, campaigns w/ specialized exe, etc. etc. For a long time they were released and maintained by Camelot Systems. There's a lil gap in history for me, I left mapping in 02 and fell out completely later on. Anyway TheOracle crossed Badlands with Jungle in his Fallen Angel campaign. UP: Okay I just looked it up. StarGraft is the spell/button set editor, so I remembered wrong, it's one of the specialized tile editors. I've never seen a playable map with crossed tilesets... Unless it was a modded version of the game or something? You can take sprites from other tile sets, sure. But not the actual terrain. If you've got the map I'd love to see it, but I'm pretty sure this is a product of false memory | ||
neobowman
Canada3324 Posts
I'm pretty sure crossed tilesets are impossible. Wouldn't really look all that good either. | ||
.risingdragoon
United States3021 Posts
And I don't know what you mean by "wouldn't really look all that good," it'll look as good as you can map it. | ||
Nightmarjoo
United States3359 Posts
It would look shitty because tiles generally do not blend with other tiles. Dirt tiles only blend with other dirt tiles, or tiles which have both dirt and some other terrain, like a dirt/jungle blend, which exists so that jungle and dirt isometric squares can coexist. It's not just about skill, you're still limited by the nature of tile-based mapping. | ||
CharlieMurphy
United States22895 Posts
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Liquid`Jinro
Sweden33719 Posts
Granted, I haven't played those for many, many years and might not be remembering things correctly.. | ||
Husky
United States3362 Posts
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Clasic
Bosnia-Herzegovina1437 Posts
Edit : Also how do you make maps like fastest where the mins and gas are close to the nexus? | ||
NeonFlare
Finland1307 Posts
On June 17 2009 05:14 Clasic wrote: How do you make those really really really long ramps? Edit : Also how do you make maps like fastest where the mins and gas are close to the nexus? I belive it's impossible with the basic staredit, you have to use custom editor (either one of the older ones mentioned, I use ScmDraft2 which gives some nice stuff to work with like axis mirroring etc.) bigger ramps must be built tile by tile, or few tiles at time or copied from pre-existing ramp from another map. Stacked resources and closer starting locations are also possible in the forementioned editors I recall. Though you might have to use some certain mode or something to do it, not sure as I haven't made maps in quite sometime. (Now that I took a look at some of my maps... they mostly suck :D ) | ||
Bajadulce
United States322 Posts
On June 16 2009 07:54 CharlieMurphy wrote: ditto. Nice guide. I always wondered how they did some of that stuff.I nominate this guide for winner of beta key. | ||
Grobyc
Canada18410 Posts
On June 17 2009 05:14 Clasic wrote: How do you make those really really really long ramps? Edit : Also how do you make maps like fastest where the mins and gas are close to the nexus? Use SCMDraft and under options there is an option to allow to you place minerals and resource buildings as close as you want. You have to use Tileset indexed with SCMDraft as well to create custom ramps. | ||
Clasic
Bosnia-Herzegovina1437 Posts
On June 17 2009 07:10 NeonFlare wrote: I belive it's impossible with the basic staredit, you have to use custom editor (either one of the older ones mentioned, I use ScmDraft2 which gives some nice stuff to work with like axis mirroring etc.) bigger ramps must be built tile by tile, or few tiles at time or copied from pre-existing ramp from another map. Stacked resources and closer starting locations are also possible in the forementioned editors I recall. Though you might have to use some certain mode or something to do it, not sure as I haven't made maps in quite sometime. (Now that I took a look at some of my maps... they mostly suck :D ) On June 17 2009 15:10 Grobyc wrote: Use SCMDraft and under options there is an option to allow to you place minerals and resource buildings as close as you want. You have to use Tileset indexed with SCMDraft as well to create custom ramps. Thx for both of your reply's. | ||
Crahptacular
United States295 Posts
edit: Also, about the whole idea of "wasted space" and the debate over that, I think it's a valid criticism of maps, but, like any other factor, isn't able to determine on its own whether a map is good or not. I would argue that unnecessary map features are worse than wasted space on the map. By unnecessary features I mean like adding a base or path that don't contribute to the concept of the map and don't enhance the style of play you're going for. Wasted space, like lots of broken cliff/water/etc to fill in the edges, are not really detrimental, and in some cases you just need a bit more space to carry out your concept, and therefore use 128x96 instead of 96x96 or something, and have to "waste" some of the extra space as a result. While you could argue that you should instead come up with a way to use that space or squeeze your concept into a smaller map, I don't think it's always possible, and so wasted space is sometimes unavoidable. On the other hand, adding something/taking something out as a way to eliminate wasted space can be a detriment to the execution of your concept, and is therefore worse. For example, I would be okay with a border of broken cliff all around the entire edge of the map, if the purpose was to make things in the middle a perfect distance and/or to make possible air routes for shuttles and such avoiding ground units' sight, or some other reasons like that. That, to me, is preferable to slightly increasing the size of bases, or widening paths, or whatever else one could do to make use of the space, if doing so significantly changed something about the way the map was meant to work (e.g. some distance is no longer siegeable due to increased size of a map feature). Er yeah, summary: wasted space is sometimes unavoidable, and is a preferable alternative to altering the map if the alteration has negative impacts on gameplay. | ||
Nightmarjoo
United States3359 Posts
Yes I agree that "filling" space is just plain bad, but to waste space instead of "fill" it is not a good alternative. My thinking of course is that the map simply needs to be planned better or rethought on some aspects to use that space. To say "it can't be done" is simply lazy imo, a map like Othello is proof that it can be done. A concept which inherently wastes space is simply a bad concept imo. Now, that same concept may certainly have good aspects which should be recycled into a tweaked concept to make it work better. Othello uses sort of a "twisted" layout, different from just "rotational symmetry" to fit everything. I think this "twisting" is important for concepts which appear initially to require slightly more space. For example if 128x96 is a little small but 128x128 is much too large. Additionally, you can use custom map dimensions. At broodwarmaps.net atleast it's been fairly popular to make (4)128x112 maps. I can't say it's impossible for a map to be as perfect as it can be while wasting space as a definite statement, but I'm a firm believer that so-close-to-all-the-time-it-might-as-well-be-always avoiding all wasting space is better. | ||
FieryBalrog
United States1381 Posts
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closed
Vatican City State491 Posts
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Nightmarjoo
United States3359 Posts
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Lavarinth
United States4 Posts
Overall it's an MPQ editing process. | ||
Nightmarjoo
United States3359 Posts
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