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Mapmaking Tips & Tricks

Forum Index > SC2 Maps & Custom Games
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Dystisis
Profile Joined May 2010
Norway713 Posts
August 24 2010 19:14 GMT
#1
Post small and useful mapmaking tips and tricks you may have figured out yourself or gotten from others, here. It can be very general or very specific, doesn't matter.

I have some myself, hopefully there are some people that do not know about these:

Doodads:
1. Doodads that cover the ground like a texture, such as tarmac and decals, can be made more transparent by lowering their height. To do so, double click the doodad and set the height to for example -3.0. The lower it is, the more it fades out. This is useful whenever you want your doodad to draw less attention and blend in with the ground textures.

2. I struggled a lot with cliff doodads before I realized that the method of lowering their height is probably what is intended. You just simply place them near the cliff, at their right angle, and then lower their height in the same manner as above, until they are placed where you want.

Terrain:
1. You can exchange specific textures in your selected Tileset with textures from another Tileset. This can create unique terrain effects, as long as you don't mash textures that look terrible together... The way to do this is open Map Textures (I think) from the menu bar, and click edit textures. Then in the data fields you can select what textures to swap.

2. Some times it is really hard to edit textures with the normal camera view. The camera point of view can be changed using the menu bar, but I have always found that to be quite clunky. Instead, I usually go to Points, select/create a starting location and right click it - select View Point. Then you get a completely 90* view of your map, and you can go back to Terrain editing easier. You can change back to normal camera view from the menu bar. There may be a faster way to change camera that I do not know of, though I have had no problems with my method.

3. I think most people know this, but: When adding water, you need to change the height of your water for it to function as intended. The way to do that is click 'Edit Water' (I think) when you are in the water tab while Terrain editing and have your specific type of water selected. Then you lower the Height field until you found your desired effect (test document to see). If I remember correctly, I think you generally want it to be lower than 1.0, otherwise it will just flood above regular cliff heights.

Triggers:
1. If you have a map with loads of triggers, and get any kind of error when you test it in-game, and you have no idea what trigger caused the error, the process of elimination can be very helpful. Right click a trigger and disable it, test document to see if it still produces the error, then go on to the next trigger, etc. When you find that suddenly the game does not produce an error, check the trigger you last disabled. Obviously, this does not work in all circumstances.

2. When it comes to entering values, see what type of value is being 'asked for'. For example, text messages may be displayed to Player Groups. A player group is not the same as a single player. That means you probably need to create a player group for that player. Similarly, another important thing to keep in mind is the distinction between integers and reals. Specific players come in the form of integers 0-15. I have many times been confused, not finding the options I wanted, then realized that the trigger required a different form of value input.

Data:
1. If you are not sure of what you are doing, be a little careful with messing up too much in the data editor if you have spent a lot of time on your current map. While it is very powerful, it can also be somewhat user unfriendly. However, there is a way to reset specific objects in the Data editor, so that it goes back to the original form. To do so, right click an item and select 'Reset to parent' (if I remember correctly, it is something like that at least).
funcmode
Profile Joined June 2010
Australia720 Posts
August 24 2010 19:37 GMT
#2
Some easier camera controls;

SHIFT + Right click (hold) = moving mouse will zoom in/out.
CTRL + Right click (hold) = moving mouse will rotate camera around fixed point (this allows you to easily achieve a top down 90 degree view).
ALT + Right click (hold) = camera height up/down.

CTRL + SHIFT + C = reset camera to default position/angle.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Dystisis
Profile Joined May 2010
Norway713 Posts
August 24 2010 19:55 GMT
#3
On August 25 2010 04:37 funcmode wrote:
Some easier camera controls;

SHIFT + Right click (hold) = moving mouse will zoom in/out.
CTRL + Right click (hold) = moving mouse will rotate camera around fixed point (this allows you to easily achieve a top down 90 degree view).
ALT + Right click (hold) = camera height up/down.

CTRL + SHIFT + C = reset camera to default position/angle.

Ah sweet, good tip. =)
chuky500
Profile Blog Joined March 2010
France472 Posts
Last Edited: 2010-08-26 01:19:48
August 24 2010 23:52 GMT
#4
A few tips about Texturing :

When starting a new map always choose the best looking texture of the set as the default texture. For example on Bel'Shir I would pick Bel'Shir Brush the greenest grass instead of Dirt light.

Start to paint before symetrizing the part of the map so you won't have to do the work again.

When starting texturing you should switch to the low graphics settings (File/Preferences/Video). Low Shaders help differenciate textures, there'll be more saturation and contrast between them. Low terrain will remove foliage and will help with the framerate which will help having a smooth stroke.

The speed of the airbrush should be Very Fast and the increment set to something low. I use 16 as increment but you can have it higher if you want to paint faster. This way you will have a smooth stroke instead of a series of dots. A size of 6 is fine in my opinion but you may want to have it bigger when far away from details and smaller when you have sharp turns in a cliff for example.

Start painting where there's detail first to reinforce it and where there's terrain detail like cliffs and water. Paint the side of the coast with dirt and paint faster a bit further to fade the texture away. Don't paint all the coast line with dirt so you'll give it some detail. Paint the bottom of cliffs with a dark texture like Grass Dark and as you go further from the cliff make the opacity go lower by painting faster. Then have a different texture of the same kind like Grass Light and start where the first one faded. Make it fade as you paint away from the cliff. Of course have your textures overlap.

Do a small area then paint another small area. Paint a small area by starting with a dark texture then switching to a lighter one. For example on a zone with several cliffs, paint the corners with 2 or 3 textures then change area.

When you're painting empty areas think of your textures as a palette of different colors and not in terms of what textures look like. Sometimes textures can also represent variations of the same color, lighter or darker. Use darker textures to fake occlusion in corners, and lighter textures to give emphasis on edges and make them look rounder.

Don't have the same stroke painting over the top and bottom of the same cliff. Try to have 2 different textures at the top and bottom.

Try not to have only one texture in some areas. And try not to have full opacity on your textures on big areas either. Fill your empty zones with the Noise brush or the Fractal one. Have it very large and adjust the variability so you can see the detail of the noise when you paint. Those brushes will be slower so you'll have to paint slower to make the stroke smooth.

Beware of textures with one big detail that repeats like Bel'Shir Small Tiles. Your ground will look tiled when the texture is repeated too much. Try to avoid that bit of detail when you paint the texture on big areas so your ground doesn't look tiled. Don't paint with the texture where you know the detail will be revealed. Just paint around it or hide it with a different texture instead.

Reinforce doodads and important objects. Paint the bottom of trees, sight blockers and destructible rocks with dark grass. Draw the outline of minerals and gas and fade the texture. Paint in the bottom of the water too. You don't need as much detail but at least put dirt at the bottom of underwater cliffs.

Differenciate each expansion with a different style of textures and different doodads too. In the game it will help knowing where you are without looking at the minimap. For example the 3rd expasion can have more rocks. If you play the game and you see rocks on the ground you know you're in the 3rd expansion.

Give indications about important areas with textures. Never have only grass in the ramp, it's very important to locate it easily. Put a bit of dirt in it and rocks or bricks at the bottom. Put some dirt on important cliffs like where the reapers will come first.

Give hints of the orientation of the base with your textures. Paint them as close to the base as possible. Indicate with dirt in which direction the ramp is and cliffs for reapers. This will help the player know where he spawned and know where to go without moving the camera around.

Remember you're painting to have your map look nice but also to help players and spectators of the game. Painting has to help knowing where they are and what they can do when playing.
McCheese
Profile Joined July 2010
208 Posts
August 25 2010 01:45 GMT
#5
Scroll wheel : Zoom camera in / out.

Double click the scroll wheel : Reset camera to default position.
Barrin
Profile Blog Joined May 2010
United States5002 Posts
August 25 2010 03:26 GMT
#6
to add to Texturing:
Try to give large sections of your map a general theme. Maybe down there there things are looking rather hellish, but if you look across the map you see a green haven, and over here is a fucking protoss temple. Mix it up while you're at it.
Grandfather of LotV's resource model. "Fewer Resources per Base"
Dystisis
Profile Joined May 2010
Norway713 Posts
August 25 2010 15:31 GMT
#7
Real solid texture advice from chuky500, and good tips from everyone else.

Especially that part about helping spectators/players out with your textures, while also making it aesthetically pleasing, that is very true.

As a small Doodad tip I just remembered:
You often want to place doodads in locations that are not regularly 'allowed', for example if you want to place doodads very close to each other, or close to the sides of a ramp. The way to do it is double click the doodad and check "Ignore placement requirements", then you can place it freely.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 25 2010 15:41 GMT
#8
On August 26 2010 00:31 Dystisis wrote:
Real solid texture advice from chuky500, and good tips from everyone else.

Especially that part about helping spectators/players out with your textures, while also making it aesthetically pleasing, that is very true.

As a small Doodad tip I just remembered:
You often want to place doodads in locations that are not regularly 'allowed', for example if you want to place doodads very close to each other, or close to the sides of a ramp. The way to do it is double click the doodad and check "Ignore placement requirements", then you can place it freely.

If you hold shift while placing the doodad it ignores placing requirements as well. Be careful not to drag to the mouse, as you can place like 100 doodads in the place that you could normally place two
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 25 2010 15:43 GMT
#9
Decoration
Deco is easier than in Brood War but there's still a lot of people who mess it up.
NO STRAIGHT LINES
If you see any straight lines ANYWHERE, fix it. Whether it be minerals, cliffs or textures, straight lines are terrible for decoration. If it's cliffs, the general rule of thumb I use is 5 times max. Also, a repeating pattern has the same effect so that's also a no-no.
Dystisis
Profile Joined May 2010
Norway713 Posts
August 25 2010 15:53 GMT
#10
On August 26 2010 00:43 neobowman wrote:
Decoration
Deco is easier than in Brood War but there's still a lot of people who mess it up.
NO STRAIGHT LINES
If you see any straight lines ANYWHERE, fix it. Whether it be minerals, cliffs or textures, straight lines are terrible for decoration. If it's cliffs, the general rule of thumb I use is 5 times max. Also, a repeating pattern has the same effect so that's also a no-no.

Hm, I generally agree.

However, I think there are some cases where straight cliff lines can be used for temple and structure walls. But it shouldn't be done unless you are sure that's the effect you want to achieve, and I think it can end up too monotonous if cliff walls are too straight. Some times it can look bad if f.ex. a terran 'structure cliff' is too crooked, though. After all, people wouldn't build walls completely twisted. I think a good middle is to have the walls twist a little here and there, and add wall doodads, especially in places where it looks monotonous. Of course, that is just my preference, other styles work as well.
McCheese
Profile Joined July 2010
208 Posts
August 25 2010 16:06 GMT
#11
Well, take Steppes of War for example. The main is more of like a temple kind of deal where they build the walls so they should be straighter than natural cliffs, but they still put turns and things in it so it still looks cool and they achieved their goal by making it seem like it was a temple. I also have done this in my most recent map, The Fogotten Shrine. I like how it looks. But it all comes down to taste, and usually the pro players don't mind much about how the map actually looks, they just want it to be balanced. usually. But spectators are the ones that will go Ohh and AHhh to how a map is decorated. Take Day[9] for example. In a few of his dailies, sometimes he just goes and looks at how cool the decoration is, and that's what always inspires me. So keep that in mind, and happy map making!
Superouman
Profile Blog Joined August 2007
France2192 Posts
August 25 2010 16:07 GMT
#12
But isn't gameplay considered over decoration when straight lines can't be removed?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 25 2010 16:36 GMT
#13
Yeah, but then you compensate otherwise like in Blue Storm, where the whole middle is basically a straight line. You make it so straight that it's awesome. And the rest of the map is better in terms of deco.
chuky500
Profile Blog Joined March 2010
France472 Posts
Last Edited: 2010-09-07 11:50:47
September 05 2010 17:49 GMT
#14
I figured how to have a your own preview picture for your melee map to be shown in the map list and in the loading screen instead of the default picture. I believe you're not supposed to have one for a melee map so it may be corrected in the next patches. So here's how to do it :

First export your map picture from Data/Export Map Image... and open the tga file in Photoshop or a program like that, or make a new one from scratch. Enhance the colors, contrast, do whatever you want.

It has to be square, mine was 256x256 but you can have it higher. The smaller it is the faster it will appear in the game. I tried with non-square pictures but it didn't show in Starcraft 2, splash screens work but apparently not preview pictures. I saved it to uncompressed 32 bits with no alpha channel, but other settings may work.

In the galaxy editor go to Modules/Import, right-click the empty area and Import files... Then Browse your Starcraft 2 directory and uncheck everything except your tga file.

Save your map, you need to save or you won't be able to see your picture.

Close the Import window and go to Map/Map Info... in Preview Image - Small put Custom Image and Browse your picture. It won't appear if you didn't save your project. Preview Image - Large select your picture too. Click Ok, your map status will go from Melee to Custom.

Now the trick is to go back to Map/Map Info... and put Map Image for both Preview Images and click ok. The map status will go back to Melee. Go back to Map/Map Info... and put Custom Image to both and don't change the path to your picture.

Now if you click Ok the map status will remain Melee. If you publish your map you'll be able to see your preview picture in the game instead of the default one.


Edit : this doesn't seem to work every time but if you set the picture to custom then press Ok then go back and chose Map Image and press Ok sometimes it will forget to change the status to custom.

I'm not sure but once the status is melee while it shouldn't you can do whatever you want and it will stay melee. This needs to be confirmed though.
Lysis
Profile Joined October 2009
United States147 Posts
September 05 2010 17:52 GMT
#15
Another tip relating to doodads.

The PageUp and PageDown keys are a nifty little shortcut to raising and lowering doodads without having to guess with numbers for height. You can also hold those keys down to raise or lower a lot.
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
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