GIMP with DDS plugin (http://code.google.com/p/gimp-dds/)
Needs compiling on Mac OS X and a lot of libraries installed which will take a lot of time on the mac as they are not natively installed. I'd recommend using VirtualBox with an Ubuntu image and then install the libgimp2.0-dev package via Synaptic package manager and then compile the library — that is what I did.
Or use a windows computer (or installation) to do it.
I WON'T help in these areas:
Problems compiling the GIMP plugin, i might clarify a bit however
Acquiring an Ubuntu image or installing GIMP or VirtualBox
Usage of operating systems
Creating the first concept
First of all you need to have an idea about the map you wish to make. This is even more important than when making 2 and 4 player maps, as you can always mirror or copy and paste on them.
On a 3 player map you don't have that opportunity as everything is rotated 120 degrees, which does not mesh well with the editor's limitation of rotating things a multiple of 90 degrees. For those who have read a bit about — or attempted — to create a map which is rotated 45 degrees already know about the headaches that this limitation imposes.
So just to warn you if you do not have an idea for a map, just DON'T BOTHER STARTING with making a 3 player map unless you manage to draw something which you feel is nice.
First, what you want is a template into which you can draw your concept. This template should generally consist of at least three lines from the center of the map with an angle of 120 degrees between them. This is easily accomplished in Photoshop or GIMP using the Transform tool, as you can enter degrees into it directly.
You might also want to add center lines to the template (same lines as before, just rotated 60 degrees and in a different colour), as they will make it a lot easier to try making the concept positionally balanced.
So now we have our template, let's start drawing stuff!
Create a new layer, this is almost a must, as you want to separate the map concept from the template lines and background (because you don't want to rotate the lines, just the map concept), then you start drawing the contents of one of the 120 degree slices.
Keep in mind that you will duplicate this and rotate it, as you can't mirror the slices in a 3 player map. Another important thing to consider is to not making the proportions too large, you can only enlarge the image to cover 140x140 approximately (I think).
When you think you have come a bit on the way towards something looking like a layout, copy the layer and then rotate it into the other slice. Repeat for the 3rd slice. This to make it easier to see where you're going, repeat this as many times as necessary.
Repeat until you have something looking good!
Now what I have done is to colour the different height layers. I've used a translucent brush on three separate layer to achieve this effect:
Now we have something which is looking like a proper map concept!
What you now need to do is to cut the image into 4 pieces, one for each quadrant of the image.
These should then be saved as DDS files using BC3/DXT5 compression (that was what I used and it worked fine). The filenames you should use are:decalhazard00_diffuse.dds, decalhazard01_diffuse.dds, decalhazard02_diffuse.dds and decalhazard03_diffuse.dds
Getting the image into the Map Editor
Now, open the map editor and create a new blank map. Do not change any terrain, if you do that the temporary doodads won't show correctly.
Import the images using the import tool and then move them to Assets\Textures:
Save the map in the editor and then do File->Close and then open the map again.
Open up the data editor, and go into the Models tab:
Search for decal, and select the Decal model. Then click on the Decal actor in the panel in the lower left of the window. Set the Art - Scale to 23 (this is apparently the largest number working for scaling doodads).
Close it and save.
Now, create 4 instances of the Decal doodad and set them to use the following variations: 15, 16, 17 and 23.
Now you should see parts of your map concept. If not, try changing the variations between a few different numbers, try restarting the editor, check filenames for the imported files, change scaling factor on the doodads and Art - Scale and finally try creating a new map file.
Change the scaling an positioning (300% is max scaling in the doodad window) of your doodads until they line up properly and cover the desired portion of the map.
TRY WITH MINERALS AND GAS AND SEE THAT YOU HAVE GOTTEN THE SCALE RIGHT!!!
Now when you have gotten the doodads into the editor, let's move onto drawing cliffs!
Tips on painting cliff levels
Start with the highest level of cliffs, as you will obscure your doodad when you raise cliffs. So do this directly with +2 levels as you don't want to mix level 2 and 3.
Narrow ramps (like on mains) should only be diagonal (because of sentries and wall-offs), and this will affect the balance of the map. You WILL need to tweak this a lot.
Use the building placement grid and measure distances for chokes and so on to make sure that no spawn will get an unfair advantage.
Use the map analyzer regularly when you've come so far that you can add spawns and have them connected by ramps.
Result of the example
This is a map I will probably continue and test and work on until april. Nothing is definite, and I will create a map thread for it soon, but suggestions are nevertheless welcome!
Excellent guide. I know the 3 player maps aren't til April, but man, looks like it's going to be a challenge to make a good one. Thanks for this, maybe I'll try making a "test" 3 player map to try this out and see how awful my first 3 player map will turn out. (I think I'm actually starting to get a hang of 2 and 4 player maps which is nice haha)
oh nice, i did testbug placing decals one by one to do the template. This will save a lot of time. But it will be a bit tricky to get the right scale but it's better than nothing
You just blow my mind, so, I can actually draw a map in a piece of paper and import it, incredible guide, I`m very interesting in making a map for MotM4 =D
Well you can't do this in editor because its a grid, and it wouldn't do well.
EDIT: that was terribly worded, and I apologize.
What I meant was that because its a square grid, the editor wouldn't be able to mirror 120 degree symmetry well, and would probably end up being a broken tool.
It'd be nice to have 4 way and 45 degree symmetry though.
Thx, but I can't get it to work at all. T_T All the files are named exactly like yours but when I put the doodad down, it's still just a hazard logo...
Thanks! I hope this tutorial isn't too hard to reproduce. But doodads are quirky sometimes.
On February 16 2011 14:54 Silence- wrote: Thx, but I can't get it to work at all. T_T All the files are named exactly like yours but when I put the doodad down, it's still just a hazard logo...
Have you tried restarting the editor? If so, do the imported files reside in the correct directory? Are the names in the correct case? Check the preview images in the import window, are they the proper images? Have you saved the images properly in DDS format?
For importing, I think you have to import the images, save the map, move the images and save again and finally restart the editor and load again.
If it still doesn't work, please specify what steps you have done and I'll try to reproduce it.
On February 16 2011 14:54 Silence- wrote: Thx, but I can't get it to work at all. T_T All the files are named exactly like yours but when I put the doodad down, it's still just a hazard logo...
Have you tried restarting the editor? If so, do the imported files reside in the correct directory? Are the names in the correct case? Check the preview images in the import window, are they the proper images? Have you saved the images properly in DDS format?
For importing, I think you have to import the images, save the map, move the images and save again and finally restart the editor and load again.
If it still doesn't work, please specify what steps you have done and I'll try to reproduce it.
Okay, I realized I missed a step (moving the files to Assets>Textures). However, whenever I try to move them (Move files...) it gives me 2 options. One is to move to an existing path, which has a drop down menu, but only has one option, which is "(Root)", and the other option is New Path... Not exactly sure what to do. I'm kind of bad with computers
Very Interesting. Might try it for future maps. Currently I have painted the the border of the layout in the Editor with textures.
I see one problem with your method: Scale. You can easily be completly off with your drawings. Also some things you thought you could draw dont work out the way you would have liked.
On February 16 2011 16:27 Madsquare wrote: Very Interesting. Might try it for future maps. Currently I have painted the the border of the layout in the Editor with textures.
I see one problem with your method: Scale. You can easily be completly off with your drawings. Also some things you thought you could draw dont work out the way you would have liked.
But its a real help. Thanks for sharing!
Yeah, scale is a bit hard - I was very lucky, I nailed it on the first try! But as I mentioned, one image fully scaled covers a fourth of a 144x144 map bounds. Hence the usage of four doodads as you can't scale them more.
Just use more image parts for larger maps, but then you have to find the texture file names of other decals.
On February 16 2011 16:11 NullCurrent wrote: Thanks! I hope this tutorial isn't too hard to reproduce. But doodads are quirky sometimes.
On February 16 2011 14:54 Silence- wrote: Thx, but I can't get it to work at all. T_T All the files are named exactly like yours but when I put the doodad down, it's still just a hazard logo...
Have you tried restarting the editor? If so, do the imported files reside in the correct directory? Are the names in the correct case? Check the preview images in the import window, are they the proper images? Have you saved the images properly in DDS format?
For importing, I think you have to import the images, save the map, move the images and save again and finally restart the editor and load again.
If it still doesn't work, please specify what steps you have done and I'll try to reproduce it.
Okay, I realized I missed a step (moving the files to Assets>Textures). However, whenever I try to move them (Move files...) it gives me 2 options. One is to move to an existing path, which has a drop down menu, but only has one option, which is "(Root)", and the other option is New Path... Not exactly sure what to do. I'm kind of bad with computers
You should have a textbox option too, and just write "Assets\Textures" (without quotes) in it. Don't forget to restart the editor after you've moved the files.
On February 16 2011 17:55 hp.Shell wrote: This is so badass. I really like the picture "Tips on painting cliff levels" because it has SC2 cliffs and your drawing in one image.
Yep, my image rendered in Ultra quality! Still blurry... hmm Reminds a bit of semi-cel-shading in style though
How many of you have attempted this yet? Any problems? Or is everything working smoothly?
Awesome guide! By the way, maybe I missed it, but I've got a few questions. 1, How big should the project in GIMP/Photoshop be? is 400x400 or something alright/too big? 2, If I want to make a 4player map, is it good to use this "background-sketch" like you just did or will the editor's rotating do and I can start making it directly in editor? Btw, in editor, how to take one "quadrant" and perfectly rotate it? I mean, how do I know how big is one quadrant? Thanks in advance.
1. It does not matter, you only need to be able to put down enough detail to make out what you've drawn.
2. You can rotate and flip on a 4 player map easily in the editor, as long as you don't go for a map tilted 45 degrees, then it will be a bit harder (see a post I made in the Marshlands map thread for more info about making a map tilted 45 degrees).
So this is only needed when you do a layout which can't be copied and pasted with flips and 90 degree rotations.
A quadrant is a fourth of the map, usually split down the center perpendicular to the borders of the map.
I have been looking for a straight up tutorial on how to make a standard StarCraft 2 map. I want to make normal maps before I go make crazy mods, this is just what the doctor ordered, thanks so much man.
I'm terrible with GIMP or Photoshop . And SC2 editor is so bad -_-... why can't they just make all ramps the same size.... 3 player maps are soo hard for me .
Btw, is someone willing to make a GIMP or Photoshop image for me? I got a design on a piece of paper, but getting alot of trouble with GIMP.
I wanted to say I finally got around to doing this and your steps were just about perfect. The only problem I ended up having was that when I imported the .dds files and replaced the old decal doodads, for some reason if I saved it, closed the editor and reopened the map the old decals would be there no matter what. So all I had to do after I imported the doodads was save it and then go place them without having to reopen sc2 editor.
I have to say it worked pretty damn well for my first 3 player map, I noticed my decal doodad scales up to 311% (you said 300% was max) but for some reason I could get to 311% before it stopped messing up.
@ 23 variable in the model/decals and with 311% scale it turns out the map I drew up is 158x140 which if I put it to 300% would be a little smaller.
The best part is now since I worked thru it once, I'm almost confident I would be able to do it by myself easily without having to look at this tutorial again. So yeah, thanks for the great tutorial and let me just say that April MotM 3 player maps only should be a lot of fun.
On February 18 2011 19:27 EunByuL wrote: I'm terrible with GIMP or Photoshop . And SC2 editor is so bad -_-... why can't they just make all ramps the same size.... 3 player maps are soo hard for me .
Btw, is someone willing to make a GIMP or Photoshop image for me? I got a design on a piece of paper, but getting alot of trouble with GIMP.
Scan it and just load it into Photoshop. That's what I did.
Awesome tutorial! Tho, having the same problem as SidianTheBard, just worse, where his fix around dosn't work for me.
What I do is converting my 128x128.jpg files into .dds files with ImageConverter Plus with DXT5 format. After importing them into the editor and moving them to Assets\Textures I save the map and close down the editor to reopen them. Here in comes the problem. The files keeps getting overwritten by the original files for some strange reason. I've been trying to run the editor in adminstrator mode to no luck. Also tryed creating different maps to import on but no luck either.
Edit: After doing a last trick I FINALLY managed to use the actual images in the editor My solution was:
1) First import the images and move them to Assets\textures. After that is done, re-import the images so you will have 2 of each, but one of them being moved. Save and close the editor.
2) Reopen the map and the moved files has been overwritten. Now move the non-moved files to Assets\textures. Done, the decal is now showing the images.
I cant seem to display the 4 quadrant images like everyone else has. Each have the correct spelling and capitalized letters respectively. Each image was compressed successfully as well. When I import the dds files into the map (save and close) and reopen, even if I manage to keep a second set of the same images in the Textures folder, I can't seem to get the map templates to display. They seem to just revert back to the original decal even with proper saves. Is there anyone else able to overcome this problem?
i would suggest visiting: here Mozared and others there have pretty much fleshed it all out and cleared pretty much any bug (other than galaxy rare bugs/ deficiencies) do surf, and then report if it's a bug, these guys will make you save a boatload of time
Thanks again for a great gem of a thread NullCurrent <3mapmakers ' sharing...
Nice tutorial, I suppose it's possible to create 1 doodad as a tighter scale for a 4 player map, have more detail on it, then just import and rotate the doodad image.
Assuming using Photoshop (it's what I use with this) I stole your image of the 120 degree angles + Show Spoiler +
but even after I loaded that up and sliced it up those lines weren't directly in the middle. No big deal as slicing the image in 1/2 vertically and horizontally it worked well.
Short version after you have the 4 sections named properly.
Open SC2 editor, import the 4 files to the correct location.
file save xxx.sc2map, file close, file open xxx.sc2map
data editor, models, search for decals, change scale to 23,23,23. (sometimes I've had to use 21s or 22s...not sure why, maybe a cropping problem in photoshop so i had to shrink this).
file save xxx.sc2map, file close, file open xxx.sc2map
doodad layer, decals, place 4 decals. Switch variable to 15,16,17,23 & you can put the scale in there all the way up to 300 (I think max I've went up to was 314 or so) as well. (You need to remember if the scale gets too big then the doodad just won't show up at all which was a problem for me as well which is why in the model > decals > scale I've had to change it lower.
If the doodads don't show up, close the map, reopen it, and reimport the dds files in the correct spot and then without closing/saving it, try to place the doodads again and see if they show up. (you shouldn't have to mess with the data editor/scale at this point since it'll already be in there.)
Again, couldn't have done any of this without NullCurrents guide, just had some questions how I fixed the problem and how I did it.
Is there a reason why you don't export a top-down map image from the editor when you're done with the first slice and add to your texture, so you can follow the exact terrain for the next 2 slices rather than the sketch?
Certainly gonna try this at some point (however I'll jump motm4) so a lot of thanks.
No matter what I try doing for this, it doesnt work. Sometimes the files just dont get replaced, like upon closing and opening the editor, its just the default textures again. The import preview shows the imported images perfectly, but they still don't work. If I save the map once after reopening, it puts my textures back, but if I try to use them, it causes my entire editor to freeze and I have to hard close it. I have been trying to get this work for the past 3 hours and I am getting super frustrated with it.
I followed the exact instructions listed in the guide, and have tried it on three different maps to make sure that it wasnt working. Anyone have any ideas that might help?
EDIT: Ok, so I have gotten the textures to actually go down by waiting about 15 minutes for the editor to "load" them after I change it to variation 15. The problem is that the editor runs EXTREMELY poorly after that, and it goes back into the frozen mode for another 15 minutes if I try to move the textures, or the camera, at all. I've tried lowering the size of the files to see if they would load faster, but it doesn't appear to make a difference. I also tried turning the editor graphic settings down to low, but to no avail. About ready to give up on it entirely.
i have used a different method previously. and i thought i might share it as well, as i think it can be combined with yours. basically i created a photoshop grid similar to the editor grid. designed a third of the map, rotated it around, and then used the image for measure. it may not be as effective as your method, but it is pretty nice to have a grid to be able to place minerals and such accurately, which helps alot with getting the scale right.
(please ignore the fact that i accidently made the cc's only 4 units big :D)
another method, which i have just tested out now was to design one third of the map in the editor, save out an top image. go to photoshop and trace the cliffs with the pen tool, export paths to ai, import path in max, extrude it up, save it out as a m3 model file, and import it back to the editor :D sounds complicated, but it actually took only like 1-2 minutes to do. similar to the decal method.
I've been trying to use this method for map layout, however I get as far as changing the decal variation and the editor stops responding entirely. If I restart the editor, navigating in the doodad browser to "decal" at all causes the problem to reoccur. I have started from scratch with an entirely new map file, and the same problem occurs.
I suspect that a potential cause may be the image size of the file i am attempting to import. When I drew the map image in GIMP, i was working on an 800x800 canvas (for four 400x400 quadrants). Is this just crushing the editor when I try to use the imported file?
I wanted to ask: is something changed in the editor so this guide does not apply anymore? I'm a newbie at this but I tried two and half hours to make it work and wasn't able to...
steps that seems to went good: creation of the map, importing of the files, moving of the files.
but then, closing, restarting doesn't do anything: putting down decals and trying them all only shows the standards decals... I tried to skip the part about the size fearing that i may be doing something wrong there, but the map simply doesn't show...
I can follow all of the steps and get the imported files showing in the editor, but they are tiny. After setting the model scale to 23 in the data editor and setting the decal scale percentage to 300%, its still way way way to small. I've tried changing the size of the file I import but no luck. I've gone from 600x600, to the size you uploaded and last attempt was 6000x6000 and its either glitchy (weird stretch marks on the decal) or still or to small.
@pippo_jedi: It has been a long time since I played around with doodads like this, but if I recall correctly, you should not restart the editor, only close the map (file->close) and then reopen it. Also, I've had some problems with textures if I load another map first, as it only loads the textures once, for both maps. So if you have another texture on the second map, it will not show except in-game.
@lawol: I used 4 doodads in the tutorial, you can definitely use more, but then you have to find the proper texture file name for the texture to replace. No idea if stuff have changed tbh, but I think it should still work as I've written it.
PS. Sorry for being a bit late with the reply, pippo_jedi
Hi im trying to create a 3 palyer map but my image is too large for just 4 segments. i split the image up into 9 parts and have all the parts in dds format. my troubles now are that i cant figur out how to find the names of the other decals to replace the names of my files.
i would greatly appreciate it if someone could help me with the names of the other variations of the decal (so i can use the same decal as in the original post).
If no one knows how to get the names of the other variations then will i be able to do my map 4 instances at a time and just rename and import to the "decalhazard01ect."? i havnt tried this yet because im worried about lining the decals up properly with raised terrains.
please help im getting pretty frustrated.
edit; i found a guide on adding custom textures that looks pretty promising, its basically the same as in the OP but a tiny bit more general.
Is there really no easier way to do this?... Blizzard should implement feature where you can just place 2d images on different levels of the map. Images which are only shown in the editor and can easily be added/removed.
Or perhaps someone could make a third party program that does this?
I can't get my texture to show up in the editor, only in the game. I've tried closing the map, then reimporting -> moving the textures, then placing the doodads. I've done those three things in various orders with saves and without. I can't figure it out.