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[G] Map Creativity

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2393 Posts
Last Edited: 2011-10-02 21:46:56
October 02 2011 17:25 GMT
#1
Map Creativity


My goal in creating this thread is to open up the subject of creativity within competitive melee maps. I am going to attempt to address some of the many of the aspects that go into making a map and how it relates to being creative. In the end, I hope this can partly explain why a lot of maps feel the same and how to change that on your own.

      Conceptual Creativity

Conceptual Creativity is one of two categories that determine the creativity of a map. It is being innovative or unique through one or more of these categories: expansion layout, army positioning, base vulnerabilities, and game-play focus. In order to best understand each of these ideas, we must look at examples.

The biggest factor is expansion layout. This simply means how the bases are laid out and what order you take them in. Let's take a look a look at what is considered balanced in today's expansion layout.

[image loading]
The standard main and natural


This crude drawing shows the normal and balanced expansion layout for the main and natural. Ramps and flat ground chokes can be changed, but the same progression and number of entrances (one per main and one per natural) usually stays the same. For reference on current tournament maps that use this style, see Daybreak, Testbug, XelNaga Fortress, Shakuras Plateau, and TalDarim Altar. Once you have this basic design, you are only left three options for where you want to place your third.

[image loading]
Three options for a third


Option 1: Expansion against the main. This expansion is usually one or two levels lower than the main.
Option 2: Expansion outside of the natural, usually with its back to a cliff. This is normally at the same level as the natural.
Option 3: Expansion against the natural. Highground or lowground may vary.

These are realistically the only options because the game is balanced around having a close third. Without using one of these styles, your map becomes quickly in favor of certain races in different match ups. For reference on maps using Option 1 and 3 see Bel'Shir Beach, Testbug, XelNaga Fortress, and Shakuras Plateau. For reference on maps using option 2 see Starlight Breaker. For reference on maps using Option 1, 2, and 3 see Daybreak and Antiga Prime.

Since there are so basic few expansion layout options when using a single entrance main and natural, you are mostly limited to only being creative in the middle of the map. Do some searching on your own and take a look at the popular Brood War maps to see how they use creativity in the center when they choose the standard main and natural layouts (Most Competition BW Maps). For reference on creative SC2 maps using the standard layout, see Bardiche, Taonas, and Sanshorn Mist AE.

In order to work outside of these basic restrictions, the main and natural have to be altered. For reference, see many popular Brood War maps like Blue Storm, Destination, Chupung-Ryeong, Heartbreak Ridge, Adrenaline Rush, and Harmony.

Another main part of Conceptual Creativity is the game-play focus. This is a very difficult topic to explain. To me, it is how you want your map to play out; what play-style do you encourage, what army movement do you discourage, and what makes the map function differently than others. A great example is the Brood War map Katrina:

[image loading]
(2005) Katrina from Brood War


This map does an excellent job of having a very unique concept. The goal was primarily to encourage air play. To accomplish this, they have clearly put much thought and modification into the design of the entire map.

A) The main and natural discourage ground-based play. The natural is completely safe from any ground attacks. Since there is only one entrance, the defender has a very easy time holding off aggression from ground armies.

B) The expansions are spread out. Each expansion including the main and natural is distanced farther than on standard maps to increase the air vulnerability.

C) A lot of small chokes make moving a large army difficult. Without any open space except in the center, an army can get caught off guard very easily. Additionally, it means that expansions can be defended easier than normal.

[image loading]
(2008) Othello from Brood War


Othello's concept was to encourage harassment. This is one reason the map became such a popular map- harassment is hard to pull off and raises the skill cap in games. The player who plays better could do a lot of damage if their opponent isn't paying attention.

A) There is a cliff behind the natural. This is a very popular spot for drops and harassment throughout the game. A tiny opening allows the smallest units (zerglings, marines, zealots, etc.) to fit through to defend the drop.

B) The central third has a cliff behind it. Again, this is used for drops throughout the game.

C) The mineral only has two harass options. It is cliffed by the main, which means that a drop can harass the main and it at almost the same time. Additionally, the mineral only has a small area beside it that can be used for proxies or more drop harass.

In order to make a great map concept, you have to determine what your game-play focus is and then make modifications to capitalize on it. More examples may be added later. Note: It is important to understand that a standard layout can be just as fun and balanced as a non-standard layout. See Fighting Spirit and Python from Brood War.

      Gimmick Creativity

The second factor that contributes to a map's creativity is the gimmick creativity. I only use "Gimmick" for lack of a better word. This category includes cliffs, chokes, gold expansions, rocks/mineral blocks, Xel'Naga Watch Towers, LoS blockers, occasionally backdoors/frontdoors, and aesthetics. Adding some of these aspects in can give some flavor to any map. But keep in mind they do not compensate for non-creative expansion layouts.

[image loading]
Gold base offers a sneaky third


A great example is the gold expansion risk vs. reward. By placing a gold expansion on your map, it often gives incentive for players to skip the close expansion and go for the high income base even if it is more risky. Many of the current maps use this form of gimmick creativity to add more dimension to the gameplay.

[image loading]
Aesthetics capture the community


In the original version of Belshir Beach, its beautiful aesthetics grabbed the attention of the sc2 community. People raved about using it in tournaments despite the imbalances that existed at the natural (now fixed).

[image loading]
Two tiny central chokes


The two very small chokes placed outside of the natural on Sungsu Crossing AE provide a new feature in competitive maps. Despite the expansion layout not being new, the middle offers some entertainment somewhat similar to the Brood War maps Blue Storm and Loki.

      How to Improve Your Mapmaking

Creating a very conceptually creative and balanced map is very difficult without a lot of professional testing. Don't forget that all of the popular Brood War maps that are conceptually creative had huge amounts of testing for balance. Starcraft 2 balance still isn't complete, and thus map balance is not complete either; we can't know exactly what makes a map balanced, but we can get pretty close.

Learn mapmaking slowly without trying to rush parts that you don't fully understand. Don't worry about being creative until you have made some experience in standard maps- otherwise it won't work. The best way is to work some simple maps to start with, then begin to delve into the concept and creativity afterwards.

Once you have the basic knowledge, try developing concepts for your maps. Really put the time and thought into how you want your map to play - why style is encouraged, etc. When you have your concept idea, adjust your map accordingly instead of only changing for balance reasons.

* I hope to update this post as I find more information to add.
Gl!tch
Profile Joined December 2010
United States573 Posts
October 02 2011 17:39 GMT
#2
I like this.

I think some more creativity in the main/natural layout should be implemented (in-base naturals/double naturals)
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Barrin
Profile Blog Joined May 2010
United States5002 Posts
Last Edited: 2011-10-02 18:27:07
October 02 2011 18:18 GMT
#3
Very good explanation. The only thing it lacks is emphasis on how many different concepts you can come up with (and how different they can be); for further emphasis: they can be very different. (edit: that is for overall concepts, not really the main/natural/third layout)

I shall come up with some examples in next few days (starting with shakuras plateau).
Grandfather of LotV's resource model. "Fewer Resources per Base"
The Black
Profile Blog Joined October 2011
United States222 Posts
October 02 2011 18:23 GMT
#4
Thanks for this. I'm sure people would love it as well if you included discussion on specific maps and specific progames on those maps that define their creativity and game-play. Thanks again.
The_Templar
Profile Blog Joined January 2011
your Country52751 Posts
October 02 2011 19:34 GMT
#5
Good writeup!
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-02 19:43:05
October 02 2011 19:42 GMT
#6
I would only add that you can further generalize by saying that so-called "gimmick creativity" is a narrow realization of "conceptual creativity" that utilises a monolith, mono-purpose map feature that usually feels like a one-shot effect. For example, a player can really only choose once and early in a game whether they are skipping the safer 3rd for the vulnerable gold. Thus, the tension created by the gimmick feature above and beyond the dynamics of a "standard" layout is fully played out at once. In comparison the Othello example shows us that focusing on providing abundant harass-based lines of play means there will be interesting encounters throughout a game that play into the conceptual slant. In other words, players will make decisions over and over factoring in this "special feature" or set of features, as opposed to weighing the options once and choosing a fork which delineates the subsequent play for the immediate future.

The real challenge for the expert mapper is to create an environment that offers novelty without escaping the bounds of balance or diversity. In analogy, it's like making a new car or a new airplane. How do you change something that depends on the laws of physics and industry regulations? Most of the things you're "designing", you already have your hands tied. So the task is to work in subtleties to create the possibility of spectacular occurrences in gameplay, but never to force anything. It works like it's supposed to, and it's also built to do a triple barrel roll if the situation provides.

That's hard, and it takes a lot of knowledge and iterative analysis, so I approve of the recommendation to start standard and branch out. I also think it's worthwhile to try gimmicks and see why you fail at executing them. Often, it's not the idea that's flawed but the housing it's built in, and that's the difficult part. You can learn a lot by studying the basics--this will always inform everything you do in mapmaking. You can also learn a lot by trying new things and seeing what makes them work and what doesn't.

I'd like to point out that while an immense amount of consideration goes into creating a map and tuning it, if a map ends up being "successful"--it's fun to play, it rewards skill and player creativity, it produces games that are fun to watch--this may not be 100% the result of the effort the mapper put in. Of course that effort has a great deal to do with a map's success, with it's objective "goodness", but at a certain point we just get lucky. That's why we have a rotating map pool in tournaments and ladder and a million entries in motm. There will be a lot of pretty good maps. To make a hit, something intangible and inaccessible has to align. I believe this is the nature of art, in fact.

Better yourself at map design and map building, not because you will make a great map, but so you give yourself the opportunity to do so, the opportunity for a such a map to come into being and be shared and loved by an entire community.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
October 02 2011 19:47 GMT
#7
Creativity is so difficult to do because usually creativity =/= balance. I try to be creative in all of my maps (sometimes too much...). Thanks, great write up!
monitor
Profile Blog Joined June 2010
United States2393 Posts
October 02 2011 21:30 GMT
#8
Thanks everyone!

I definitely feel like I didn't really include enough information on the topic of concepts, so I hope to add more in the future. Examples are the best way I can find so far.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 02 2011 21:39 GMT
#9
Hey monitor, concerning your expansion layout... would antiga prime be a good example to use?

http://wiki.teamliquid.net/starcraft2/index.php?title=File:Tpwantigaprime.jpg&filetimestamp=20110713071455
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2393 Posts
Last Edited: 2011-10-02 21:50:06
October 02 2011 21:41 GMT
#10
On October 03 2011 06:39 IronManSC wrote:
Hey monitor, concerning your expansion layout... would antiga prime be a good example to use?

http://wiki.teamliquid.net/starcraft2/index.php?title=File:Tpwantigaprime.jpg&filetimestamp=20110713071455


Yes it would! I guess the reason I didn't do much searching is because I wanted to limit it to the current competitive maps. I'll add this in though!

[edit]
I added in brief descriptions for each of the three options.
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