• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:08
CET 18:08
KST 02:08
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket12Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
A cwal.gg Extension - Easily keep track of anyone soO on: FanTaSy's Potential Return to StarCraft Data analysis on 70 million replays [ASL20] Ask the mapmakers — Drop your questions FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1927 users

Map Design: Understanding Concepts

Forum Index > SC2 Maps & Custom Games
Post a Reply
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-01-04 23:03:03
January 04 2012 22:59 GMT
#1
I wanted to try something similar to what the moderators do over on battle.net when they ask about taking thirds, destructible rocks, and other gameplay features to let players give their perspectives on particular parts of the game so others may draw from it. I wanted to do the same thing, but for map-making. This is mostly, and specifically for map-makers to give their thoughts so newer map-makers and mabye visitors can see how we operate.

While I feel there is some helpful Q&A in the Simple Questions/Simple Answers thread, it doesn't give a solid foundation that will help you obtain the mentality of a map-maker. There are also several guides, as provided by Barrin that talk about simple things in map-making, but again there is nothing there that map-makers have composed for the public. So, each week I will post a Map Design thread, with a specific topic for all map-makers to give their perspectives on, but also insightful suggestions, methods, and ideas.

when I have made several threads, I will make a global thread containing all the topics that hopefully will give map-maker insight in different areas of map-making and the editor for all who are interested in becoming a map-maker. Without further ado... let's get started on our first map-making topic.

________________________________________________________




Understanding: Concepts


• What is your definition of a map concept?
• How do you come up with a concept?
• How do you apply your concept to your map?
• In what ways does your concept impact the aesthetics and layout?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-01-04 23:27:42
January 04 2012 23:25 GMT
#2
• What is your definition of a map concept?
Other people might consider map concepts more broad, but to me a map concept is the starting point on which you build the rest of your map around. Sometimes a concept can be simply aesthetic, but usually its best to start with a unique terrain element that would be interesting to play on. I like to think that on a completed and excellent map, you shouldn't be able to tell what the concept is/was.

• How do you come up with a concept?
Usually just messing around in the editor, not working on a particular map, and messing with proportions. If I find something that looks interesting I start thinking of ways that might make it not work in a map (things like towers, tanks, flying units come to mind).

• How do you apply your concept to your map?
Usually I briefly sketch it on a piece of paper and start figuring out how expansions can be placed to best interact with it. Then it is just quickly creating a rough copy in the editor, followed by evening out proportions.

• In what ways does your concept impact the aesthetics and layout?
Typically for me the concept is the groundwork for the layout and the aesthetics are almost entirely independent.
It's funny; I dream a lot, but I'm not a very good sleeper.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-01-05 00:20:58
January 05 2012 00:18 GMT
#3
Well, I've still got a ways to go, so I don't know how insightful my answers can be, but I feel like I've made a good deal of progress so far, and so a newer mapper might have something to gain from what I say. Here goes.

On January 05 2012 07:59 IronManSC wrote:
• What is your definition of a map concept?

For me, a map concept can be split into two halves, being the obvious 2 aspects, layout and aesthetics. I find that regardless of aesthetic work, a layout can have a certain feel to it, almost like a soul. If made correctly, the areas of a map will end up feeling like the different rooms in a house, with a different reason for a player to want to go to each and every section. The aesthetics take this feeling, and extend it, so that it may be fully expressed as intended. I usually take a separate inspiration for each, and focus my efforts on each one as I do them. Almost sort of kinda obvious, really.

On January 05 2012 07:59 IronManSC wrote:
• How do you come up with a concept?

Oh, I just finished explaining this. Crap. But yeah, inspiration will come from a few different places, from scenes around me, scenes in pictures, scenes in movies, even scenes in other maps, but those are just for the aesthtics. For layouts, I'll think of different arrangements that seem like they'd play good, like for example a certain layout for a main/natural/third setup, thinking back on well established maps as well.

On January 05 2012 07:59 IronManSC wrote:
• How do you apply your concept to your map?

As for aesthetics, I usually have to come up with the appropriate textures beforehand, as I'm just now getting into mixing textures in a way that looks good, but most of it is just running with whatever starts working, upon experimentation of course. As for the layout, the bounds help to influence its status as a rush, medium, or macro map, as well as the condensedness of the pathways. However, I've found that compressing the pathways, in order to make a "larger" map with smaller bounds, can make tower placement tricky. Once pathways achieve a certain arrangement, a tower that reveals that area can give a lot more information than usual. Especially if an expansion sits there.

On January 05 2012 07:59 IronManSC wrote:
• In what ways does your concept impact the aesthetics and layout?

Well, what can I say? A concept, and its underlying inspiration, will drive me to make the map in the first place, and guide my efforts in every aspect until I reach the last place. If I don't have the concept in the front of my mind the entire time, I lose interest in the progress of the map. My inspiration for a map is everything, it's where the passion for my maps is rooted. I feel that if I can successfully render my initial vision, I've succeeded with the map. I take the lessons to be learnt from the layout, and apply it to my future layouts, and sort of move on to my next project.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RumbleBadger
Profile Joined July 2011
322 Posts
January 05 2012 01:17 GMT
#4
On January 05 2012 09:18 MisfortuneS Ghost wrote:
+ Show Spoiler +
Well, I've still got a ways to go, so I don't know how insightful my answers can be, but I feel like I've made a good deal of progress so far, and so a newer mapper might have something to gain from what I say. Here goes.

On January 05 2012 07:59 IronManSC wrote:
• What is your definition of a map concept?

For me, a map concept can be split into two halves, being the obvious 2 aspects, layout and aesthetics. I find that regardless of aesthetic work, a layout can have a certain feel to it, almost like a soul. If made correctly, the areas of a map will end up feeling like the different rooms in a house, with a different reason for a player to want to go to each and every section. The aesthetics take this feeling, and extend it, so that it may be fully expressed as intended. I usually take a separate inspiration for each, and focus my efforts on each one as I do them. Almost sort of kinda obvious, really.

On January 05 2012 07:59 IronManSC wrote:
• How do you come up with a concept?

Oh, I just finished explaining this. Crap. But yeah, inspiration will come from a few different places, from scenes around me, scenes in pictures, scenes in movies, even scenes in other maps, but those are just for the aesthtics. For layouts, I'll think of different arrangements that seem like they'd play good, like for example a certain layout for a main/natural/third setup, thinking back on well established maps as well.

On January 05 2012 07:59 IronManSC wrote:
• How do you apply your concept to your map?

As for aesthetics, I usually have to come up with the appropriate textures beforehand, as I'm just now getting into mixing textures in a way that looks good, but most of it is just running with whatever starts working, upon experimentation of course. As for the layout, the bounds help to influence its status as a rush, medium, or macro map, as well as the condensedness of the pathways. However, I've found that compressing the pathways, in order to make a "larger" map with smaller bounds, can make tower placement tricky. Once pathways achieve a certain arrangement, a tower that reveals that area can give a lot more information than usual. Especially if an expansion sits there.

On January 05 2012 07:59 IronManSC wrote:
• In what ways does your concept impact the aesthetics and layout?

Well, what can I say? A concept, and its underlying inspiration, will drive me to make the map in the first place, and guide my efforts in every aspect until I reach the last place. If I don't have the concept in the front of my mind the entire time, I lose interest in the progress of the map. My inspiration for a map is everything, it's where the passion for my maps is rooted. I feel that if I can successfully render my initial vision, I've succeeded with the map. I take the lessons to be learnt from the layout, and apply it to my future layouts, and sort of move on to my next project.

Well, I was thinking about posting my ideas, and then you said it better than I ever could. Honestly, a great post, and in general your thoughts align fairly closely with mine. I love all of your analogies, they make everything so easy to understand. Like the house one especially.
Games before dames.
fenix404
Profile Joined May 2011
United States305 Posts
January 05 2012 11:02 GMT
#5
just a fan stopping by, ironman.

you guys are awesome.

i spent my entire 15 yr old summer with the original campaign editor. i don't think i will get into the galaxy editor much... it would consume my life.

keep up the good work, perhaps one day i will learn more of this new editor... it is amazing...
"think for yourself, question authority"
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 05 2012 17:06 GMT
#6
• What is your definition of a map concept?

A concept to me is the preface for making changes to a map. The best way to develop a long-standing map that has unique gameplay is to figure out what strategies you want it to encourage. For example, air play, static defense, harassment, and abusing high-ground are all concepts you can use. From there, adjusting the map to match it's concept can make it more fun and different from other maps.

• How do you come up with a concept?

I will pick a certain play-style that I want to encourage based on how I feel the current meta-game is. Like on Korhal Compound, I wanted to encourage using smaller armies and static defense/buildings. That's why a lot of the expansions have small entrances but are spread out (also so armies aren't as effective as drops). Additionally the center isn't great for engaging because of the highground around it, so players are encouraged to either split up their army or move around the edges of the map which is slower.

• How do you apply your concept to your map?

Figure out what it is that you're doing and then make the appropriate changes to your map.

• In what ways does your concept impact the aesthetics and layout?

Concept, imo, has nothing to do with aesthetics. If two maps are identical, whichever has better aesthetics wins. That's all there is to aesthetics to me, because eventually you can't rely on aesthetics to make a popular map (see: BelShir beach balance failure, Dual Sight balance failure, etc.). And as I explained earlier, the layout is directly based on the concept.
https://liquipedia.net/starcraft2/Monitor
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-05 19:11:49
January 05 2012 19:09 GMT
#7
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-05 21:04:59
January 05 2012 20:59 GMT
#8
--- Nuked ---
lefix
Profile Joined February 2011
Germany1082 Posts
January 06 2012 16:10 GMT
#9
To be clear, a map's concept is not how it actually plays out (game flow); a map's concept is how you meant for it to play out.


For me it is actually quite the opposite. When I start a new map, I have no idea what layout is going to look like or what I want it to play out. I just start building terrain somewhere, add more terrain around it, try to connect it in an interesting way, extend or crop map borders if neccessary. It is this process where alot of ideas are starting to pop up in my head. Similar to a brainstorming process.
As the map is slowly taking shape, I start to think about how it will play out. Where do you position your army? What attack paths are viable? And for defence? How do certain terrain features affect the gameplay? Then i continue tweaking problem areas until I am statisfied with the "concept"
Map of the Month | The Planetary Workshop | SC2Melee.net
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 06 2012 16:14 GMT
#10
On January 07 2012 01:10 lefix wrote:
Show nested quote +
To be clear, a map's concept is not how it actually plays out (game flow); a map's concept is how you meant for it to play out.


For me it is actually quite the opposite. When I start a new map, I have no idea what layout is going to look like or what I want it to play out. I just start building terrain somewhere, add more terrain around it, try to connect it in an interesting way, extend or crop map borders if neccessary. It is this process where alot of ideas are starting to pop up in my head. Similar to a brainstorming process.
As the map is slowly taking shape, I start to think about how it will play out. Where do you position your army? What attack paths are viable? And for defence? How do certain terrain features affect the gameplay? Then i continue tweaking problem areas until I am statisfied with the "concept"


i guess we all have this idea of 'how it will play out', but have different approaches to achieve the end result. i start from the beginning with the concept, rather than your way; this way, most importantly i think, makes sure i dont end up designing a map very similar to someone else's. but you have alot of inherent originality and your maps have been great so far so i dont really think its a problem for you
starleague forever
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 06 2012 16:23 GMT
#11
--- Nuked ---
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 06 2012 18:27 GMT
#12
• What is your definition of a map concept?
A general layout that I build a map around
• How do you come up with a concept?
I look at BW maps
• How do you apply your concept to your map?
Uhhh... I just put it in there
• In what ways does your concept impact the aesthetics and layout?
It IS my layout, doesn't affect the aesthetics whatsoever.
Please log in or register to reply.
Live Events Refresh
Next event in 14h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 149
BRAT_OK 83
MindelVK 18
UpATreeSC 5
StarCraft: Brood War
Britney 45068
Calm 4349
Rain 2757
EffOrt 882
Mini 630
BeSt 599
Stork 596
Light 459
firebathero 274
ZerO 220
[ Show more ]
hero 144
Rush 112
Leta 68
Mind 64
Sharp 60
scan(afreeca) 32
ToSsGirL 30
Backho 30
Pusan 29
Terrorterran 12
HiyA 10
JulyZerg 10
ivOry 5
Dota 2
Gorgc6360
qojqva2559
Dendi706
League of Legends
rGuardiaN34
Other Games
singsing1553
FrodaN1528
B2W.Neo1080
hiko685
crisheroes420
Mlord360
Lowko324
DeMusliM321
QueenE104
Sick88
RotterdaM77
XaKoH 59
Trikslyr42
ZerO(Twitch)19
Dewaltoss15
Organizations
Dota 2
PGL Dota 2 - Main Stream16627
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
• intothetv
StarCraft: Brood War
• FirePhoenix6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4718
• WagamamaTV400
• Ler85
League of Legends
• Nemesis4146
• Jankos1440
• TFBlade1228
Other Games
• Shiphtur78
Upcoming Events
RSL Revival
14h 22m
Classic vs MaxPax
SHIN vs Reynor
herO vs Maru
WardiTV Korean Royale
18h 52m
SC Evo League
19h 22m
IPSL
23h 52m
Julia vs Artosis
JDConan vs DragOn
OSC
23h 52m
BSL 21
1d 2h
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
1d 14h
Wardi Open
1d 20h
IPSL
2 days
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
2 days
StRyKeR vs Artosis
OyAji vs KameZerg
[ Show More ]
OSC
2 days
OSC
2 days
Monday Night Weeklies
2 days
OSC
3 days
Wardi Open
3 days
Replay Cast
4 days
Wardi Open
4 days
Tenacious Turtle Tussle
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.