Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: isj4 on August 10, 2015, 07:42:26 AM

Title: Recommendation list and examples for map makers?
Post by: isj4 on August 10, 2015, 07:42:26 AM
I couldn't find any post regarding designing good maps / avoiding bad maps.
Would it be useful to compile a list of do's/dont's, possibly with map examples?

My preliminary list below. While recommendations can be ignored they should only be ignored if it improves the gameplay.

Dos:

Donts:
Title: Re: Recommendation list and examples for map makers?
Post by: warren on August 10, 2015, 08:41:14 AM
Just like with any other creative profession, each and every artist will have their own list of rules, and add to them over time. Some of your rules are common wisdom, with modifications:

Put totems on the map only holds if the map would be a slog: ie. not small or lots of creeper.
Differences in terrain is fundamental for vanilla maps, but special note should be given to choosing a terrain theme, so not everything is the same shade of brown.

Symmetrical maps are only a problem if you are fighting out of the middle, and there is no inhibitor in the corner.
Having maps with more than one solution is a design goal that differentiates strategy games from puzzle games not a guideline and is a good idea in general.

The other rules of yours I have not heard.

Here are some more guidelines:
Title: Re: Recommendation list and examples for map makers?
Post by: isj4 on August 10, 2015, 09:08:56 AM
I think that totems are useful even on small maps. It offers a choice to the player.


Quote...same shade of brown

That gave me an idea for a MS Zune themed map :-)

Overall, yes most guidelines are common sense, but looking at the colonial space maps common sense is not common.
Title: Re: Recommendation list and examples for map makers?
Post by: warren on August 10, 2015, 10:01:54 AM
Yes, but the rule still does not apply to non-slogs.
Title: Re: Recommendation list and examples for map makers?
Post by: Grayzzur on August 10, 2015, 10:15:31 AM
Your "large cluster of enemies" thing depends. If it's a hard-won section of the map, that makes a nice reward to speed up the rest of the map.

Avoid describing the difficulty of the map or the amount of time it will take to complete a map in your description. We have some really good players, and I see a lot of new map makers put up "hard" maps that "take an hour or so" with 10-minute completion times.

Don't be afraid to post an early version of your map in the forums instead of through colonial space to get some playtester feedback.

Here's something on my personal list: Don't stack units. When a spore tower and an emitter are on top of each other, you can't read the popup text and tell what strength you're dealing with. Keep enough separation in the units so the popup text is legible.

The only hard and fast rule is: Name the map and fill in the author slot! We don't want to see "UNSET by <blank>"! :)
Title: Re: Recommendation list and examples for map makers?
Post by: planetfall on August 10, 2015, 11:00:13 AM
Also, no achievement maps.

And if you find a bug in a script while playtesting, don't just put "sorry there is a bug" in the description; actually go back and fix it.
Title: Re: Recommendation list and examples for map makers?
Post by: Grayzzur on August 10, 2015, 11:32:47 AM
Quote from: planetfall on August 10, 2015, 11:00:13 AM
And if you find a bug in a script while playtesting, don't just put "sorry there is a bug" in the description; actually go back and fix it.

If you can't figure out how to fix it, post your map in the CRPL Corner section and ask for help. Lots of programmer/player types lurking in the forums willing to help, especially if your map looks fun to play!
Title: Re: Recommendation list and examples for map makers?
Post by: warren on August 10, 2015, 09:51:27 PM
When I say common wisdom I mean common knowledge not common sense. Nothing is obvious.
Title: Re: Recommendation list and examples for map makers?
Post by: isj4 on August 12, 2015, 11:22:46 AM
Yes, stacking units is usually a bad idea.

Overlapping units is not a good idea either. Eg. 9 emitters placed so they overlap. When you nullify them you get 9 PZ but can only use one. That is a bit unfair.

I have seen stacked totems used to good effect (a surprise), so when I got "it" connected it was actually 10 totems and it drained my power.
Title: Re: Recommendation list and examples for map makers?
Post by: Asbestos on August 12, 2015, 12:15:43 PM
I doubt most of the people that need this information will visit the forums for anything besides commenting on their own map threads.