Map Making Tips and Tricks

Discussion in 'Mapping and stuff' started by emarkus, January 14, 2018.

  1. emarkus

    emarkus Active Member

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    Lets collect some best practices and helping tips for making maps and using Direct Edit mod.

    - Use Direct Edit mod for enhanced edit possibilities

    Some tips:
    - Use symetric map for N vs. N games.
    - Consider creating several versions of a map with different spawns for different game modes. 2v2 or 5v5....
    - Don't use Lava planet if you plan to put metal spots or spawning points on platforms which stretch below ground surface.
    - Don't use Lava planet it you plan to build a bridge over platforms which stretch below ground surface.
    - Don't make metal spots too close to each other; they might disappear after saving.

    Properties:
    Rotation: Degree to be rotated
    Height: distance to planet's center
    Position: The position of the CSG's center at the planet
    - when system editor is opened, the x-axis is right-wards, y-axis is upwards, and z-axis is towards your eyes. planets are not rotating, so axis are the same.

    Negating the values of position, height and changing type to subtract or add, respectively, will lead to invertation. The invert tool will also perform a invertation of the rotation, which you might not want.

    Scaling: Makes the CSG bigger or smaller

    Aesthetic Tips:
    Try to stick to a single style. Don't use too different CSGs. Use similar CSG patterns all the time for a rememberable theme.

    Gameplay tips:
    Radius 500 or 600 is a good starting point for a 1v1 or 2v2 map.
    Huge portions of metal in middle of map between players might cause the game to end quickly if one player take this metal spots.


    Workflow for editing:
    - Create a planet using symetry or not.
    - If you don't like the CSG, then use Direct Edit to remove all but only one CSG. Don't delete the last CSG, as this would lead to new CSG would be generated.
    - If you don't like the metal spots, then use Direct Edit to remove all but only one metal spots. Don't delete the last metal spot, as this would lead to new metal spots would be generated. After deleting the metal spots, unselect the planet name in drop down menu of Direct Edit. Write your data to that empty slot. Otherwise it might delete existing CSGs and generate new.

    - Remove all CSGs and Metal Spots you don't like
    - Remove all CSGs and Metal Spots which are on places where you would like to put your custom platforms.

    - Add your custom symetric platforms and symetric CSG

    - If you would like to invert platforms, then use the invert tool at Direct Edit.

    - Now add Metal Spots and Spawns at platforms, if you want this.

    - For symetric team games you want to disable mirrored spawn in direct edit. Instead add the spawns in the order of the lobby slots for prefered target teamsize.

    - configure the spawns min and max values. this is especially needed for more than 10 players, because the default value 10 then no longer applies and the spawn will be ingored. in case of well defined spawns, let min and max variable be equal. example: min=16, max=16.

    - add additional redundant spawns configurations for alternative lower numer of players.
    example: use min=8 and max=8 for a static well defined set of and 4v4 game.

    - Test your map with bots


    This post is to be continued
    Please also leave your tips
    Last edited: July 15, 2020
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  2. grandhomie

    grandhomie Active Member

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    - Spawns / landing spots are given / set in the same order as the lobby position. (to make a 2v2 map, the 1st 2 landing zones you place will go to team 1 and the last 2 will go to team 2).

    - To make symmetrical planet, enable symmetry for metal and CSG but don't enable it for starting spots (it's easy to place starting spots so for a 3v3 map, place the 6 spots yourself).

    - To duplicate CSGs or metal around the planet on a east / west direction, select your CSGs in DirectEdit and under tool, select "Rotate About Axis" and set degrees and x: 0, y: 0, z: 1. 90 for degrees will make it so the CSGs will go 1/4 of the planet away (360 degrees).

    - "Reflect through" center can also be useful to copy / move CSGs / metal directly on the other side of the planet.

    - To test your map, use the sandbox mode so you can quickly see the enemy commanders and with sandbox you'll also be able to create a bunch of units near ramps and platforms to make sure these units can go over them.
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  3. emarkus

    emarkus Active Member

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    - Brush-Multiply: z multiplier refers to height
    - after editing and writing with Direct Map edit, also again switch back to CSG edit mode to see your changes. Otherwise you will see the old state.
    lulamae likes this.
  4. grandhomie

    grandhomie Active Member

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  5. emarkus

    emarkus Active Member

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    Stuart98 says:
  6. emarkus

    emarkus Active Member

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    Situation:
    Sometimes, you load a system into system editor, and then the editor seems to have forgotten that you already customized the planet.

    Problem:
    Don't re-enter the custom mode. It will shred your metal spots and landing zones.

    Solution:
    Instead, use direct edit to read and write the planet. The system editor then renders the planet again while displaying manual editing user interface.

    Edit: OP updated.
    Last edited: November 7, 2018
  7. acesoyster

    acesoyster Active Member

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    That problem has, every time that I have seen, happened because the custom planet had no CSG. Planets with no CSG listed are interpreted as generated planets. Putting a small piece of CSG deep underground will stop the game doing that.
  8. emarkus

    emarkus Active Member

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    In my situation, i had much custom CSG.

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