Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Theory on 'good' maps
Theory on 'good' maps
Oct 27 2009, 9:12 pm
By: The Starport  

Oct 27 2009, 9:12 pm The Starport Post #1



Quote
This has always bugged me. What makes a 'good' map? We always see cheap 15-minute maps on bnet that people host and enjoy vastly more than maps that clearly have a lot more energy, time, and intelligence invested into their creation and gameplay. Ignoring the obvious "injustice" of this from a map maker's perspective, why the feck does this happen, anyway? What's the defining factor that makes a given map something someone wants to play versus ignore?


My theory now comes down to one main element: Balanced tension. One could also call it 'challenge', or perhaps just 'balance' or 'tension', even. Whatever it's called, I see it just as a measure of the 'energy' contained and sustained within the combined interactions of human and situational elements. These are all metaphorical, abstract terms, of course. The general idea is that, to make a 'good' map, you need to engineer your map to create a high amount of 'balanced tension' with the elements you have to work with.

I guess the best way to explain this is to be clear on what these elements are, starting with the set your human players bring with them:
  1. Intelligence - In a nutshell, a measurement of the player's ability to absorb or process new ideas. Basically what the ordinary bnet crowd sucks at. This measurement will generally never change with any given person, so you'll generally want to anticipate building your maps with this being in short supply.
  2. Experience - After a player 'absorbs' a new idea, it becomes a part of their experience. All of the things a player can learn about, from paths in a map's terrain layout, unit micro tricks, unit AI idiosyncrasies, game function behaviors and properties, etc. all come together to form a player's experience. Players will constantly gain new experience, and will always hunger for more thereafter.
  3. Capability - A given player's ability to use and apply what they've learned is a sort of 'intelligence' unto itself. It can grow over time as its own experience, and as it does, the players' freedom to use it becomes important. Think as to why Blizzard has continually tweaked Starcraft 2's gameplay for the last year and a half, for example.
  4. Endurance - A players' threshold for 'pain', or failure, if you prefer. Their patience. Not always wise to push this, but sometimes the most rewarding gameplay of all can result from it. If you enjoy Myst games, you likely have a fair supply of this. Pretty straightforward.

You're generally not in control of these elements. The closest you can come is perhaps with the occasional tutorial explanation of a given piece of gameplay, but ultimately, as a developer, you should expect to be the players' bitch basically all the time. Not a lot you can do about that.

That said, within the constrains imposed on you by the players entering into your maps, you do have control of a few key elements:
  1. Newness - Corresponding with the players' intelligence, or their ability to absorb 'new' elements, you can control when, where, and how much 'new' stuff the player gets to absorb. With regards to 'balance tension', the best execution of 'newness' in a map will ideally push a given player's intelligence to the limit as much as possible. But take care not to push it too far, as you'll begin encroaching upon their endurance (patience) limits by asking them to master too much at once.
  2. Depth - Corresponding with experience, you want to give your players a good supply of 'new' elements to feed into their experience within the limits of their intelligence. Often your gameplay elements can naturally unfold into new possibilities and experiences for your audiences with good design.
  3. Dynamics - Choices, basically. Corresponding with capability, the different outcomes available from the possibilities you've created with your gameplay will test your players capabilities. Again, another sort of 'intelligence' measure to be aware of on the player's part. The closer you can fit the choices of your gameplay to the player's limit for handling them, the more tension you can create. This is the building block of what a 'good' map is.
  4. Meaning - This could be either the most or the least important element, depending upon your perspective. But understand first that, either way, it's also a complete lie! As we all know, ultimately, there is no intrinsic 'meaning' to anything involved with any simulated experience. It's all in vain. Nonetheless, that very vanity is a real element unto itself as far as your players are concerned. You wouldn't be a gamer (or a hobbyist developer, for that matter) if you didn't have it. Having a map with a lot of novelty, depth, and rich dynamics that amount to little or no individual or cumulative meaning creates a very shallow experience. Like a movie with an anti-climactic ending, sex without an orgasm, etc. It's not necessarily the ending, mind you, but rather simply the 'impression' that comes of the experience. The best way to define 'meaning' is, quite simply, a measurement of 'change' with regards to your players. To put it bluntly, you want to 'change' them somehow to make them think or behave in a different way than they did before.

I suppose I should elaborate upon that last item a bit more. I'll start by saying that I've been lying this whole time: 'Balanced tension' is only the beginning, or rather, the building material of a 'good' experience. I'd like to start migrating this now from Starcraft maps in particular to the overall concept of 'created situations' in general, as I've been sorta dancing around all along. The meat and bones of this whole rant lies in just one thing: Meaning.

Think of 'meaning' as sorta the moral or value you're trying to get across. Often you probably won't have any explicit moral or value in mind (especially in the context of a Starcraft map), but whether you're aware of it or not, any 'created situation' you're going to make will nonetheless have one (even if the moral IS no moral at all!) It's the very aspect of your creation's 'balance tension' itself that is both the medium that defines it and a part of its definition. The objective process of engineering your 'created situations' will form and are given form by its meaning, just as the strokes and colors on a canvas will form and are given form by the overall picture they create. And just the same as an artist could paint something really well that no one likes or cares about, one can also invest countless hours into the creation of a Starcraft map that a player would pass over for a game of Sunken D instead. It all comes together together, or not at all.


So how does one control 'meaning'? How do you 'change' your players with your creation, in other words? The answer is simple: You push them. The very aforementioned 'balance tension' I've been rambling about. It doesn't take masterful execution or countless hours of invested time and energy. It takes just a little bit of awareness of the tension effects created out of elements coming together, and a strong goal in mind with what to direct those effects towards. It doesn't have to be anything in particular. A TV advertisement may leave an impression while doing little more than selling a brand of diapers or car insurance that you may never care about. Remember: It's the players' own vanity that compels them to interpret their own meaning from the ultimate design you've created. You have only to choose what that is.
Merry Christmas.

Post has been edited 2 time(s), last time on Oct 27 2009, 9:24 pm by Tuxedo-Templar.



None.

Oct 27 2009, 9:19 pm The Starport Post #2



I'm not going to say this is completely accurate or true. This is just how I see it.

Needless to say, of course.



None.

Oct 27 2009, 9:27 pm Norm Post #3



You just have to make a map that people like...

Step 1: Host test map.

Step 2: People join, they can say anything from 'WOW THIS IS COOL/FUN' to 'Wow, this map is stupid.'

Step 3: Record Feedback.

Step 4: Use common sense to see if people like your map or not.



None.

Oct 27 2009, 9:31 pm MePHiStO_IS_GoD Post #4



Very nice and detailed analysis. It's hard to judge what will make a map likable. Like you said sometimes technicality isn't everything.

The maps gotta be fun as the first thing. And all of the fancy scmdraft tools can't save a map that isn't fun (Labryinthos).

Of course my theory on how to get your map popular still holds true to this day. Follow 2 simple steps:

1. Make a map, any map no matter how shitty or shallow it doesn't matter

2. Put DBZ (or Naruto) In the title!

Congratulations! Your map is now being hosted by B.net dumbasses left and right!



None.

Oct 27 2009, 9:32 pm The Starport Post #5



Quote from MePHiStO_IS_GoD
1. Make a map, any map no matter how shitty or shallow it doesn't matter

2. Put DBZ (or Naruto) In the title!

Congratulations! Your map is now being hosted by B.net dumbasses left and right!
You just won the thread.



None.

Oct 27 2009, 9:49 pm Jack Post #6

>be faceless void >mfw I have no face

PvP. Bnet nubs love kicking each others behinds, then trolling them about it. See maxx for a good example.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 27 2009, 9:52 pm ClansAreForGays Post #7



Why is it quoted tux? Is it something you wrote up a while ago?




Oct 27 2009, 9:53 pm The Starport Post #8



Because I like the dark background better.



None.

Oct 27 2009, 9:57 pm ClansAreForGays Post #9



Ah, my eyes thank you.




Oct 27 2009, 10:10 pm Decency Post #10



I agree. If you look at any map that has become huge and lasted for years, it's about challenge. Not necessarily PvP, but always tension and the ability for experience to be incorporated into skillful play but not fully dictate what you have to do:

1. Temple Siege
2. Snipers
3. SCV Football (Basketball, Baseball, Dodgeball, etc.)
4. Cat and Mouse
5. Turret Defense (Sunken, MC, mixed, etc.)
...
and so on.

Great analysis, but it was pretty self-evident to me.



None.

Oct 27 2009, 10:54 pm Falkoner Post #11



Quote
I agree. If you look at any map that has become huge and lasted for years, it's about challenge. Not necessarily PvP, but always tension and the ability for experience to be incorporated into skillful play but not fully dictate what you have to do:

1. Temple Siege
2. Snipers
3. SCV Football (Basketball, Baseball, Dodgeball, etc.)
4. Cat and Mouse
5. Turret Defense (Sunken, MC, mixed, etc.)
...

Did you just put Temple Siege at the top of a list of maps that "[have] become huge and lasted for years"?



None.

Oct 27 2009, 11:12 pm Vrael Post #12



I am of the belief that the universe picks arbitrarily which maps will become 'good' and often played and which ones fail miserably. Just like quantum mechanics, we cannot predict what state something will be in, 'good' or 'bad', only the probability that a particular map will be so. There is absolutely nothing you can do which will affect these arbitrary choices, you are utterly powerless in this mapmaking world. Alternatively, there could be some all-powerful deity of mapmaking popularity.



None.

Oct 27 2009, 11:29 pm Norm Post #13



Vrael, I was actually going to suggest theories that are very close to what you said, but People normally get upset when I start talking like that.

I agree though.



None.

Oct 27 2009, 11:33 pm The Starport Post #14



Anyone who embraces the philosophy that success is a matter of random chance is both a quitter and a coward. I'm not going to say they're necessarily wrong, through.



None.

Oct 28 2009, 12:02 am Vrael Post #15



It doesn't make you a quitter or a coward. If you quit, you're a quitter. If you are cowardly, you're a coward.

No one appreciates my humor :(



None.

Oct 28 2009, 12:09 am FlashBeer Post #16



To make the most popular map of all time, I should crap together a game of DBZ vs Naruto, or maybe a better name like:
Dragon Naruto's Balls of Fury Z!
Then have characters with 9999 hp and 255 armor running around dealing 6525535 + 1566350 dmg
reference or characters from other shows (maybe peter griffin or masterchief)
a bunch of explosions when you do anything, like walking.
The map will be 256 x 256 while most of the map isn't used (just because bigger is better)
Having one part of the map with a mining area with 200+ SCVs per person.
Then add a crapload of rigged secrets, like bring 25 zerglings, 2 hydralisks, a lurker, no more than 7 drones, to the corner of the map while you have 100 minerals, and you get an invincible scout.
A bunch of civilians running around with 1hp for you to kill, they don't give you exp, they just make you feel powerful (+ego boost!) of course they spawn in bulk leaving nice unplaced messages.
Unit names include: GOKU, SSJ8GOKU, 1337SSJGOKUHAX!!, NaRuT0g0D1, YoMAAma!, FlashBeer (obviously the creator has to have a unit)
A shop where you can buy armors, potions, minions, naruto's balls, enemy players, and victory.
Have the minimap terrain look like porn.
Play some sound files of internet memes, like the scout from TF saying BOINK when a guy dies, or Luigi saying SPAGHETTI!! when you respawn
or sounds of attacks from the actual show! SO COOL!
Clicking on the flag crashes you



None.

Oct 28 2009, 12:23 am Norm Post #17



Quote from FlashBeer
To make the most popular map of all time, I should crap together a game of DBZ vs Naruto, or maybe a better name like:
Dragon Naruto's Balls of Fury Z!
Then have characters with 9999 hp and 255 armor running around dealing 6525535 + 1566350 dmg
reference or characters from other shows (maybe peter griffin or masterchief)
a bunch of explosions when you do anything, like walking.
The map will be 256 x 256 while most of the map isn't used (just because bigger is better)
Having one part of the map with a mining area with 200+ SCVs per person.
Then add a crapload of rigged secrets, like bring 25 zerglings, 2 hydralisks, a lurker, no more than 7 drones, to the corner of the map while you have 100 minerals, and you get an invincible scout.
A bunch of civilians running around with 1hp for you to kill, they don't give you exp, they just make you feel powerful (+ego boost!) of course they spawn in bulk leaving nice unplaced messages.
Unit names include: GOKU, SSJ8GOKU, 1337SSJGOKUHAX!!, NaRuT0g0D1, YoMAAma!, FlashBeer (obviously the creator has to have a unit)
A shop where you can buy armors, potions, minions, naruto's balls, enemy players, and victory.
Have the minimap terrain look like porn.
Play some sound files of internet memes, like the scout from TF saying BOINK when a guy dies, or Luigi saying SPAGHETTI!! when you respawn
or sounds of attacks from the actual show! SO COOL!
Clicking on the flag crashes you

*abandons HS to make Flashbeer's map idea instead.*



None.

Oct 28 2009, 12:42 am The Starport Post #18



Quote from Vrael
It doesn't make you a quitter or a coward. If you quit, you're a quitter. If you are cowardly, you're a coward.

No one appreciates my humor :(
Well I didn't mean to sound harsh. I just meant that line of thinking isn't healthy to dwell upon. Even if it turns out to be true.



None.

Oct 28 2009, 12:50 am Norm Post #19



Quote from name:Tuxedo-Templar
Quote from Vrael
It doesn't make you a quitter or a coward. If you quit, you're a quitter. If you are cowardly, you're a coward.

No one appreciates my humor :(
Well I didn't mean to sound harsh. I just meant that line of thinking isn't healthy to dwell upon. Even if it turns out to be true.

It's actually very healthy because it is what motivates some people to pump out and finish a lot of maps.



None.

Oct 28 2009, 12:59 am Vrael Post #20



Quote from name:Tuxedo-Templar
Quote from Vrael
It doesn't make you a quitter or a coward. If you quit, you're a quitter. If you are cowardly, you're a coward.

No one appreciates my humor :(
Well I didn't mean to sound harsh. I just meant that line of thinking isn't healthy to dwell upon. Even if it turns out to be true.
Generally, when the philosophical pineapples aspects like this become mixed with the typical aspects of a blueberries game like starcraft and are taken too seriously, that's when you need to orange step back and bananas realize that it's just a game. On the other hand, it really isn't kiwi unhealthy to think about a thing, just when mango some people take things too far it makes it seem unhealthy.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[05:41 am]
Ultraviolet -- 🤔 so inf is in you?
[04:57 am]
O)FaRTy1billion[MM] -- my name is mud
[04:35 am]
Ultraviolet -- mud, meet my friend, the stick
[10:07 pm]
lil-Inferno -- nah
[08:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
[05:25 pm]
NudeRaider -- there he is, right on time! Go UV! :D
[05:24 pm]
lil-Inferno -- poopoo
[05:14 pm]
UndeadStar -- I wonder if that's what happened to me. A returned product (screen) was "officially lost" for a while before being found and refunded. Maybe it would have remained "lost" if I didn't communicate?
[03:36 pm]
NudeRaider -- :lol:
Please log in to shout.


Members Online: Roy, 3evanc493ec5