Staredit Network > Forums > General StarCraft > Topic: Map Making practices
Map Making practices
Oct 18 2018, 6:01 pm
By: FlameViper  

Oct 18 2018, 6:01 pm FlameViper Post #1

What are your preferences, habits, flaws, techniques when making maps? and tell us about your progress as a map maker. To add more initiating questions: Have you ever recycled triggers and terrain for other maps? What map types are the most satisfying or most tedious to work with? (defense maps against battle arenas with spells) How many of your maps felt sleek/well paced and which were just a random mess of ideas thrown together?

Nowadays I stopped using any form of choosers with "move unit to X location", unless it's units I can hotkey and move instantly by clicking anywhere. I try to recycle as many locations and death counters as I can. I get annoyed when I need to use up to 3 triggers to make just one-purpose cooldown timer with DCs. I have a bad habit of starting with the idea and mechanics of the map and leaving the level design as an afterthought. Nowadays I don't even bother with RPGs unless I have 100% all locations and ideas mapped out.
I end up struggling with the trigger editor and wasting time to copy the same trigger for all players for different locations. I still have an annoyance with the user interface taking up more than 5% of the map's size.

Post has been edited 1 time(s), last time on Oct 21 2018, 11:04 am by FlameViper.


Oct 19 2018, 6:06 pm Vrael Post #2

I like to start a project, work on it for about 6 years, then give up with it about 2/3rds complete. But that's just me


Oct 21 2018, 2:12 am Ultraviolet Post #3

I'm about the same as Vrael with less dedication. Cut 6 years to about 6 months for me.

Oct 21 2018, 5:43 pm NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Took Vrael just longer to admit :P

Jan 30 2019, 10:58 am IlyaSnopchenko Post #5

I have recurring habits when making maps, like always replacing built-in (Brood War) campaigns to place my missions, never distributing them as standalone maps.

I'm also meticulously commenting everything, explicitly splitting trigger sequences and location names depending on them belonging to a part of a mission.

I did recycle quite a few maps from the missions that ended up unused or obsolete for later projects - but I guess I'm really the same as Blizzard (unused missions from Rebel Yell -> Enslavers).

I liked writing AI Scripts, even though the latest advancements have made my knowledge and skills woefully out of date. I'm trying to catch up, though.

When I had an option I tried to keep portrait/sound sets for new heroes consistent. Say, if I wanted a hero to make use of Duke sound set(s) - 4 wht / 4 yes / 5 pss - I tried to give him the Duke portrait set (to be overwritten with something else too). Admittedly it reduced the amount of mess in the datafiles and allowed me to keep track of what went where better, especially because a lot of the time I was running more than one project simultaneously, and at times was getting confused as to what replaced what.

Who am I, and why should I care?

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