Staredit Network > Forums > General StarCraft > Topic: The steps in making a UMS map
The steps in making a UMS map
May 10 2009, 7:58 pm
By: Dungeon-Master  

May 10 2009, 7:58 pm Dungeon-Master Post #1



I've been wondering, how do you guys make your maps, you start with a long period of brainwashing, writting all the steps and the story, or you are more like ''Oh I feel like making a map!'' kind of guy?

And waht do you start with? Terrain, unit placing, triggers?

I am curious to see how yall mappers do your things, and it may be a reason why i only finished one damned map in my life...



None.

May 10 2009, 8:20 pm Falkoner Post #2



Well, if I were to start a brand-new map right now, I would begin with basic isometric terrain, enough to get the basic shape of the map, do the mission briefings completely, place general locations I know I'll need, then begin triggering, I'd use MacroTriggers, since they're friggin' epic, and unit naming/stats and placement would be done when necessary during the triggering, also if locations are required, I would place the necessary ones as I go. At the end, once I got the triggers working, I'd go back through the terrain and clutter it up and do the extended terraining.

And that'd be mah map :)



None.

May 10 2009, 9:53 pm ForTheSwarm Post #3



1. Think of story/concept.
2. Write down main systems of the map.
3. Basic isom terraining.
4. Unit naming/stats/placement.
5. Place most locations.
6. Triggers and some terraining.
7. Bugtest.
8. Cosmetics.



None.

May 11 2009, 12:39 am Dungeon-Master Post #4



Hey Falkoner, whats a MarcoTrigger?



None.

May 11 2009, 12:44 am Norm Post #5



1. Think it all out
2. Write it down
3. Terrain, as needed
4. Triggers
5. Test
6. More triggers
7. Repeat steps 4-6 as many times as needed
8. Touch-ups.
9. Awesome map =)



None.

May 11 2009, 12:46 am ClansAreForGays Post #6



Strings
Unit names/stats, briefing, scenario title+description

It's sad that every unfinished map I have, has a badass scenario description complete with pain staking detail to color.




May 11 2009, 12:47 am xYoshix Post #7



1. Brainstorm
2. Write down Story/plans/Do unit names
3. Terrain
4. Triggers
4.5. Start on a new map
4.75. Abandon Project
5. Fail



None.

May 11 2009, 12:51 am l)ark_ssj9kevin Post #8

Just here for the activity... well not really

0. Blank Map
1. Terrain
2. Buildings
3. Strings
4. NOW for an idea!
5. Trigger (I usually stop at this point)
6. Polish everything



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


May 11 2009, 1:43 am Dungeon-Master Post #9



1. Terrain ( Isom )
2. Units placing
3. Triggers/Story
4. Terrain ( Extended )
5. Tests
6. Polishing
7. The map is done!

But I only finish 5% of my maps... :lol:



None.

May 11 2009, 2:25 am Kaias Post #10



1. The map starts with an idea, something I want to try, accomplish or implement in a map
2. I design on paper how I want the map to turn out on paper, get a feel for what I want the end product to be and figure out what I can do to augment my idea and what kind of features I want
3. I create the map in the tileset I feel best fits the idea and with the dimensions I estimate I'll need
4. I figure out my resource distribution across systems, the sacrifices each will require (IE Locations, units and space), what will be used by what, what core systems I'll need for the more specific ones within the map (IE a Grid system, or for instance the physical storage memory system in Time Down)
5. I lay out my locations and begin triggering the core systems. I also create concept maps as I go along to test a theory or see how practical a particular aspect is
6. After the core systems are completed, or at least as much as they can be before specific things have been implemented I lay out the basic groundwork (terrain wise and unit-wise) that the more specialized systems may require.
7. After all systems are completed I begin creating my world (whether it be terrain, storyline, dialogue, or whatever)
8. Fine tune, and balance
9. Finish off

Of course, this is my general diagram for an involved project. As for my current project with Lethal Illusion, Nightfall, I'd estimate that we're somewhere in 5 bordering 6



None.

May 11 2009, 2:36 am Vi3t-X Post #11



Quote from l)ark_ssj9kevin
0. Blank Map
1. Terrain
2. Buildings
3. Strings
4. NOW for an idea!
5. Trigger (I usually stop at this point)
6. Polish everything

I map like this.



None.

May 11 2009, 2:39 am Decency Post #12



I get an idea and do as much as I can in that one burst. Usually I trigger the basic overlapping systems first and wait to do the more detailed and annoyingly repetitive triggers later. At this point only the most basic terrain shape will be made.

At that point the map is usually at least roughly playtestable, maybe only for a couple of players though. After playing I see bugs and balance issues that inhibit the fun of the game, and make changes accordingly. Rinse and repeat, adding more players and more triggers as I go.



None.

May 13 2009, 10:20 am Revelade Post #13



1 Idea
2 Rough Terrain
3 Locations
4 Hard Triggers
5 Details
6 Basic Brief
7 Map Whore :)



None.

May 13 2009, 12:50 pm Dungeon-Master Post #14



Quote from Vi3t-X
Quote from l)ark_ssj9kevin
0. Blank Map
1. Terrain
2. Buildings
3. Strings
4. NOW for an idea!
5. Trigger (I usually stop at this point)
6. Polish everything

I map like this.
Well, it looks like some of SEN mappers are not organised, thats why the map production is not so fast! I only made one map in my life and it is in my older computer, so i lost it forever... I lsot my first and ONLY map I made like 5 years ago... after taht, i tried making any kind of map, but it all failed due to boring-ness... i still try to make maps tho, but i got around 30 maps I started taht are not even 20% finished...



None.

May 13 2009, 6:42 pm lil-Inferno Post #15

Just here for the pie

  • Decide a map title and tileset.
    • Sometimes save the title for later.
    • I find that thinking too much about this simple aspect will detract from your mapmaking process.
  • Edit the strings of unit names.
  • Think of the direction the story will guide the player through.
    • Think of possible NPC characters that will be in the plot.
      • Possibly write some dialogue they might have.
      • Choose their role in the storyline.
    • Give the characters names and a personality biography (maybe).
  • Think how many players and computers will be needed.
  • Generate ideas for core systems that make the map what it is.
    • Trigger these before I do mostly anything so that I'm not bored as hell testing.
    • By core I mean things that you absolutely need to have for the map to play out.
  • Do a basic layout of terrain and user interface areas.
  • Smack down some locations where I believe they will be needed.
  • Do triggers.
    • Seek for bugs.
    • Go in exterminator mode when I find one.
  • Balance out units, give them abilities, etc.
  • Make missions, quests, and storyline events.
  • Test a lot.
  • Fine polish the map.
    • Add any feature I think was missing.
    • Get ideas from fellow mapmakers and get critical analysis on what could be improved, etc.
      • Watch out for dumbasses D:
        • Get friends only to test, not public people. They're the dumbasses I warn you of :|.
        • Inferno rules.
      • Get a plethora of testers I can trust won't release the map.
  • Release it after hours of play-testing and bug squishing.
  • ???
  • Profit.





May 14 2009, 2:04 am samsizzle Post #16



i usually get inspired by something that happens around me and i write it down and write tons and tons and tons of notes all about it and how to make it interesting and incorporate it into a map. Or i just start messing around with terrain and blends and stuff and whatever i see in the terrain i try to make into a map. 99% of my maps end up 50% finished and abandoned though.



None.

May 14 2009, 8:45 pm MillenniumArmy Post #17



- Decide on your mission statement. Why do you want to make a map? Instead of living life, why must you sacrifice time out of your social life to make a starcraft custom map? No matter how ridiculous (or legitimate) your reason may be, you want to be motivated.

- Who? Who is going to play this map? Public battle.netters? Friends at LAN parties? Clan members/friends on battle.net? People here on SEN? Or is this going to be something one can play by himself? Maps must have a purpose for existing, their purposes are to satisfy the needs of their target audience.

- With the previous two steps completed, you can then properly begin to think about your map. The obvious next step would be to determine what kind of map this will be. RPG? Defense? Bound? Arena? Killing? Again keep in mind your target audience when determining your map's genre. Now is where things get a bit unorthodox:

- How will you win the game? Forget the story line, forget the game play, forget that you haven't even opened your map editor. When you work backwards you have an easier time successfully completing your map. It's like completing a maze. Usually (but not always) mazes are much easier to complete if you start from the end and work your way to the front. Same thing with starcraft maps, determine your victory conditions because then you are given a vantage point and a scope of all the possibilities you can incorporate into your game play.

- Brainstorming the game play. This part really depends on your map genre, target audience, and your victory condition. This step is left for your brain to decide. It really helps to jot everything down on paper.

- With that done, evaluate your map. It doesn't have to be played or tested yet, in fact it doesn't even have to exist yet. Okay so person A has played your map, why would he or she want to play it again? Fun is NOT a legitimate reason because it's too broad/vague and everything can be considered "fun," so why should person A have fun playing your map instead of another map? Competition? Try new things? Really REALLY want to get past that damn obstacle/foe? Again, keep in mind your target audience. Replayability is the MOST important step here. This factor ultimately decides the fate of your map and gauges the "fun factor."
If you are not satisfied with what you predict this map may turn out to be like, then you'll possibly have to redo the previous step. If you see a design flaw with your given boundary conditions it's possible you may even have to start all over again.

- Now you may properly begin working on your map. Drink some beer or something while you're at it. I start with choosing a tileset, laying out the terrain, configuring units, placing locations, placing units, setting other map properties as needed (WAVs, forces, descriptions, etc), triggers, then briefing.



None.

May 14 2009, 9:03 pm Riney Post #18

Thigh high affectionado

I got a good one, how bout actually working on it and not being lazy (99% of sen), and you might actually make one. :|



Riney#6948 on Discord.
Riney on Steam (Steam)
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-- Updated as of December 2021 --

May 14 2009, 9:14 pm samsizzle Post #19



Quote from MillenniumArmy
- Decide on your mission statement. Why do you want to make a map? Instead of living life, why must you sacrifice time out of your social life to make a starcraft custom map? No matter how ridiculous (or legitimate) your reason may be, you want to be motivated.

- Who? Who is going to play this map? Public battle.netters? Friends at LAN parties? Clan members/friends on battle.net? People here on SEN? Or is this going to be something one can play by himself? Maps must have a purpose for existing, their purposes are to satisfy the needs of their target audience.

- With the previous two steps completed, you can then properly begin to think about your map. The obvious next step would be to determine what kind of map this will be. RPG? Defense? Bound? Arena? Killing? Again keep in mind your target audience when determining your map's genre. Now is where things get a bit unorthodox:

- How will you win the game? Forget the story line, forget the game play, forget that you haven't even opened your map editor. When you work backwards you have an easier time successfully completing your map. It's like completing a maze. Usually (but not always) mazes are much easier to complete if you start from the end and work your way to the front. Same thing with starcraft maps, determine your victory conditions because then you are given a vantage point and a scope of all the possibilities you can incorporate into your game play.

- Brainstorming the game play. This part really depends on your map genre, target audience, and your victory condition. This step is left for your brain to decide. It really helps to jot everything down on paper.

- With that done, evaluate your map. It doesn't have to be played or tested yet, in fact it doesn't even have to exist yet. Okay so person A has played your map, why would he or she want to play it again? Fun is NOT a legitimate reason because it's too broad/vague and everything can be considered "fun," so why should person A have fun playing your map instead of another map? Competition? Try new things? Really REALLY want to get past that damn obstacle/foe? Again, keep in mind your target audience. Replayability is the MOST important step here. This factor ultimately decides the fate of your map and gauges the "fun factor."
If you are not satisfied with what you predict this map may turn out to be like, then you'll possibly have to redo the previous step. If you see a design flaw with your given boundary conditions it's possible you may even have to start all over again.

- Now you may properly begin working on your map. Drink some beer or something while you're at it. I start with choosing a tileset, laying out the terrain, configuring units, placing locations, placing units, setting other map properties as needed (WAVs, forces, descriptions, etc), triggers, then briefing.
I actually learned a crap load here thanks millenium army

Quote from name:Dark_Marine
I got a good one, how bout actually working on it and not being lazy (99% of sen), and you might actually make one. :|

good point.



None.

May 15 2009, 2:42 am Dungeon-Master Post #20



Quote from MillenniumArmy
- Decide on your mission statement. Why do you want to make a map? Instead of living life, why must you sacrifice time out of your social life to make a starcraft custom map? No matter how ridiculous (or legitimate) your reason may be [..........]

I think this should be pinned in UMS assistance.



None.

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