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First thing: [u]When[/u] (not if) you run into technical troubles hit up the #zkmap channel. Some parts of the process are pretty finicky.
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First thing: [u]When[/u] (not if) you run into technical troubles hit up the #zkmap channel. Some parts of the process are pretty finicky.
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Given that you have a limited amount of time to produce the map I would suggest aiming for a map on the smaller side, although if you are enthusiastic about making a large map that will offset this.
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Given that you have a limited amount of time to produce the map I would suggest aiming for a map on the smaller side, although if you are enthusiastic about making a large map that will offset this.
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My ZK map making experience is mostly in competitive 1v1/small teams maps so most of my comments will be directed there. Some things you should make up your mind about before making such a map:
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My ZK map making experience is mostly in competitive 1v1/small teams maps so most of my comments will be directed there. Some things you should make up your mind about before making such a map:
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== Symmetry ==
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== Symmetry ==
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There are three main ways your map can be symmetric.
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There are three main ways your map can be symmetric.
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[spoiler]
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[spoiler]
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=== Rotational symmetry ===
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=== Rotational symmetry ===
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By far the most common for small maps. See Titan Duel, Red Comet, etc.
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By far the most common for small maps. See Titan Duel, Red Comet, etc.
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=== Diagonal symmetry ===
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=== Diagonal symmetry ===
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Less common but appears sometimes. See Fifteen Platforms, Aurelian, etc. These maps are obliged to be square.
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Less common but appears sometimes. See Fifteen Platforms, Aurelian, etc. These maps are obliged to be square.
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=== Horizontal/Vertical symmetry ===
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=== Horizontal/Vertical symmetry ===
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Quite rare in small maps, much more popular in larger ones. Cold Snap and Shifting Sands are the only small map examples I can think of.
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Quite rare in small maps, much more popular in larger ones. Cold Snap and Shifting Sands are the only small map examples I can think of.
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=== Combinations ===
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=== Combinations ===
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Symmetry combinations are also possible. Intersection is diagonally and rotationally symmetrical (I think? I don't clearly remember its metalmap). Rogues River (in 1v1) may be diagonally or rotationally symmetrical depending on start positions.[/spoiler]
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Symmetry combinations are also possible. Intersection is diagonally and rotationally symmetrical (I think? I don't clearly remember its metalmap). Rogues River (in 1v1) may be diagonally or rotationally symmetrical depending on start positions.[/spoiler]
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== Terrain type ==
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== Terrain type ==
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How hilly do you want your map to be? Should it favour bot factories or vehicle factories?
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How hilly do you want your map to be? Should it favour bot factories or vehicle factories?
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[spoiler]Unless you are explicitly making a map for teams and not 1v1 I would avoid having "inconsistent" map domains; if half of the map strongly favours Spider or Ship or something and the rest of the map strongly favours vehicles then most or all factory choices in 1v1 will feel bad. It's very easy to make a Hover-only or Amph-only map by adding too much water in the wrong place and those maps are frequently boring.
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[spoiler]Unless you are explicitly making a map for teams and not 1v1 I would avoid having "inconsistent" map domains; if half of the map strongly favours Spider or Ship or something and the rest of the map strongly favours vehicles then most or all factory choices in 1v1 will feel bad. It's very easy to make a Hover-only or Amph-only map by adding too much water in the wrong place and those maps are frequently boring.
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(That being said if the watery part of the map does not control or unduly influence metal points then it will probably have little effect. Onyx Cauldron is an okay map. Use your judgement.)
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(That being said if the watery part of the map does not control or unduly influence metal points then it will probably have little effect. Onyx Cauldron is an okay map. Use your judgement.)
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If you want to make a map where water plays a meaningful part (or even if you don't) this might be useful reading:
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If you want to make a map where water plays a meaningful part (or even if you don't) this might be useful reading:
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https://zero-k.info/mediawiki/index.php?title=User:Aquanim/WaterMapDesign[/spoiler]
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https://zero-k.info/mediawiki/index.php?title=User:Aquanim/WaterMapDesign[/spoiler]
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== Metal distribution ==
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== Metal distribution ==
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The density of metal points and ease of expansion is just as important as the heightmap. What properties do you want your map to have?
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The density of metal points and ease of expansion is just as important as the heightmap. What properties do you want your map to have?
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[spoiler]Most simply, the amount of metal on the map will determine the kind of game that gets played on it. I tend towards the low-density side of things personally.
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[spoiler]Most simply, the amount of metal on the map will determine the kind of game that gets played on it. I tend towards the low-density side of things personally.
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If
there
are
a
bunch
of
metal
points
in
a
central
location
the
map
will
likely
just
turn
into
a
rush
to
run
off
and
porc
that
location
(
see:
Icy
Shell)
.
If
there
is
no
meaningful
metal
where
both
teams
can
easily
contest
it
they
will
probably
just
porc
their
side
of
the
map
(
see:
Vittra)
.
If
there
are
multiple
contestable
clusters
of
metal
at
different
points
on
the
map
the
game
is
likely
to
be
more
interesting
(
see:
corners
of
Titan
Duel,
multiple
supermex
on
Wanderlust,
multiple
paths
of
Adansonia)
.
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If
there
are
a
bunch
of
metal
points
in
a
single
central
location
the
map
will
likely
just
turn
into
a
rush
to
run
off
and
porc
that
location
(
see:
Icy
Shell)
.
If
there
is
no
meaningful
metal
where
both
teams
can
easily
contest
it
they
will
probably
just
porc
their
side
of
the
map
(
see:
Vittra)
.
If
there
are
multiple
contestable
clusters
of
metal
at
different
points
on
the
map
the
game
is
likely
to
be
more
interesting
(
see:
corners
of
Titan
Duel,
multiple
supermex
on
Wanderlust,
multiple
paths
of
Adansonia)
.
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Some maps are easier to expand on than others. On Titan Duel it is relatively easy to expand until you and your opponent control adjacent mex. On Shimmershore, by comparison, after your initial few mex all of your future expansion opportunities are a fair ways away and quite exposed.[/spoiler]
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Some maps are easier to expand on than others. On Titan Duel it is relatively easy to expand until you and your opponent control adjacent mex. On Shimmershore, by comparison, after your initial few mex all of your future expansion opportunities are a fair ways away and quite exposed.[/spoiler]
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