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[M]elee Map Thread Outline Guide

Forum Index > StarCraft 2 Maps & Custom Games
 
 Barrin   United States. October 03 2011 00:21. Posts 4196
Profile Blog # 
[M]elee Map Thread Outline Guide


Please follow this guide when posting a [M]elee Map thread.

Special Note: I (Barrin) am completely willing to edit your thread title on request. I fully understand why some people hesitate to post their maps simply because they don't want to possibly want the title changed later. Please feel free to post your map on this forum before it is done (this is in fact encouraged) or even before you find a name for it. Again, I am always willing to edit your thread title; do not be afraid to PM me about it!




Templates


Using these templates or presenting the information in this way is not necessary. However, the information fields in the "Minimum" template are required to be somewhere in the OP (particularly "Published on", "Overview Image", and "Playable Bounds"). If you happen to forget a minimum information field, you will simply be reminded to include it. However, if you frequently (many times a week) post [M] threads without the minimum information fields, you will be warned.

+ Show Spoiler [Minimum] +

+ Show Spoiler [Recommended] +

+ Show Spoiler [Complete] +




Explanation of Fields


===============
red = minimum
blue = recommended
green = complete
===============

Banner - A good banner is a great way to grab the reader's attention and add a professional touch. a high quality, cropped detail shot with the map's name in large text and the author's name in small text is recommended.

Map Title - Self-explanatory. Try to pick a short name that sounds catchy and is easy to say. It's best if the map's name sounds like it could be an actual place.

Version - There are a few ways to write this. You can simply copy the version number that appears on the published map (first number = major revision, second number = minor revision). A more standard and universal way is as follows; the first number indicates major stages (where 0=beta, 1=release, 2=massive revamp, etc.); the second number indicates the number of times the thread OP has been updated. You can take this a step further by adding a third number that indicates the number of times the file has been saved (the editor automatically saves this number, File->Open [Ctrl+O], select your map's file and the number is on the data table on the right side of the window).

Made by - Write the name(s) of the author(s). If there are multiple authors, indicate the contributions of each.

Published on - Indicate which server(s) your map is available on: China [CN], Europe [EU], Korea [KR], Latin America [LA], North America [NA], Russia [RU], South East Asia [SEA], Taiwan [TW]

Overview Image - A 90-degree (top-down) image of the entire map. Make sure the XWT range is visible. Also try to indicate the playable area of the map with either good cropping or with the editor's bound markings.

In-Game Description - Copy the map's extended description and place it here. Map -> Map Info

Introduction/Inspiration - Explain where you got the idea for your map (even if you didn't really copy it hhow you wanted to) or what your map resembles or reminds you of. Maybe talk about an important concept you learned while making it. Try to put some personality into this section.

Pictures (Aesthetics) - These pictures should depict the most appealing parts or anything that brings out the overall feel of your map. You might want to include realistic battle scenarios or base building placements. Try to limit yourself to 4 to 10 of these pictures.

Texture Set - If using a default texture set, simply name it. If using a custom texture set, list each individual texture.

Cliff Type - Name each cliff type used on the map (max is 4).

Lighting - If using a default lightning, simply name it. If using a custom lighting, name the base default lighting you started with and describe and changes you made.

Ambience - Name the "Ambience" used in the map (it is the first variable in the Terrain Texture Set section of the Data Editor).

Fog - Indiciate whether or not there is any fog and, if there is, describe it's color and thickness/height.

Number of Doodads - Self-explanatory. To count quickly, do one of the following:
  • First do Layer -> Doodads [D], then do Edit -> Select All [Ctrl+A]. The number of doodads is on the bottom bar of the editor on the right (if this bar is not shown, do Window -> Status Bar [Ctrl+Shift+B]).
  • Module -> Overview Manager [F12]. Click on "Placed Objects" on the left, then look at the "Doodads (#)" on the right. The "(#)" is the total number of doodads.

Openness (Summary) - Use the "Summary" picture for this. (Map Analyzer)

Rush Distances - Show the "Main to Main" and "Nat to Nat" distance pictures for every possible set of spawn positions. (Map Analyzer)

Influence - Use the "Influence" picture for this. (Map Analyzer)

Height Map (Terrain) - Use the "Terrain" picture for this. Map Analyzer)

Angled Overview - Much like the regular overview image, but this time the angle should be 56 degrees (instead of 90 degrees). The editor's bounds should not be visible. (Map Analyzer)

Grid/Pathing Overview - Much like the regular overview image, but with the Small Grid and Pathing Layer visible.

Highlighted Overview - Take the regular overview image and make another copy. On this copy, mark the location of all Destructible Rocks, Line of Sight Blockers, and Xel'Naga Watch Towers (use a different color for each).

Playable Bounds - Show the exact playable bounds (size) of your map.

Number of Starting Positions - Self-explanatory. If some sets of positions are impossible, say so.

Number of Bases - Self-explanatory. If there are any irregularities (i.e. high yield resources significantly farther than normal), say so.

Number of XWT's - Self-explanatory.

Number of Rocks - Self-explanatory.

Main Choke <-> Main Choke Distance(s) - List all possible M(C) <-> M(C) distances in in-game seconds.

Nat Choke <-> Nat Choke Distance(s) - List all possible N(C) <-> N(C) distances in in-game seconds.

Mineral/Gas Counts - For clarity, take your overview image and make another copy. On this copy, give each 9type of) base a number. Then, in text, list the number and type (HY or normal) of each mineral field and gas geyser at each base (#M, #HYM, #G, #HYG)

[blue]Number of Resources / (Map Width * Map Height)[blue] - This is a tangible value very closely related to something called "resource saturation" (it literally is almost the same thing, but not quite). To add up all the resources on your map: First make sure the Status bar is on in Windows -> Status Bar (Ctrl+Shift+B), then go to Layer -> Units (U), then do Edit -> Select All (Ctrl+A). The number you are looking for is at the far bottom on the right of the editor (Total Resources: ###,###), set this number aside. Then multiply the width by the height of your map, and set this number aside. Now take the total resources and divide it by the multiple of the width and height, this is the "Map Width * Map Height / Number of Resources" value.

Changed Data - If you made any unique data changes (rock hitpoints, high yield mineral gathering rate, features made with triggers, etc.), explain them here.

Further Balance Comments - This is where you can talk about anything related to balance and strategy. Here you should include things like
  • comments on unusual/unique features
  • comments on prominent/defining features
  • comments on every matchup, like strategies you think will be effective or ineffective
  • comments on base layout, openness distribution, sizes, distances, spacing, etc.
  • anything else related to balance

Poll(s) - If there is anything (simple) you aren't sure about or a choice you want help making, a poll is a great way to get people's opinions (without all of them needing to actually post about it). Try not to go overboard with these.

Change Log - Write a concise list of changes made, separated by version.

Signature - Write the name(s) of the author(s) again to close up the thread.




Taking Pictures


Organization
If you plan to be a serious mapmaker, it is recommended that you create folders to organize all of your work. Make a folder for each map; in this folder, make another folder for each version. In each version's folder, put all of the pictures of that version. Especially after you've made multiple maps, you might want to make yet another folder to put all of the map folders in (consider putting your Map Analyzer folder in here too).


GIMP
GIMP is a free and powerful "Image Manipulation Program"; you can download it here.

Even though it is powerful, GIMP isn't exactly "user friendly". Here are some tips if you're having trouble: + Show Spoiler +

Map Analyzer
The Map Analyzer is an extremely useful tool; you can find it here. It is highly recommended that you show at least the "Summary" image in your [M] threads. The only reason why it is not required is because the Map Analyzer cannot run on every computer (Macs). Please refer to the official Map Analyzer thread for information on how to use it.


Taking Overview Pictures
To take an overview picture, do Data -> Export Map Image in the editor.
  • Make the Image Size very big so people can zoom in clearly. Make the X something like 2000, and the Y based on bounds.
  • 90 degrees is top-down; 56 degrees is the true in-game angle.
  • You might want to use the Zoom Correction if the image is incomplete. If you set this number too high, it might make things like the grid and water levels become distorted.
  • You should probably use the Match Terrain Editor mode so the Xel'Naga Watch Tower range shows.


Taking Angled Aesthetic Pictures
You can pan around in the editor by holding Ctrl and Right Mouse Button while dragging the mouse around. Finding the best shots is an art and takes practice. It's okay to tilt the Camera left or right a little, but you should generally aim the camera towards the top of the map. Also make sure you tweak the picture quality to your liking in File -> Preferences -> Video.

Once you find a good shot, press the Print Screen button on your keyboard (this copies it into the picture clipboard). Then open up GIMP and press Ctrl+V to paste the image into the main window. Finally, crop the image to your liking.


Uploading Pictures
To upload pictures, please use the built-in Upload Image function on the top right of the posting area: + Show Spoiler +



Credit:
CharlieMurphy who wrote the old [M] Thread Guideline that this was based on.
Empyrean who wrote some things in the subforum guideline thread that is also used here.
iGrok, FlopTurnReaver, and monitor who gave important feedback while making this.



Thank you for your cooperation.
Last edit: 2011-10-03 01:19:57
"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 Gl!tch   United States. October 03 2011 00:35. Posts 573
Profile # 
Very good, with the explosion of maps recently ( i can only guess due to the TL map contest? ) they should all have similar information.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Old Post

 
 Barrin   United States. October 03 2011 00:40. Posts 4196
Profile Blog # 

On October 03 2011 00:35 Gl!tch wrote:
Very good, with the explosion of maps recently ( i can only guess due to the TL map contest? ) they should all have similar information.

I've been working on this long before blizz contacted Plexa about the TL contest actually This is over 2 months in the works (started on it right after I became banling).
"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 Superouman   France. October 03 2011 00:50. Posts 1492
Profile Blog # 
Great initiative, everything should be complete and concise.
Check out for the Next-Gen RTS game with battles on planetary scales: Planetary Annihilation! http://www.planetaryannihilation.com/
Old Post

 
 The_Templar   United States. October 03 2011 00:55. Posts 4013
Profile Blog # 
Holy chocolate.




















I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway.
Old Post

 
 Barrin   United States. October 03 2011 01:22. Posts 4196
Profile Blog # 
Woops

Map Width * Map Height / Number of Resources

should be

Number of Resources / (Map Width * Map Height)

thanks @ SmashHammer for catching this, thought I had it right the first time ^^
"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 SquidFist   United States. October 03 2011 06:28. Posts 15
Profile # 
Gonna take me longer to post then to make the map >.< jk jk, nicely done, i hope poeple stick to this, when the post is nicely orginized it makes it so much better to read
"Moar Steam" - Salokcin Snewo
Old Post

 
 monitor   United States. October 03 2011 06:30. Posts 2276
Profile Blog # 
Well done, I'm glad these will be put into action. Thanks Barrin!
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 totalpigeon   United Kingdom. October 03 2011 07:58. Posts 86
Profile # 
Aha, I should have posted my map thread last week, avoid all this extra nonsense
nice template ^^
Old Post

 
 Barrin   United States. October 03 2011 09:09. Posts 4196
Profile Blog # 

On October 03 2011 06:28 SquidFist wrote:
Gonna take me longer to post then to make the map >.< jk jk, nicely done, i hope poeple stick to this, when the post is nicely orginized it makes it so much better to read

Eh it's not that bad if you just use the minimum template ^^

+ Show Spoiler [Minimum] +

For clarity, you don't actually have to use a template per se... but all of the fields in the Minimum Template are required (you can put them in any order in your thread you want, even though this order is prbly better ).
Last edit: 2011-10-03 09:10:19
"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 SquidFist   United States. October 03 2011 10:02. Posts 15
Profile # 
yeh i actully dont mind it, id like the write up to be as awesome and present the map to its fullest anyways
"Moar Steam" - Salokcin Snewo
Old Post

 
 eTcetRa   Australia. October 10 2011 18:23. Posts 427
Profile # 
Excellent work as always Barrin
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 Antares777   United States. October 17 2011 09:33. Posts 1648
Profile # 
Life for you's been less than kind, so take a number stand in line, we've all been sorry we've all been hurt, but how we survive is what makes us who we are.
Old Post

 
 Meltage   Sweden. October 30 2011 18:34. Posts 560
Profile # 
Good stuff!

A suggestion: give us the markup code you used for the templates. That way you can actually copy-paste a template and use it in the text area. That way, map threads will even look similar layoutwise.
How do you code the seperators and centeralized info, for instance?

TPW - The Planetary Workshop - map making team
Old Post

  0neder   United States. November 04 2011 02:44. Posts 3732Profile # 

On October 30 2011 18:34 Meltage wrote:
Good stuff!

A suggestion: give us the markup code you used for the templates. That way you can actually copy-paste a template and use it in the text area. That way, map threads will even look similar layoutwise.
How do you code the seperators and centeralized info, for instance?



Exactly what I was thinking.
Old Post

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