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Author Topic: Tutorial: how to make a good random elite map.  (Read 4488 times)

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Offline HHC

Tutorial: how to make a good random elite map.
« on: April 24, 2010, 01:09 PM »
I received a bunch of compliments for my elite maps, as well as a bunch of complaints from people who want elite maps to be random rather than pre-saved. So I figured I'd share my secrets, so that everybody can make a good elite map at the spot and play on an entirely new map each game.

There's 4 steps to take.

1) Select a nice random map to work with. The easiest ones to use are high island maps (either from box 1, 2 or 4; you can also use an inverted cave or even a double layer cave, but that's for later). For now we will use a high island map. Try to pick one that looks complicated and preferably one that reaches near the top. The more elaborate the map, the less need for editing later on.

In this tutorial I will use this one:


2) Rough editing. Select brushsize 5 and fill up any large gaps, and at the same time open up the huge land masses by drawing rudimentary caves into them (finetuning will come later, don't worry about this for now).


Note how I've added some land on the top right and left, as well as in the huge opening between the islands. I've also drawn a cave in the bottom right to open up the great land mass there. As you can see, it still looks really crude and basic.

NB: Try to prevent the creation of closed off spaces: always try to find a way to connect a cave with the open air. Nevertheless, a real danger lies in the creation of too many vertical shafts. As for example happened in my elitemap #2. As you can see below, it consists almost entirely of shafts that reach pretty much all the way down.. it's playable, but definitely not the best map I've made.. Try to incorporate horizontal layers, so that a nice balance exists between horizontal, vertical and diagonal layers.


3) Finetune the map. Use brushsize 4 (or 3, but not 1 or 2!!) and fix the parts that don't quite look natural. The original map surface tends to look just fine (apart from missing a few hides here and there), it's just the added parts that generally need finetuning.
This step seems hard, but it's really pretty easy. Right click with the brush to carve out hides in the terrain. When you're done, use left click-brush to fix the surface into a more natural state (as opposed to a Fabrousse-type roper map). Slighly drag the brush to create natural slopes.
Keep on carving at the map until you are satisfied with the result.


Here you can see what I did to the cave in the bottom right. It looked really basic at first, but became every more complicated as I kept carving at its surface. The 1st stage is the original cave after completing step 2. In the 2nd stage you can see how I added terrain by left click brush. In the 3rd stage I further finetuned the cave by alternating between left click and right click brush. This was definitely the part of the map that took most fixing, but nevertheless it took me no more than half a minute.

After finetuning the rest of the map, it looked like this:

As you can see, the number of hides in the map has increased tenfold. All of the added parts have been made to look natural.
Also note how I've added some extra land at the top in the middle (the back of the grasshoppers' head). It's never too late to make changes you know.
A little dot at the bottom of the middle part is a random, fancy addition.


4) Now it's time for the final check. Click on preview map:
What you want to look at is:
A) the spread of the objects across the map (make sure the object count is set to 10 and bridges to 1). Are there any 'missing'? (e.g. some larger holes could really need an object to fill it up; or sometimes the distribution is just crap).
B) the balance between space and terrain. I often make the mistake of making too many wide, open spaces. There needs to be enough land to torch into.

In this case I had problems with both. The fruits weren't exactly where I wanted them to be (somewhere in the middle to fill up the large gaps) and some caves were too wide:


Thus I fixed the map by adding some terrain in the caves.
In the middle part of the map, I furthermore managed to get a leaf in there by actually removing a chunk of land.. big objects need some space you know. After these tiny fixes I was satisfied with the result. Elitemap27.BIT was done and ready for game!



I have not used a timer, but I think it should be possible to make a map like this in two to three minutes (depending on how perfectionist you are ;)). It should be no problem to make a new one each time you host a game. Make sure you save it though. A lot of times rehosting is necessary.. the map will be gone then if you don't save it.

Same technique can be used to make roper maps (like this: https://www.tus-wa.com/maps/map-487/).



Feel free to post your creations here, I'd like to see what people can come up with  8)
« Last Edit: April 25, 2010, 09:53 AM by HHC »

Offline Rok

Re: Tutorial: how to make a good random elite map.
« Reply #1 on: April 24, 2010, 04:31 PM »
Thx, great post!
chakkman> if rok was a girl i d marry the bitch lolz

Offline nino

Re: Tutorial: how to make a good random elite map.
« Reply #2 on: April 24, 2010, 11:10 PM »
nice maps and post.

but i personally, i rather a random unmodified map and ill explain why.

Elite is a game that you must think fast, before you make you turn you must have something in ur mind or then you wont have to much sucess in the game, and pre-saved maps imo. helps peoples ( usually who made it )
cos a simple spot, to put ur worm at start of game, which might not be so clean for someone who is playing in this map for the first time, but for someone who already played at this many times or even few times, this could be an advantage imo.

if you just get a random map and modify it quickly and then dont play at this map again, it is nice, but play elite more than one time at the same map sucks imo.

and i dunno if it is just impression but nowdays 90% of peoples just want to play elite at fruit texture.

i have to agree fruit texture is so nice to play elite, but c'mom PORRA!, there are others so nice too.

once again, nice post HHC.
« Last Edit: April 25, 2010, 01:06 AM by nino »
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Offline beer

Re: Tutorial: how to make a good random elite map.
« Reply #3 on: April 25, 2010, 12:32 AM »
word nino, but still vnj HHC, realy


drama queen iz back

Offline Ray

Re: Tutorial: how to make a good random elite map.
« Reply #4 on: April 25, 2010, 09:17 AM »
Nino, this post was created exactly with the reason to teach people how to make an Elite map, a random Elite map, because since HHC's Elite Mappack arrived, many people play on the same maps, which is, as you said, really bad.

Offline HHC

Re: Tutorial: how to make a good random elite map.
« Reply #5 on: April 25, 2010, 09:42 AM »
Yop, what Ray says.. I suppose it won't stop people from using saved maps, but it does encourage people to be creative and expand the range of maps used.
I don't really see the prob of using pre-saved games, as long as you alternate between them and maybe make entirely new ones when you're doing a playoff-match.

Completely random maps are often less fun to play on IMO. You can easily rope from one side of the map to the other, there's little opportunity for hiding. And often one side is a lot higher than the other, making an unbalanced sudden death-play.

Ah well, I think it will always remain a discussion between pro- and anti-. But maybe this guide can take away some concerns.. as well as help people out who like to edit maps themselves, but never really got it down.


Thanks for the thumbs up btw  :-*

Offline Ray

Re: Tutorial: how to make a good random elite map.
« Reply #6 on: April 25, 2010, 09:49 AM »
You could also make a similar tutorial for Roper maps in the future. :)

Offline HHC

Re: Tutorial: how to make a good random elite map.
« Reply #7 on: April 25, 2010, 09:54 AM »
I think with a little bit of practice it should be easy to do so from what you learn here.

Btw, I fixed spelling and some grammatical inefficiencies.

Re: Tutorial: how to make a good random elite map.
« Reply #8 on: April 25, 2010, 10:05 AM »
nice one :).
Maybe I'll be able to host on decent map now ^^.

Offline SPW

Re: Tutorial: how to make a good random elite map.
« Reply #9 on: April 25, 2010, 10:47 AM »
gj HHC. Thats exactly my way too, since years :)

Offline Free

Re: Tutorial: how to make a good random elite map.
« Reply #10 on: April 25, 2010, 12:14 PM »
I definately like your maps HHC but what I always do with your maps is shave some land off the top so you get more items on the top.

Offline HHC

Re: Tutorial: how to make a good random elite map.
« Reply #11 on: April 25, 2010, 12:47 PM »
That's a nice addition Free, never thought about that  :)

Offline THeDoGG

Re: Tutorial: how to make a good random elite map.
« Reply #12 on: April 25, 2010, 01:07 PM »


and i dunno if it is just impression but nowdays 90% of peoples just want to play elite at fruit texture.

i have to agree fruit texture is so nice to play elite, but c'mom PORRA!, there are others so nice too.


Agreed

Re: Tutorial: how to make a good random elite map.
« Reply #13 on: April 25, 2010, 06:31 PM »
Heh you used these in a clanner I think and I didnt like it cos I prefer completely random ones for league games, but great tutorial and great maps!
worm and learn

Offline nino

Re: Tutorial: how to make a good random elite map.
« Reply #14 on: April 25, 2010, 06:59 PM »
ye i preffer completely random maps.

like HHC said

"You can easily rope from one side of the map to the other, there's little opportunity for hiding. And often one side is a lot higher than the other, making an unbalanced sudden death-play."

well thats a problem that you must beat using tatics.

but your maps are great HHC and if just made at the time to play and after this, put in garbage to never play at this anymore it is really fun.


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