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I've created a thread where I will begin posting articles on mapmaking. As a preface, here is one article that is very relevant ahead of the map contest. I highly recommend reading it to anyone who wants to participate!!!
To be continued...
Further details will follow
THE CARTOGRAPHER'S PHILOSOPHY (from Alexa Soldiera's newsletters)
This article is a practical guide to mapping terrain ;) Seriously, these are nothing more than practical tips which, while obvious after detailed explanation, are for some reason rarely applied by the cartographic brotherhood when creating their "Heroic" masterpieces. Once again, about the obvious (though perhaps debatable for some) or the basic rules of creating maps for HMM3. So, if you have finally decided to create your own map for Heroes of Might and Magic, there is only one way—this way!
FIRST AND FOREMOST, AS WILD AS IT MAY SOUND, I WANT TO CRY OUT—DON'T DO IT! THERE IS ENOUGH JUNK ON THE WEB! DON'T MULTIPLY IT: IF YOU CANNOT OUTDO THE FOLKS FROM NEW WORLD COMPUTING IN THE FIELD OF MAPMAKING—DON'T TRY. THERE IS NOTHING MORE DISAPPOINTING THAN DOWNLOADING A MAP FROM THE INTERNET ONLY TO FIND THAT YOU SIMPLY CANNOT PLAY IT. HOW MANY EXCELLENT CUSTOM MAPS CAN I PERSONALLY NAME? TWO. HOW MANY "PLAYABLE" ONES? WELL, MAYBE A DOZEN. AND THAT'S ALL! SITES WITH MORE THAN FIVE HUNDRED MAPS FOR DOWNLOAD ARE NOTHING MORE THAN SITES THAT COLLECT AND DISTRIBUTE JUNK. Electronic nonsense that only a mental masochist or a complete maniacal fan of Heroes of Might and Magic could play—a group to which I, to my shame bordering on pride, cannot count myself. A map must contain intrigue; it must please the eye. Every step of your hero should reveal a wonderful world that YOU created for the player. Can you create your own world in which a player would be interested in living for several hours or days?
I repeat—don't do it, because:
Because to make a good XL format map, you will need about three weeks. No, not three hours, not three days (in which, if some companies' advertisements are to be believed, one can learn the entire English language), but three weeks. Will you sit for THREE WEEKS at the computer, cranking out a map? After all, by working sloppily, you could fit it into those same three days—no, even hours! Can you resist the temptation?
A green desert, not a single tree or pond. Painted grass with brown patches and somewhere there, in the distance, stands a lonely mine guarded by equally lonely paladins. A psychedelic picture—what nightmare did this terrain come from, what are the warriors doing near a mine that appeared out of nowhere? And that is how about two-thirds of all maps look. Is it interesting to play them? Not for me. And all because the author of such a "masterpiece" simply covered an area of the map in green, stuck some castles in, added mines, and poked a couple of mountain ranges and trees for variety. "Look at me—I drew a map!"
And why is this? Instead of a desire to CREATE, the author's pride took over. A thirst to equal the Creator in something. For example, creating one's own world. A thirst for fame—look, a gamer downloads the map—and there my name is imprinted. To create an arena of conflict between the forces of Good and Evil, Humans and Elves with such motivation—well, many have tried!—is practically impossible. No, the approach must be different—to prove! To prove to yourself, to all fans of Heroes, to the entire internet community, that you truly CAN do something better than everyone else. To create a masterpiece that will please the eye of the most demanding aesthete and flatter the ego of the most experienced strategist. Yes, in the end, a masterpiece might not result. But it will still be a real WORLD in which one can live, fight, and return to again and again.
So, how do you actually draw a map? We've dealt with time and motivation. The first thing a map designer must clearly envision is... its size. I couldn't find a way to change the size after the creative process had already begun, so it's better to think twice. I can only give the following advice—if you fundamentally do not play maps smaller than L, then drawing such maps would be pointless. And vice versa. "Better lose a day and arrive an hour sooner," meaning, it's better to spend an extra week but then play your own map until the Second Coming.
Next is the concept. Think through the concept. Come up with something. Spend at least one day thinking about what your map will be about. "Wall against wall" is not a concept. Divide the map into two levels, put a teleport in the center—that's a concept: surface dwellers fight underground dwellers, and they can only reach them through the central lands, which are the key to victory. It's nothing extraordinary, but it already resembles a concept.
Pay attention to design! Immediately! The map must be STUNNINGLY beautiful. Remember—firewood comes from the forest, minerals are mined in the mountains. Mummies do not live in prairies, etc. There should be several independent paths to the same location, which you need to guard with monsters (this way the player can choose whom to kill first and whom to leave for later, when they've powered up a bit). In general, your motto should be "less empty space," even if you've decided to design a desert. There must be roads on the map. Think about it—a castle stands there. There will always be heavy traffic to and from it. This means that if roads aren't built, they'll be trampled into existence. So around a castle (and even a town!) there simply must be roads. Roads should lead to mines, although not every single mine necessarily needs to be connected by road. But for wood/stone, roads simply must exist! By the way, regarding this primary resource—it should be near the castle and easily accessible. Remember, normal city planners build cities in areas rich in construction resources. Crystals, gems, mercury—these are not resources of primary importance, and therefore can be located in hard-to-reach places on rugged terrain without any roads. In turn, it would be good to connect a couple of mines and a settlement, say, of some monsters with a road. This will bring realism to your map and save the hero action points in the future.
Be attentive! Attentiveness, meticulousness, and most importantly, attention to detail are nothing other than the key to a high-quality map. Put a mine—mark this fact on a piece of paper. There is nothing more annoying than later wondering where to stick a crystal cavern forgotten during the drawing of the map. All buildings must be reachable. All locations must be reachable—shipyards should produce ships (and with this, I tell you, there's often a snag!) and so on. Do not draw a mountain range using only one type of mountain—it's too obvious. Do not place green forests on lava—this is a fantasy world, sure, but not to that extent! However, dead trees and fungi of the underworld with lava shining through them look simply wonderful. In general, buildings and terrain elements of different types can be easily (but wisely!) combined. So do not try to save time on experiments. After all, no one is rushing you.
Don't get carried away. Don't get carried away by anything—not plots, nor the number of players, nor cartographic gigantomania. Who said there must be exactly two levels? And in general, who said the area of the dungeon must be the same as the area of the surface world? Why not build caverns with treasures and mines and other pleasant additions? When NWC announced they would include underground levels in their product, I was only glad—I thought that in the game you could go underground and capture caves and dungeons. I couldn't even imagine that a person would go so far in their desire to "cover the whole planet in asphalt."
The world must be knowable. Or in plain terms—if you've removed Dimension Door from magic guilds, warn the gamer at the start of the game. Spending all strength and resources on building up guilds only to discover the cartographer's evil intent does not help lift the gamer's spirit. By the way, regarding spells and schools of magic—if you are going to get rid of spells from various schools, consider the necessity of removing artifacts from the game: books of magic schools (containing ALL spells of each school), the Wizard's Hat (containing ALL fifth-level spells), and be careful with Magic Scrolls and pyramids (well, you understand me here—fourth-to-fifth level spells practically for free). The same applies to design—do not strive for the laurels of Salvador Dalí. The more "traditional" the fantasy world you create is, the better.
Drew a map—tested it. Wrote all glitches and bugs on a piece of paper, redid individual locations, fixed bugs—tested again. And so until FULL self-satisfaction. If you want, arrange public testing with friends or internet acquaintances. But never send a map to cartography sites until it is completely polished for both gameplay errors and simple bugs. Bugs kill gameplay!
If one tries to systematize the philosophy of the cartographer, three postulates can be highlighted:
The gamer is not at fault for anything.
Consequently, there is no need to punish them for anything. You have no right—to punish or torment a miserable gamer whose only fault was deciding to play the map you drew. This means no ambushes of a hundred black dragons in the early stages of the game, castles in swamps on roadless terrain, and other "treats." Want to set up an ambush—please do! But make sure the player can easily crush their tormentors. Hint or tell the gamer directly that an ambush awaits them further on. The player should derive pleasure from the game.
The gamer must have the opportunity to create their own hero.
Yes, this postulate is often forgotten. The player must be able to choose their hero initially. Everyone has their preferences—do not impose anything on anyone. You must give the hero the ability to take necessary skills in universities and Witch Huts—this again is not a freebie, but an RPG necessity. If a person wants Earth Magic—no problem. The main thing is that they enjoy playing. Conversely, if you are creating a scenario (i.e., several maps glued together, united by a common plot), then creating the hero for the player is practically mandatory. But again, here too it is necessary to give the player the opportunity to develop the hero as they find convenient. However, giving the hero some skills is quite acceptable.
Heroes of Might and Magic is a tactical-strategic game.
I saw one map here—"if you have reached this place, read the story located in the archive provided with this map in Chapter 3." HMM3 is a strategy. Plot—yes, role-playing elements—yes, quests—yes, but none of them should prevent the player from playing and, I would even say, thinking strategically. Remember—the more unnecessary information you cram into the game, the more likely it is that the player will ignore everything and decide not to read anything at all. And that won't end well. However, in my memory there was one exception—but as you understand, this only confirms the rule.
In conclusion, I would like to wish you all the best, luck, patience, and perseverance in mapmaking. After all, a good map is a great rarity. I am sure that you have the opportunity to increase their number.
Copyright © deniska rules!, 2002. All rights reserved. http://heroes.net.ru/heroes3/philosophy00ru.shtml
Added after 2 minutes
HMM MAP CONSTRUCTION KIT
1. Introduction.
- Why use the MCK?
- Collaborative design methods
- Map pipeline
2. Map elements: their necessity and purpose
- Strategic game schemes
- Tactical techniques (high technologies)
- Characteristic features of the map
3. Map innovations
- ("Features"),
- Plots
- Concepts
Introduction
If you approach the process of creating a map seriously, it is necessary to "plan" the future map well. The flaw in most maps lies in their "non-strategic nature," meaning an insufficiently thought-out construction of the future game. Planning a map means establishing the main points characteristic of playing on it at the very initial stage of its creation. These points will be considered in detail in the second part.
Furthermore, if a map is created as a result of collaborative work, it is most effective to interact with other creators by dividing functions. In this case, each designer will have their own task and, at the same time, each person's task will stem from the general requirements placed on the map during the design phase.
And finally, when using the Constructor, it is quite easy to predict what impact different map elements will have on each other once they are in a single system—a finished model. When moving from one stage to another, "step-by-step testing" of the map is possible, as well as the creation of different modifications of the map based on one scheme.
Map Elements
On a well-thought-out map, basic map elements are not placed randomly, but with a specific purpose. Their first purpose is to serve as starting points for composing the "strategic course" of the game, which will be all the more interesting the more skillfully its connection to the map is established through map elements.
Possible strategic paths
- "Rush" strategy
- "Development" strategy
- "Economic Rush"
- "Magic Rush"
- "Army Rush"
- "Hero Rush"
- "two-handed" play
Each of the listed paths is implemented in different ways on a finished map. How interesting their implementation will be depends on the quality of the map's construction.
The second "utility" of map elements lies in the opportunities they present for applying various tactical techniques. After a strategic line of play on the map has been chosen, the constructor should create conditions for its realization through interesting "tricks" discovered during the accumulation of experience by HMM players.
Such techniques are a kind of "high technology," and their application should be encouraged in advance by the map developer.
Common "High Technologies"
A) "Outdated HIGH-TECH"
- passing troops along a chain
- "dropping" slow troops at the end of a turn
- hiring an additional hero to do the "dirty work" for the main one
- using "mobile links" (shooters + crawlers – shooters + flyers)
B) "New HIGH-TECH"
- "teleportation" via same-side buyout
- hiring a "native" unit to join monsters
- renting "local" units to speed up movement across the terrain (ferry technology)
- espionage and deception technologies
- troop formation technologies before a quick combat
- "tactical combat" technologies
The set of map elements in the map editor is nothing other than a toolkit for implementing the aforementioned and other techniques embedded into the game on the map by its designer.
Furthermore, map elements may be necessary to create the "image" of the map, emphasizing its individuality and forming its characteristic features. An example could be the advantage of one race over others, or the balance between them. A mage or warrior, friendly or combat magic, logistics or diplomacy, teleportation or summoning a boat, etc., may "rule" on the map. Such and other features are embedded by the map designer during the design phase.
Map Innovations
And lastly: a good idea is to create a map that presents some innovations or "features." These could be various events affecting game development, new techniques, combinations of buildings, and so on. "Features" allow for the implementation of the game's plot, bringing the designer's visions to life, and their ideas of what was missing in the game on other maps.
DESIGNER'S ALGORITHM
The first stage in designing a map is the analysis of requirements, as with any engineering task. The result of the requirements analysis should be a table of source data for the design. Filling out the source data table completes the stage of analysis and strategic planning of the map.
The second stage is the tactical planning stage. It is primarily concerned with selecting the necessary map elements and creating geographical sketches of the map.
The third stage is building the map's terrain by placing map elements in the required "geographical nodes." At this stage, the map acquires a visible appearance.
The fourth stage is calculating distances, adjusting speeds, calculating resources, and the geographical finishing of the map. This process involves "step-by-step testing" of the map.
The fifth stage is global testing of the map.
To be continued...
Further details will follow
THE CARTOGRAPHER'S PHILOSOPHY (from Alexa Soldiera's newsletters)
This article is a practical guide to mapping terrain ;) Seriously, these are nothing more than practical tips which, while obvious after detailed explanation, are for some reason rarely applied by the cartographic brotherhood when creating their "Heroic" masterpieces. Once again, about the obvious (though perhaps debatable for some) or the basic rules of creating maps for HMM3. So, if you have finally decided to create your own map for Heroes of Might and Magic, there is only one way—this way!
FIRST AND FOREMOST, AS WILD AS IT MAY SOUND, I WANT TO CRY OUT—DON'T DO IT! THERE IS ENOUGH JUNK ON THE WEB! DON'T MULTIPLY IT: IF YOU CANNOT OUTDO THE FOLKS FROM NEW WORLD COMPUTING IN THE FIELD OF MAPMAKING—DON'T TRY. THERE IS NOTHING MORE DISAPPOINTING THAN DOWNLOADING A MAP FROM THE INTERNET ONLY TO FIND THAT YOU SIMPLY CANNOT PLAY IT. HOW MANY EXCELLENT CUSTOM MAPS CAN I PERSONALLY NAME? TWO. HOW MANY "PLAYABLE" ONES? WELL, MAYBE A DOZEN. AND THAT'S ALL! SITES WITH MORE THAN FIVE HUNDRED MAPS FOR DOWNLOAD ARE NOTHING MORE THAN SITES THAT COLLECT AND DISTRIBUTE JUNK. Electronic nonsense that only a mental masochist or a complete maniacal fan of Heroes of Might and Magic could play—a group to which I, to my shame bordering on pride, cannot count myself. A map must contain intrigue; it must please the eye. Every step of your hero should reveal a wonderful world that YOU created for the player. Can you create your own world in which a player would be interested in living for several hours or days?
I repeat—don't do it, because:
Because to make a good XL format map, you will need about three weeks. No, not three hours, not three days (in which, if some companies' advertisements are to be believed, one can learn the entire English language), but three weeks. Will you sit for THREE WEEKS at the computer, cranking out a map? After all, by working sloppily, you could fit it into those same three days—no, even hours! Can you resist the temptation?
A green desert, not a single tree or pond. Painted grass with brown patches and somewhere there, in the distance, stands a lonely mine guarded by equally lonely paladins. A psychedelic picture—what nightmare did this terrain come from, what are the warriors doing near a mine that appeared out of nowhere? And that is how about two-thirds of all maps look. Is it interesting to play them? Not for me. And all because the author of such a "masterpiece" simply covered an area of the map in green, stuck some castles in, added mines, and poked a couple of mountain ranges and trees for variety. "Look at me—I drew a map!"
And why is this? Instead of a desire to CREATE, the author's pride took over. A thirst to equal the Creator in something. For example, creating one's own world. A thirst for fame—look, a gamer downloads the map—and there my name is imprinted. To create an arena of conflict between the forces of Good and Evil, Humans and Elves with such motivation—well, many have tried!—is practically impossible. No, the approach must be different—to prove! To prove to yourself, to all fans of Heroes, to the entire internet community, that you truly CAN do something better than everyone else. To create a masterpiece that will please the eye of the most demanding aesthete and flatter the ego of the most experienced strategist. Yes, in the end, a masterpiece might not result. But it will still be a real WORLD in which one can live, fight, and return to again and again.
So, how do you actually draw a map? We've dealt with time and motivation. The first thing a map designer must clearly envision is... its size. I couldn't find a way to change the size after the creative process had already begun, so it's better to think twice. I can only give the following advice—if you fundamentally do not play maps smaller than L, then drawing such maps would be pointless. And vice versa. "Better lose a day and arrive an hour sooner," meaning, it's better to spend an extra week but then play your own map until the Second Coming.
Next is the concept. Think through the concept. Come up with something. Spend at least one day thinking about what your map will be about. "Wall against wall" is not a concept. Divide the map into two levels, put a teleport in the center—that's a concept: surface dwellers fight underground dwellers, and they can only reach them through the central lands, which are the key to victory. It's nothing extraordinary, but it already resembles a concept.
Pay attention to design! Immediately! The map must be STUNNINGLY beautiful. Remember—firewood comes from the forest, minerals are mined in the mountains. Mummies do not live in prairies, etc. There should be several independent paths to the same location, which you need to guard with monsters (this way the player can choose whom to kill first and whom to leave for later, when they've powered up a bit). In general, your motto should be "less empty space," even if you've decided to design a desert. There must be roads on the map. Think about it—a castle stands there. There will always be heavy traffic to and from it. This means that if roads aren't built, they'll be trampled into existence. So around a castle (and even a town!) there simply must be roads. Roads should lead to mines, although not every single mine necessarily needs to be connected by road. But for wood/stone, roads simply must exist! By the way, regarding this primary resource—it should be near the castle and easily accessible. Remember, normal city planners build cities in areas rich in construction resources. Crystals, gems, mercury—these are not resources of primary importance, and therefore can be located in hard-to-reach places on rugged terrain without any roads. In turn, it would be good to connect a couple of mines and a settlement, say, of some monsters with a road. This will bring realism to your map and save the hero action points in the future.
Be attentive! Attentiveness, meticulousness, and most importantly, attention to detail are nothing other than the key to a high-quality map. Put a mine—mark this fact on a piece of paper. There is nothing more annoying than later wondering where to stick a crystal cavern forgotten during the drawing of the map. All buildings must be reachable. All locations must be reachable—shipyards should produce ships (and with this, I tell you, there's often a snag!) and so on. Do not draw a mountain range using only one type of mountain—it's too obvious. Do not place green forests on lava—this is a fantasy world, sure, but not to that extent! However, dead trees and fungi of the underworld with lava shining through them look simply wonderful. In general, buildings and terrain elements of different types can be easily (but wisely!) combined. So do not try to save time on experiments. After all, no one is rushing you.
Don't get carried away. Don't get carried away by anything—not plots, nor the number of players, nor cartographic gigantomania. Who said there must be exactly two levels? And in general, who said the area of the dungeon must be the same as the area of the surface world? Why not build caverns with treasures and mines and other pleasant additions? When NWC announced they would include underground levels in their product, I was only glad—I thought that in the game you could go underground and capture caves and dungeons. I couldn't even imagine that a person would go so far in their desire to "cover the whole planet in asphalt."
The world must be knowable. Or in plain terms—if you've removed Dimension Door from magic guilds, warn the gamer at the start of the game. Spending all strength and resources on building up guilds only to discover the cartographer's evil intent does not help lift the gamer's spirit. By the way, regarding spells and schools of magic—if you are going to get rid of spells from various schools, consider the necessity of removing artifacts from the game: books of magic schools (containing ALL spells of each school), the Wizard's Hat (containing ALL fifth-level spells), and be careful with Magic Scrolls and pyramids (well, you understand me here—fourth-to-fifth level spells practically for free). The same applies to design—do not strive for the laurels of Salvador Dalí. The more "traditional" the fantasy world you create is, the better.
Drew a map—tested it. Wrote all glitches and bugs on a piece of paper, redid individual locations, fixed bugs—tested again. And so until FULL self-satisfaction. If you want, arrange public testing with friends or internet acquaintances. But never send a map to cartography sites until it is completely polished for both gameplay errors and simple bugs. Bugs kill gameplay!
If one tries to systematize the philosophy of the cartographer, three postulates can be highlighted:
The gamer is not at fault for anything.
Consequently, there is no need to punish them for anything. You have no right—to punish or torment a miserable gamer whose only fault was deciding to play the map you drew. This means no ambushes of a hundred black dragons in the early stages of the game, castles in swamps on roadless terrain, and other "treats." Want to set up an ambush—please do! But make sure the player can easily crush their tormentors. Hint or tell the gamer directly that an ambush awaits them further on. The player should derive pleasure from the game.
The gamer must have the opportunity to create their own hero.
Yes, this postulate is often forgotten. The player must be able to choose their hero initially. Everyone has their preferences—do not impose anything on anyone. You must give the hero the ability to take necessary skills in universities and Witch Huts—this again is not a freebie, but an RPG necessity. If a person wants Earth Magic—no problem. The main thing is that they enjoy playing. Conversely, if you are creating a scenario (i.e., several maps glued together, united by a common plot), then creating the hero for the player is practically mandatory. But again, here too it is necessary to give the player the opportunity to develop the hero as they find convenient. However, giving the hero some skills is quite acceptable.
Heroes of Might and Magic is a tactical-strategic game.
I saw one map here—"if you have reached this place, read the story located in the archive provided with this map in Chapter 3." HMM3 is a strategy. Plot—yes, role-playing elements—yes, quests—yes, but none of them should prevent the player from playing and, I would even say, thinking strategically. Remember—the more unnecessary information you cram into the game, the more likely it is that the player will ignore everything and decide not to read anything at all. And that won't end well. However, in my memory there was one exception—but as you understand, this only confirms the rule.
In conclusion, I would like to wish you all the best, luck, patience, and perseverance in mapmaking. After all, a good map is a great rarity. I am sure that you have the opportunity to increase their number.
Copyright © deniska rules!, 2002. All rights reserved. http://heroes.net.ru/heroes3/philosophy00ru.shtml
Added after 2 minutes
HMM MAP CONSTRUCTION KIT
1. Introduction.
- Why use the MCK?
- Collaborative design methods
- Map pipeline
2. Map elements: their necessity and purpose
- Strategic game schemes
- Tactical techniques (high technologies)
- Characteristic features of the map
3. Map innovations
- ("Features"),
- Plots
- Concepts
Introduction
If you approach the process of creating a map seriously, it is necessary to "plan" the future map well. The flaw in most maps lies in their "non-strategic nature," meaning an insufficiently thought-out construction of the future game. Planning a map means establishing the main points characteristic of playing on it at the very initial stage of its creation. These points will be considered in detail in the second part.
Furthermore, if a map is created as a result of collaborative work, it is most effective to interact with other creators by dividing functions. In this case, each designer will have their own task and, at the same time, each person's task will stem from the general requirements placed on the map during the design phase.
And finally, when using the Constructor, it is quite easy to predict what impact different map elements will have on each other once they are in a single system—a finished model. When moving from one stage to another, "step-by-step testing" of the map is possible, as well as the creation of different modifications of the map based on one scheme.
Map Elements
On a well-thought-out map, basic map elements are not placed randomly, but with a specific purpose. Their first purpose is to serve as starting points for composing the "strategic course" of the game, which will be all the more interesting the more skillfully its connection to the map is established through map elements.
Possible strategic paths
- "Rush" strategy
- "Development" strategy
- "Economic Rush"
- "Magic Rush"
- "Army Rush"
- "Hero Rush"
- "two-handed" play
Each of the listed paths is implemented in different ways on a finished map. How interesting their implementation will be depends on the quality of the map's construction.
The second "utility" of map elements lies in the opportunities they present for applying various tactical techniques. After a strategic line of play on the map has been chosen, the constructor should create conditions for its realization through interesting "tricks" discovered during the accumulation of experience by HMM players.
Such techniques are a kind of "high technology," and their application should be encouraged in advance by the map developer.
Common "High Technologies"
A) "Outdated HIGH-TECH"
- passing troops along a chain
- "dropping" slow troops at the end of a turn
- hiring an additional hero to do the "dirty work" for the main one
- using "mobile links" (shooters + crawlers – shooters + flyers)
B) "New HIGH-TECH"
- "teleportation" via same-side buyout
- hiring a "native" unit to join monsters
- renting "local" units to speed up movement across the terrain (ferry technology)
- espionage and deception technologies
- troop formation technologies before a quick combat
- "tactical combat" technologies
The set of map elements in the map editor is nothing other than a toolkit for implementing the aforementioned and other techniques embedded into the game on the map by its designer.
Furthermore, map elements may be necessary to create the "image" of the map, emphasizing its individuality and forming its characteristic features. An example could be the advantage of one race over others, or the balance between them. A mage or warrior, friendly or combat magic, logistics or diplomacy, teleportation or summoning a boat, etc., may "rule" on the map. Such and other features are embedded by the map designer during the design phase.
Map Innovations
And lastly: a good idea is to create a map that presents some innovations or "features." These could be various events affecting game development, new techniques, combinations of buildings, and so on. "Features" allow for the implementation of the game's plot, bringing the designer's visions to life, and their ideas of what was missing in the game on other maps.
DESIGNER'S ALGORITHM
The first stage in designing a map is the analysis of requirements, as with any engineering task. The result of the requirements analysis should be a table of source data for the design. Filling out the source data table completes the stage of analysis and strategic planning of the map.
The second stage is the tactical planning stage. It is primarily concerned with selecting the necessary map elements and creating geographical sketches of the map.
The third stage is building the map's terrain by placing map elements in the required "geographical nodes." At this stage, the map acquires a visible appearance.
The fourth stage is calculating distances, adjusting speeds, calculating resources, and the geographical finishing of the map. This process involves "step-by-step testing" of the map.
The fifth stage is global testing of the map.