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Hi! Sorry but I'm going to tell you in small comments over time (working atm)
First I usually decide where to put the starting points, based on what kind of symmetry I want,
and where to put the natural expansion, along with what kind of pathing I want to it
I see.. then try:
Decide roughly where you want your starting points, and then start giving the map some kind of shape (you can start an empty map with shallow water and then start raising where you want, or feel there should be some kind of neutral building; or you can start a standard height map and do the borders with cliffs).
These are basic and kinda random things you can do if you don't have a specific idea or theme for your map, but help a Lot giving some kind of inspiration or thought about what should be where on the map (I did this with rivendale for example).
Just try
start giving it some shape, if you like it then good, keep going and see if you keep liking it still, otherwhise try again, until you find it satisfying enough
This is a basic starting position layout: a mine, the starting point, enough trees (the darker part in the picture), and 2 geberic paths to reach the base; these 2 paths can be separated by something like a tree wall (something like the picture) or can have bigger obstacles in between them (maybe you want that part of the map to be a cliff making the connection between the paths much further away).
These paths are the direct entrances to your base, but you can make it possible to reach them through multiple different ways, depending on your map layout https://www.hiveworkshop.com/media/20171024_213944.118097/full
Also the base needs some other things on terms of space and pathing.
You need the treeline to be at a distance from the main building to allow humans to wall the base off with farms, altar and barracks (Main is the X, the 2 smaller black squares are the farms, then there are the barracks/altar B/A).
You also neee enough room for undead to be able to close their mine with double ziggurat + graveyard/shop/altar + graveyard/shop/altar
(ziggurats are the bigger black squares, then you have the 2 buildings near the mine G and A)
It'd be also good to have enough room for a t2 building inside the walloff, and outside of it, in front of the main building. But! there should also be enough room in front of the base so that the enemy can have _some_ flexibility and space to manouver.
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First I usually decide where to put the starting points, based on what kind of symmetry I want,
and where to put the natural expansion, along with what kind of pathing I want to it