- Joined
- Apr 13, 2007
- Messages
- 240
Aesthetics
Version 3.6
Contents
Text
Names
Colors
2D art
Mapping tips
Suggested reading
I've seen a very number of maps while playing online and I also downloaded a lot to test and play and found out that even the "9.0 Gold series" type of maps can contain little mistakes like ugly, uninformative tooltips etc...
...and I got a lot of help from a lot of members of the Hive. One way to give it back to the community is not to help who helped me, but help who need help...
..so I collected (in myself) some tips for mapmakers on how to "polish" their maps by making them more... aesthetical. I'm not a pro map maker, in fact I don't have any released maps, but I have some kind of "sense of beauty". This makes me to notice small things that are easy to miss by mapmakers while they are in the middle of the toughest JASS coding or terraining. So please don't say "Why must I listen to a n00b?", although you can know a lot of things listed under, you might find some of them useful. If only one person finds one information of this tutorial useful, I'm satisfied (although I worked several hours on it, especially on collecting the suggested readings...)
Note: I didn't want the text to be crammed with links.
I collected all the needed (and more) useful links at the end. (So if I mention something that must be linked, just scroll down.)
Let's start!
Text
General
Don't write all your text with capital letters. It means that you are shouting, and it can make people angry.
Example:
(Click the image for a larger resolution)
Try to compose as clearly as possible, and equally clear in every part of the map. Avoid filling usual places like the the map description, quests, etc... with information that is only important to you.
Example:
(Click the image for a larger resolution)
Try to avoid ANY grammatical and spelling mistakes, they can ruin the feeling, especially in places that can be seen many times during gameplay, like quests in an RPG, or hero names, messages etc...
Example:
(Click the image for a larger resolution)
Don't use adult content (like vulgarity). It may hurt somebody. If you REALLY want to, indicate it.
~No example, adult content may violate children and I think it's self explanatory~
Don't use too intellectual expressions, even if you understand them , others may not. Also, don't be too coarse. Try to always be on the same level (unless if it's a way to express a character, for example a Big Bad Boss in an RPG).
Example:
(Click the image for a larger resolution)
Don't use leetspeak, unless it's a feature. I personally like it, but a lot of peple do not. 13375|*34|< (4|\| 83 4 |)15(0L||2491|\|9 |*|-|4(7.
Example:
Names
Try to add names that express the named unit/building/whatever's affiliation. For example, don't give the "Sarah McDonald" name to an Undead hero, or Gro'uk Warhammer to a Blood Elven one. If you really need a name and have no idea, you can use RDZ's Name Generator or Google.
Try to add the same types of names to the units of the same race. For example, if you give Human heroes a first and last name too, give that to all of them. It's weird to see names like "General Frederick Proudmoore The Great" and "Jo" in the same map (not in every case - you can use it as a feature to express a difference between a landlord and a poor peasant).
Example:
(Click the image for a larger resolution)
Although this is nearly impossible, (due to the huge quantity of fantasy stuff on the Web), try to be unique. We don't want to see another AOS hero named "Pudge".
Tooltips
Be as informative and as short as you can (preferably informative) in the short tooltips (you know, that one that pops up when you select a learned spell, for example). In the long tooltips, (that ones that pops up when learning a hero skill) you can write a novel or write additional exact functional information like a spell's range. Don't write all the information on the short tooltip.
Example:
(Click the image for a larger resolution)
Additional Naming Information: There are two ways to name a unit/building: the functional way, or the atmospherical one. For example, in a creep-wars type map, you can give names like "Creep Sender Building" and "Target Point", but you can also give names like "Barracks" or "Gate of Last Hope" to increase the atmospherical feeling. No matter what way you choose, but keep it in mind and use the same way in EVERY part of the map, from item names to error messages.
You can also follow a theme like the Blizzard one, for example:
"Damage: Moderate"
or a little bit more atmosperical:
"Deals moderate damage."
or the "math geek stlye":
"Damage: 235 per second"
or a little bit less matematical:
"Damage: 200++"
Colors
Text colors
Use one color for one purpose. For example: white for exact information, yellow for atmospherical text (like an item's history), green for hotkeys, gray for data types (like these: "Strength:" or "Range:"), and red for urgent information like: "Orb effects do not stack" or error messages.
Sometimes less is more, don't use every color of the rainbow (or gradient text), even if they look good and colorful, they make the text heavier to read. More than 3-4 colors in a single tooltip is... a pain-in-the-ass to memorize.
Example:
(Click the image for a larger resolution)
Unit/building/doodad color
Use team color for every player-controlled unit. (In other words, don't use custom models that lack of team color.)
Use the same color theme for everything in the same place. I mean, if you want to create a darky atmosphere, don't just use fog/weather effects. Tint the doodad/unit color (customizing the doodad/unit properties, or with triggers, it's up to you), use nearly the same amount of brightness. It's weird to see shining white Wall Low doodads in an Undead city.
2D art
When designing a custom icon for a custom thing (ability, item etc.), keep in mind that you don't need to be exact, just sybolical. For example, don't use the picture "doctor heals a patient" for a healing spell. Use your imagination. An icon with a single ray of light, like in the Paladin ability Resurrection, is enough, just make sure the player associates the right way.
Don't use 512*512 textures, they takes 4 times the space than 256*256 ones, but they don't give much more detail. (Especially in low graphics settings. Keep in mind that your map's user might use a two times older computer than yours.) A good tactics is to work on a 512*512 picture, and when you are finished, resize it (but not with mspaint, that sucks
Don't use floating text, it's UGLY(and has limitations). There is a far more beautiful solution: PitzerMike's TextSplat Library. (attention: little JASS knowledge needed)
3D art
Must be mentioned, but it's not my business. There are far more skilled terrainers/modelers who already submitted great tutorials. Look for the Suggested Readings below.
Mapping tips
Pay attention to pathing. Use custom pathing maps and/or pathing blocker(s) if necessary.
Example:
(Click the image for a larger resolution)
Sometimes you can/must sacrifice beauty to greatly decrease map size. For further information, look at Suggested Readings below.
If you are using custom models, try to collect/make them in the same quality and detail. Don't use crap-looking heroes with photo-realistic doodads. As in a lot of aspects of the map, try to set and hold a level of quality.
Don't let the user to get bored. If he/she must wait (for example at the beginning of the map when the host chooses settings), let the game begin when everyone is ready. In other words, don't use minimum time to let the player choose something...
... but use maximum time to avoid leavers, laggers or veeeery slooooooooow and lazy men/women.
Try to be as simple as you can. Other players can have less amount of IQ than you.
Don't hurt beginners with messages like "This map is for pr0z! No n00bz!" or "You know what to do. No advices." They DO NOT know. If you plan a leet version of the map, plan a noob version also (and combine them in one map - this way, you will hjave a map for everyone = more popularity).
Example:
(Click the image for a larger resolution)
Always be informative when telling the user what to do in the beginning of the map.
Keep in mind that a lot kinds of people will use your map, from the noobest noob to the leetest leet.
If you are doing a massively multiplayer map like a Hero Line War or a Towerwar, - although it can be tough - make a single-player mode to let players practice. This sometimes can mean triggered computer hero/unit AI, triggered research/upgrade/item computer AI, but it's worth the effort (and you can find excellent tutorials about that). Noobs will be more likely to play your map - and become pros in one day, widening the playing circle.
Example:
(Click the image for a larger resolution)
ALWAYS avoid leaks. Use Leak Check.
If you want a complex item equip/attack detect/assistance/whatever system but have no idea... implement someone's submitted one AND GIVE CREDIT AND REP TO HIM/HER! There are cool, nearly perfect and user-friendly systems free to use.
Pay attention to sound sets. If you use a model for a custom unit, for example you use Jaina's model for a Sorceress, also change the unit's sound set to Jaina's. A Dreadlord saying "Work, work, work"(Orc Peon sound) ruins the atmosphere.
I highly recommend to read further to extend your knowledge about mapping tricks and stuff (beyond this tutorial).
Suggested reading:
ShadowyFear's 17 Steps to Greatness
SD_Ryoko's TD Creation tutorial
SD_Ryoko's Pathing Maps tutorial
Archian's Unit Attachments tutorial
HernanG's Elven Forest Tutorial
Archian's World Editor Doodad & Destructibles Hints
Ralle's World Editor Tips&Tricks
VG's Do-s and Don't-s of Map Making
Heero's Map Resizing Tutorial
Useful tools:
Im_On_56k's Leak Check
The Rao Dao Zao Name Manipulator
PitzerMike's TextSplat Library
(the unlinked readings can not be found at the moment, mainly because they're deleted or their site is down.)
Credits:
All the host sites of the linked tutorials above, for the tutorials of course.
Wolverabid for leading me into the wonderful community of the Hive and drawing Leak Check to my attention.
Many Hive members who helped me so much that I felt I must also help someone.
Special thanks to Vile for creating a wonderful map (Age of Myth). It is so perfect that I could use it as a good example.
Please report in you found an error.
Also, suggestions/comments are welcome.
Thanks for your attention, and good luck in mapmaking!
Katu
Back to top
Version 3.6
Contents
Text
Names
Colors
2D art
Mapping tips
Suggested reading
I've seen a very number of maps while playing online and I also downloaded a lot to test and play and found out that even the "9.0 Gold series" type of maps can contain little mistakes like ugly, uninformative tooltips etc...
...and I got a lot of help from a lot of members of the Hive. One way to give it back to the community is not to help who helped me, but help who need help...
..so I collected (in myself) some tips for mapmakers on how to "polish" their maps by making them more... aesthetical. I'm not a pro map maker, in fact I don't have any released maps, but I have some kind of "sense of beauty". This makes me to notice small things that are easy to miss by mapmakers while they are in the middle of the toughest JASS coding or terraining. So please don't say "Why must I listen to a n00b?", although you can know a lot of things listed under, you might find some of them useful. If only one person finds one information of this tutorial useful, I'm satisfied (although I worked several hours on it, especially on collecting the suggested readings...)
Note: I didn't want the text to be crammed with links.
I collected all the needed (and more) useful links at the end. (So if I mention something that must be linked, just scroll down.)
Let's start!
Text
General
Don't write all your text with capital letters. It means that you are shouting, and it can make people angry.
Example:
(Click the image for a larger resolution)
Try to compose as clearly as possible, and equally clear in every part of the map. Avoid filling usual places like the the map description, quests, etc... with information that is only important to you.
Example:
(Click the image for a larger resolution)
Try to avoid ANY grammatical and spelling mistakes, they can ruin the feeling, especially in places that can be seen many times during gameplay, like quests in an RPG, or hero names, messages etc...
Example:
(Click the image for a larger resolution)
Don't use adult content (like vulgarity). It may hurt somebody. If you REALLY want to, indicate it.
~No example, adult content may violate children and I think it's self explanatory~
Don't use too intellectual expressions, even if you understand them , others may not. Also, don't be too coarse. Try to always be on the same level (unless if it's a way to express a character, for example a Big Bad Boss in an RPG).
Example:
(Click the image for a larger resolution)
Don't use leetspeak, unless it's a feature. I personally like it, but a lot of peple do not. 13375|*34|< (4|\| 83 4 |)15(0L||2491|\|9 |*|-|4(7.
Example:
Names
Try to add names that express the named unit/building/whatever's affiliation. For example, don't give the "Sarah McDonald" name to an Undead hero, or Gro'uk Warhammer to a Blood Elven one. If you really need a name and have no idea, you can use RDZ's Name Generator or Google.
Try to add the same types of names to the units of the same race. For example, if you give Human heroes a first and last name too, give that to all of them. It's weird to see names like "General Frederick Proudmoore The Great" and "Jo" in the same map (not in every case - you can use it as a feature to express a difference between a landlord and a poor peasant).
Example:
(Click the image for a larger resolution)
Although this is nearly impossible, (due to the huge quantity of fantasy stuff on the Web), try to be unique. We don't want to see another AOS hero named "Pudge".
Tooltips
Be as informative and as short as you can (preferably informative) in the short tooltips (you know, that one that pops up when you select a learned spell, for example). In the long tooltips, (that ones that pops up when learning a hero skill) you can write a novel or write additional exact functional information like a spell's range. Don't write all the information on the short tooltip.
Example:
(Click the image for a larger resolution)
Additional Naming Information: There are two ways to name a unit/building: the functional way, or the atmospherical one. For example, in a creep-wars type map, you can give names like "Creep Sender Building" and "Target Point", but you can also give names like "Barracks" or "Gate of Last Hope" to increase the atmospherical feeling. No matter what way you choose, but keep it in mind and use the same way in EVERY part of the map, from item names to error messages.
You can also follow a theme like the Blizzard one, for example:
"Damage: Moderate"
or a little bit more atmosperical:
"Deals moderate damage."
or the "math geek stlye":
"Damage: 235 per second"
or a little bit less matematical:
"Damage: 200++"
Colors
Text colors
Use one color for one purpose. For example: white for exact information, yellow for atmospherical text (like an item's history), green for hotkeys, gray for data types (like these: "Strength:" or "Range:"), and red for urgent information like: "Orb effects do not stack" or error messages.
Sometimes less is more, don't use every color of the rainbow (or gradient text), even if they look good and colorful, they make the text heavier to read. More than 3-4 colors in a single tooltip is... a pain-in-the-ass to memorize.
Example:
(Click the image for a larger resolution)
Unit/building/doodad color
Use team color for every player-controlled unit. (In other words, don't use custom models that lack of team color.)
Use the same color theme for everything in the same place. I mean, if you want to create a darky atmosphere, don't just use fog/weather effects. Tint the doodad/unit color (customizing the doodad/unit properties, or with triggers, it's up to you), use nearly the same amount of brightness. It's weird to see shining white Wall Low doodads in an Undead city.
2D art
When designing a custom icon for a custom thing (ability, item etc.), keep in mind that you don't need to be exact, just sybolical. For example, don't use the picture "doctor heals a patient" for a healing spell. Use your imagination. An icon with a single ray of light, like in the Paladin ability Resurrection, is enough, just make sure the player associates the right way.
Don't use 512*512 textures, they takes 4 times the space than 256*256 ones, but they don't give much more detail. (Especially in low graphics settings. Keep in mind that your map's user might use a two times older computer than yours.) A good tactics is to work on a 512*512 picture, and when you are finished, resize it (but not with mspaint, that sucks
Don't use floating text, it's UGLY(and has limitations). There is a far more beautiful solution: PitzerMike's TextSplat Library. (attention: little JASS knowledge needed)
3D art
Must be mentioned, but it's not my business. There are far more skilled terrainers/modelers who already submitted great tutorials. Look for the Suggested Readings below.
Mapping tips
Pay attention to pathing. Use custom pathing maps and/or pathing blocker(s) if necessary.
Example:
(Click the image for a larger resolution)
Sometimes you can/must sacrifice beauty to greatly decrease map size. For further information, look at Suggested Readings below.
If you are using custom models, try to collect/make them in the same quality and detail. Don't use crap-looking heroes with photo-realistic doodads. As in a lot of aspects of the map, try to set and hold a level of quality.
Don't let the user to get bored. If he/she must wait (for example at the beginning of the map when the host chooses settings), let the game begin when everyone is ready. In other words, don't use minimum time to let the player choose something...
... but use maximum time to avoid leavers, laggers or veeeery slooooooooow and lazy men/women.
Try to be as simple as you can. Other players can have less amount of IQ than you.
Don't hurt beginners with messages like "This map is for pr0z! No n00bz!" or "You know what to do. No advices." They DO NOT know. If you plan a leet version of the map, plan a noob version also (and combine them in one map - this way, you will hjave a map for everyone = more popularity).
Example:
(Click the image for a larger resolution)
Always be informative when telling the user what to do in the beginning of the map.
Keep in mind that a lot kinds of people will use your map, from the noobest noob to the leetest leet.
If you are doing a massively multiplayer map like a Hero Line War or a Towerwar, - although it can be tough - make a single-player mode to let players practice. This sometimes can mean triggered computer hero/unit AI, triggered research/upgrade/item computer AI, but it's worth the effort (and you can find excellent tutorials about that). Noobs will be more likely to play your map - and become pros in one day, widening the playing circle.
Example:
(Click the image for a larger resolution)
ALWAYS avoid leaks. Use Leak Check.
If you want a complex item equip/attack detect/assistance/whatever system but have no idea... implement someone's submitted one AND GIVE CREDIT AND REP TO HIM/HER! There are cool, nearly perfect and user-friendly systems free to use.
Pay attention to sound sets. If you use a model for a custom unit, for example you use Jaina's model for a Sorceress, also change the unit's sound set to Jaina's. A Dreadlord saying "Work, work, work"(Orc Peon sound) ruins the atmosphere.
I highly recommend to read further to extend your knowledge about mapping tricks and stuff (beyond this tutorial).
Suggested reading:
ShadowyFear's 17 Steps to Greatness
SD_Ryoko's TD Creation tutorial
SD_Ryoko's Pathing Maps tutorial
Archian's Unit Attachments tutorial
HernanG's Elven Forest Tutorial
Archian's World Editor Doodad & Destructibles Hints
Ralle's World Editor Tips&Tricks
VG's Do-s and Don't-s of Map Making
Heero's Map Resizing Tutorial
Useful tools:
Im_On_56k's Leak Check
The Rao Dao Zao Name Manipulator
PitzerMike's TextSplat Library
(the unlinked readings can not be found at the moment, mainly because they're deleted or their site is down.)
Credits:
All the host sites of the linked tutorials above, for the tutorials of course.
Wolverabid for leading me into the wonderful community of the Hive and drawing Leak Check to my attention.
Many Hive members who helped me so much that I felt I must also help someone.
Special thanks to Vile for creating a wonderful map (Age of Myth). It is so perfect that I could use it as a good example.
Please report in you found an error.
Also, suggestions/comments are welcome.
Thanks for your attention, and good luck in mapmaking!
Katu
My userbars | My Aesthetics tutorial
I'm currently working on:
an Age of Empires 2 Total Conversion mod
Vote for the Hive!
I'm currently working on:
an Age of Empires 2 Total Conversion mod
Vote for the Hive!
Back to top
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