Map design
From GenieWiki
Map design is a term used to describe the craft of making a map from various terrain elements and units, the use of triggers and/or other tricks which enhance the visual appeal. It also includes aspects like planning the map, geographic and historical accuracy, atmosphere and map size. The term map design focusses mainly on the visual appeal as opposed to other aspects like music, playability etc. Map design is also one of the five review criteria in scenario design. Map design may also be used by some as an overarching term to describe all scenario design, though will be used here only to denote the visual aspect.
Reviewing
In reviewing, map design is assigned rated on a 1-5 scale, along with the other four review criteria. The visual appeal is the main aspect being assessed here.
Bad map design has many signatures, and generally displays a complete lack of effort. There will be large blank areas, terrain painted clumsily and untidily (often with the largest brush), straight edges, no elevations, and a general lack of realism.
Random maps are a controversial issue. Because a random map can be generated with a single click, the use of a largely unaltered random map is a very weak effort. Some designers however, such as Ingo van Thiel, have offered support for this method, which they have used themselves. Starting with a random map and altering it beyond recognition is generally held to be okay, however many designers use a random map with little or no changes. At Age of Kings Heaven the review rating for a random map is 3, while at Age of Empires Heaven only a 2 is suggested for such an effort. The AoKH rating system does tend to give a rather generous basis for map design using this scale, though the criteria have been set in stone since the time Rasher created them, leaving little possibility of a change. Read the quoted sections below for a feel of the two systems, and how they differ.
- A random map is a 3. All a designer needs to do to score a 3 is to use a generated random map. Random maps look good, they function well and there's nothing wrong with using a random map in a scenario, but it's just average. - AoKH review guidelines
- A random map is fine if it works for the scenario but shouldn't by itself get much more than a score of 2. If a random map has been generated and then tweaked it will score higher as this shows inventiveness and adaptation, both hallmarks of good design. AoEH review guidelines
Ratings of 4 or 5 represent very good and excellent map design respectively. Mere eye candy and map tricks are not enough to score a five. Indeed, many designers will simply include tricks for the sake of it, with little thought given to realism or placement. Such features may even interfere with the gameplay, e.g. pathfinding. As such, layout, realism and ingenuity are also aspects of map design. These overlap with gameplay and balance (placement/layout), story (e.g. geographical accuracy) and creativity (new tricks/features). Like all other review criteria, map design necessarily overlaps, but also has a very strong and intuitive identity separate from these other areas.
Areas outside the players line of sight or intended field of view are not rated, and should not be treated as if they are part of the map. This means that for even a very small map, map design should still be based on the quality of the visible area.
Though a good map takes a long time to make (tens, sometimes even over a hundred hours), designers shouldn't get hung up over 'eye candy' and place incredible amounts of detail. It can add lag to the game and takes a great deal of time, and often doesn't look that impressive unless placed with a high level of skill. A mix of playability tailored terrain, good layout and planning, realism, creativity, atmosphere, visual appeal and a connection with the story are all important issues in map design, and a rating should reflect a balance of these areas.

