Skip to content

Map Design

clintbellanger edited this page Sep 18, 2014 · 2 revisions

Building maps in Tiled

My basic workflow and some tips along the way.

  • Copy the [tileset]_template.tmx file, paste it in the same folder under a new map name
  • Must be in the same folder as the template if you're using Autotile
  • Edit in Tiled. Tab over to the set_rules Tileset and switch to the layer named automap.
  • Fill the automap layer with the black Void tile.
  • Draw the outline/perimeter of the map using the grey Wall tile
  • Fill in the walkable areas with the green Floor tile
  • The blue Pit tile is used to draw pits or watery areas, based on the tile set.
  • When the automap layer looks how you want it, click Map - Automap to apply.
  • Hide the automap and collision layer. See how the level turned out
  • In Tiled you can set the background black and hide the grid to see how it would look in the Flare engine
  • Some 1px wide tile combinations are not supported. Make these areas wider and Automap again.
  • Do any remaining cleanup of the overall map shape. Once we like it, we won't use Automap again.
  • Add variety. Fix boring straight walls or repeated patterns.
  • When the overall map shape is complete, delete the automap layer.
  • Add variety to the floors and walls
  • Use empty map areas as a working palette. Paint tiles into sets and copy/paste those sets as brushes.
  • Some tiles that look like 16 variations are a 4x4 tile pattern. Make a 4x4 paint brush and fill bucket to add variety to grass, cave floor, and open water.
  • For dungeon floors, mix a palette of clean, tiled, and broken floors. Paint with a random brush/bucket.
  • Know all the variety in a tile set, and mix it thoroughly into the map.
  • Paint the collision layer for obstacles added in the object layer
  • Change the map properties. Name the map and set the right background music.
  • Add event layers and rig exits
  • Export as Flare map, test in Flare engine
  • Add npc, enemy layers if needed
  • Tweak endlessly

The big key is knowing what makes a map fun in the Flare engine, and what will make a good map for the Empyrean campaign.

Good maps have a memorable landmark or unique use of a tile set. If nothing interesting happens or is located in a map, players won't remember it -- and then they'll get lost when they need to go that direction again. If we had endless art talent at our disposal, we'd create actual unique models to feature in many maps. For this game we'll make creative use of the generic tile sets.

In Empyrean Act I, maps don't need to make logical real world sense. Rivers don't need to go anywhere in particular. Peaceful maps can connect to hazardous ones without any explanation. We'll gladly sacrifice realism for a design that fits the game's atmosphere and features some good action (e.g. there's no road out of Tristram in Diablo 1).

Hand placed monsters often feel better than random ones, because it's easier to control the encounter design (I need a different guide for that). Combating through a corridor feels better than easily skippable enemies in a large open area. But sometimes do mix in open areas; some people will skip and feel sneaky, others will clear and farm and feel accomplished.

Use side passages and entire side maps to reward explorers. Dead ends should have treasure, lore info, an environmental story, something like that. A long side quest should end in a one-way warpstone that puts the hero somewhere useful. I'll make this warpstone art.

There are going to be 3 large temples in the main quest. These will feature more traps and puzzles and weird rooms (the dungeon tile set is more flexbile).

I'm looking for people to help create maps. We'll create sketches and requirements for the maps along the main quest line. But we'll have plenty of room for side quest maps, and interesting rooms/features we can add to maps.

You won't be working on an official game map unless I (Clint) have assigned it to you. Contact me ([email protected]) if you're interested in working on maps in any way. Share your map ideas in the Map Ideas wiki page.

Map and area ideas

Clone this wiki locally