How do you map?
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Title says it all. Give four or more steps for clarity.
Basic tile idea / formation.
Add some objects as a main gameplay mechanic.
Add secondary mechanic.
Add goal to the map; playtest.
Add extra flare to the looks. Final step.
Basic tile idea / formation.
Add some objects as a main gameplay mechanic.
Add secondary mechanic.
Add goal to the map; playtest.
Add extra flare to the looks. Final step.

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I start off with building tiles. Where I build tiles is important, I like to focus on a single enemy, so as the tileset should provide the gameplay for it.
In this map, I will make the tileset to top of the map, and the focused enemy is on rockets.
First, I basically make a -not random- shape from E tiles.
Then, I place my ninja and some enemies.
I make tiles better.
I add gold to map and fix parts that is not good.
Adding mines and some more stuff that I see it's missing.
More changes and playtest.
Done!
In this map, I will make the tileset to top of the map, and the focused enemy is on rockets.
First, I basically make a -not random- shape from E tiles.
Then, I place my ninja and some enemies.
I make tiles better.
I add gold to map and fix parts that is not good.
Adding mines and some more stuff that I see it's missing.
More changes and playtest.
Done!

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I really dislike the idea of making maps from random E-tile shapes. It gives your maps no purpose.

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why?lord_day wrote:I really dislike the idea of making maps from random E-tile shapes. It gives your maps no purpose.
also...
draw a great big circle....
add the eyes....
make a great big smile....
and suprise!
IT'S KIRBY!
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These are my steps, although sometimes it varies a /lot/.
1. CONCEPTAGENESS.
It always starts with the idea. I'll get then from anything: some random photo, something I found lying on the side of the road, a random line from IRC, a song, whatever.
2. TILESETAGENESS BEGINNINGAGENESS.
I just fool around until I make some interesting tile shape, then I usually end up only using half of it or copy pasting it all weird and then editing that or whatever.
3. OBJECTAGENESS.
I do this more over the full course of the map, but it starts around here. I generally start by messing around with just a few enemies and a ninja until I find something I like. I'll usually make a few tileset edits for gameplay purposes, but nothing huge.
4. EXPANDINGAGENESS
I usually just start with a small section of the tiles and find some nice gameplay on it, so from here on is when I start expandin' some stuff and yeah. It just winds out of control from here, and that's how I like it. :3
5. Tab + Q
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
This actually happens really often. ._.
If it does happen, I generally just try to rebuild it from memory, and usually end up having it changed a lot then making it around a whole different concept or something major like that. Some other time I'll try to rebuild something similar from the original concept, and that spins in to it's own map. :3
1. CONCEPTAGENESS.
It always starts with the idea. I'll get then from anything: some random photo, something I found lying on the side of the road, a random line from IRC, a song, whatever.
2. TILESETAGENESS BEGINNINGAGENESS.
I just fool around until I make some interesting tile shape, then I usually end up only using half of it or copy pasting it all weird and then editing that or whatever.
3. OBJECTAGENESS.
I do this more over the full course of the map, but it starts around here. I generally start by messing around with just a few enemies and a ninja until I find something I like. I'll usually make a few tileset edits for gameplay purposes, but nothing huge.
4. EXPANDINGAGENESS
I usually just start with a small section of the tiles and find some nice gameplay on it, so from here on is when I start expandin' some stuff and yeah. It just winds out of control from here, and that's how I like it. :3
5. Tab + Q
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
This actually happens really often. ._.
If it does happen, I generally just try to rebuild it from memory, and usually end up having it changed a lot then making it around a whole different concept or something major like that. Some other time I'll try to rebuild something similar from the original concept, and that spins in to it's own map. :3

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I do all my maps differently! Here's one:
step 1 - lay out a vague sort of idea thing
step 2 - completely abandon that idea because it sucks, and play around with tiles for a while
step 3 - lay down some objects with a general idea of how the gameplay is gonna turn out
step 4 - this is when i'd normally refine the objects and gameplay, make the tileset all prettylike, and try and come up with a name. But this map is unfinished
step 1 - lay out a vague sort of idea thing
step 2 - completely abandon that idea because it sucks, and play around with tiles for a while
step 3 - lay down some objects with a general idea of how the gameplay is gonna turn out
step 4 - this is when i'd normally refine the objects and gameplay, make the tileset all prettylike, and try and come up with a name. But this map is unfinished
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Posts from the old forums: 11,194mintnut wrote:Oh my life, STRAP ON A PAIR! Get over it, make better maps, innit?
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One of two ways.
1: Translate an idea into Ned, tweak when necessary.
2: Doodle in Ned, see if anything cool happens. If yes, proceed to map.
This is actually a wider spectrum than you might think, depending on how clear an idea I have going into mapping. Sometimes I just think of a title and make a map loosely based on that idea, and other times I've got mechanics thought out and just need to make them work. Doodling is never just E-tiles. I doodle pretty intricately.
Tiles always come first, but I usually build a map in several sessions of adding tiles and then objects, playtesting along the way. This is why mapping is often a painfully slow process for me.
To give the obligatory smart-ass answer, I make maps with Ned. I think it would be a bit hard to do it any other way, unless you learn Python, but this is deep magic.
1: Translate an idea into Ned, tweak when necessary.
2: Doodle in Ned, see if anything cool happens. If yes, proceed to map.
This is actually a wider spectrum than you might think, depending on how clear an idea I have going into mapping. Sometimes I just think of a title and make a map loosely based on that idea, and other times I've got mechanics thought out and just need to make them work. Doodling is never just E-tiles. I doodle pretty intricately.
Tiles always come first, but I usually build a map in several sessions of adding tiles and then objects, playtesting along the way. This is why mapping is often a painfully slow process for me.
To give the obligatory smart-ass answer, I make maps with Ned. I think it would be a bit hard to do it any other way, unless you learn Python, but this is deep magic.
- Secretariat Ain't Got Nuthin' On This Shit
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This one.Pheidippides wrote:One of two ways.
1: Translate an idea into Ned, tweak when necessary.
2: Doodle in Ned, see if anything cool happens. If yes, proceed to map.
This is actually a wider spectrum than you might think, depending on how clear an idea I have going into mapping. Sometimes I just think of a title and make a map loosely based on that idea, and other times I've got mechanics thought out and just need to make them work. Doodling is never just E-tiles. I doodle pretty intricately.
Tiles always come first, but I usually build a map in several sessions of adding tiles and then objects, playtesting along the way. This is why mapping is often a painfully slow process for me.

Posts from the old forums: 11,194mintnut wrote:Oh my life, STRAP ON A PAIR! Get over it, make better maps, innit?
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I made one or two badass tilesets in Python.Pheidippides wrote:unless you learn Python, but this is deep magic.

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Same.Pheidippides wrote:One of two ways.
1: Translate an idea into Ned, tweak when necessary.
2: Doodle in Ned, see if anything cool happens. If yes, proceed to map.
This is actually a wider spectrum than you might think, depending on how clear an idea I have going into mapping. Sometimes I just think of a title and make a map loosely based on that idea, and other times I've got mechanics thought out and just need to make them work. Doodling is never just E-tiles. I doodle pretty intricately.
Tiles always come first, but I usually build a map in several sessions of adding tiles and then objects, playtesting along the way. This is why mapping is often a painfully slow process for me.
To give the obligatory smart-ass answer, I make maps with Ned. I think it would be a bit hard to do it any other way, unless you learn Python, but this is deep magic.
And radium, your music gave me a headache :|

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Same for me, but emphasis on the bolded text.Pheidippides wrote:One of two ways.
1: Translate an idea into Ned, tweak when necessary.
2: Doodle in Ned, see if anything cool happens. If yes, proceed to map.
This is actually a wider spectrum than you might think, depending on how clear an idea I have going into mapping. Sometimes I just think of a title and make a map loosely based on that idea, and other times I've got mechanics thought out and just need to make them work. Doodling is never just E-tiles. I doodle pretty intricately.
Tiles always come first, but I usually build a map in several sessions of adding tiles and then objects, playtesting along the way. This is why mapping is often a painfully slow process for me.
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HMM. I basically never do that. I do all my tiles. Add objects. Playtest. Drastically change tiles. Tweak objects. Playtest. Done.Avarin wrote:Same for me, but emphasis on the bolded text.Pheidippides wrote:One of two ways.
Tiles always come first, but I usually build a map in several sessions of adding tiles and then objects, playtesting along the way. This is why mapping is often a painfully slow process for me.
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