I've been asking myself this question recently more and more, especially as I've been going through and updating my personal map database with new maps around the site. I'm really curious how other map designers go about designing their maps; what their process is, where their ideas originate, what part of the map they focus on designing first, etc.
Since I'm asking I'll give my own example. When I first started jumping into what I thought was balanced map design over 10 years ago (holy wow that's a long time ago... also those maps were not balanced at all) the main focus for me was some thematic visual. For example, my first map was Sea Arch, designed around, you guessed it, a sea arch. Other maps that followed almost all had some kind of visual I was going for; a crossroads, a waterfall, a blind hill (because I was taking my driver's test at the time), etc.
(Sea Arch for reference. Ah, those good ol' days when I thought this was totally BoV worthy... The memory makes me smile and cringe all at once.)
Nowadays, my design process has totally changed. While I'll still often have some kind of visual that I'm shooting for (October being my most visually-driven map that I've done in the past while), I've got two larger focal points that drive me when designing. The first and main one is all about the pathing and flow of the map. I go in thinking how I want units to traverse the map, where the action should be taking place, and what decisions players will have to make while developing (along with how easily they can recover with alternate paths).
The second focus I have is the zones on the map, which I feel is in a similar vein to pathing. I try to figure out how the map is sectioned out, where points of interest (height/glyphs/speed lanes) are at, how they're connected/where they're split, and try to find a balance so that each zone can give a usable advantage without being a single power play to victory.
More and more lately I've also been sketching out maps before breaking out the tiles, though the sketches are just me jotting down how I want the paths/zones to fall out, rather than drawing a magnificent lava flow in the shape of an X. I do really enjoy trying to piece maps together with these focuses a lot, and I feel like it gives me something of a style that I like (though I do sometimes worry that a lot of my maps feel samey, as I'm a fan of the ( 8 ) pathing structures (does that make sense to anyone else?)). I also do try to go for an atmospheric "feel" of a map (like my calendar series), but that's less of a focus for me on the whole lately. (I've always struggled with the aesthetics that master map makers just seem to pop out.)
(For funsies, here's an example sketch that I made when starting work on August.)
So, what about you? How do you design your maps?
Since I'm asking I'll give my own example. When I first started jumping into what I thought was balanced map design over 10 years ago (holy wow that's a long time ago... also those maps were not balanced at all) the main focus for me was some thematic visual. For example, my first map was Sea Arch, designed around, you guessed it, a sea arch. Other maps that followed almost all had some kind of visual I was going for; a crossroads, a waterfall, a blind hill (because I was taking my driver's test at the time), etc.
(Sea Arch for reference. Ah, those good ol' days when I thought this was totally BoV worthy... The memory makes me smile and cringe all at once.)
Nowadays, my design process has totally changed. While I'll still often have some kind of visual that I'm shooting for (October being my most visually-driven map that I've done in the past while), I've got two larger focal points that drive me when designing. The first and main one is all about the pathing and flow of the map. I go in thinking how I want units to traverse the map, where the action should be taking place, and what decisions players will have to make while developing (along with how easily they can recover with alternate paths).
The second focus I have is the zones on the map, which I feel is in a similar vein to pathing. I try to figure out how the map is sectioned out, where points of interest (height/glyphs/speed lanes) are at, how they're connected/where they're split, and try to find a balance so that each zone can give a usable advantage without being a single power play to victory.
More and more lately I've also been sketching out maps before breaking out the tiles, though the sketches are just me jotting down how I want the paths/zones to fall out, rather than drawing a magnificent lava flow in the shape of an X. I do really enjoy trying to piece maps together with these focuses a lot, and I feel like it gives me something of a style that I like (though I do sometimes worry that a lot of my maps feel samey, as I'm a fan of the ( 8 ) pathing structures (does that make sense to anyone else?)). I also do try to go for an atmospheric "feel" of a map (like my calendar series), but that's less of a focus for me on the whole lately. (I've always struggled with the aesthetics that master map makers just seem to pop out.)
(For funsies, here's an example sketch that I made when starting work on August.)
So, what about you? How do you design your maps?
Last edited: