User Guide
EIGHTEEN STEPS TO
CREATING A
MULTIPLAYER MAP
World Builder is a deep and sophisticated tool that you can use to create dynamic multiplayer maps. While
our in-house designers have been using and perfecting this tool for years, you can begin right away to create
exciting maps of your own by following these eighteen steps.
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Skirmish maps are created from completed multiplayer maps. By adding a few elements to your finished
multiplayer map, you can create a good Skirmish map. For more information,
➤
A Few Extra Steps for
Skirmish Maps on p. 40.
CARDINAL RULES FOR MULTIPLAYER MAPS
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Space is key. Make as much space as possible between base areas and in the base areas. Lacking
sufficient space, the Skirmish AI can place buildings in odd places.
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For each player, try to make $60,000 in resources, which is two supply piles of standard size. A single oil
derrick is an optional addition, and, if used, it should be a goal to reach near the player’s base.
Refineries tend to be destroyed if they are captured by a side.
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Avoid using lots of civilians in multiplayer maps. They slow frame rate and get in the way of the fun. If
you must use them, do so in limited numbers. A total of six civilians on a looping waypoint path is
usually sufficient.
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Maximum multiplayer map sizes. While it’s possible to exceed these map sizes, you should have good
reasons to do so. For two-player maps, the max size should be 250 x 250 tiles. For four to six players,
350 x 350. Eight player maps should not exceed 450 x 450. If you make a map larger than 400 x 400,
you should have a clear reason for doing so.
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Keep 70 tiles (700 feet) of space beyond the map perimeter on each side of your map. This overflow area
serves as a staging area and a workspace for terrain features that flow into the map.
EIGHTEEN STEPS FOR MULTIPLAYER MAPS
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During the course of development, you may discover problems with your map that defy resolution. For
more information,
➤
Debugging on p. 75.
1. Decide the map layout. Before you begin, you should have a good idea of what you’re trying to develop
in your map. What will it look like? What is the basic topography? Are there any distinctive features to
the map? Is there a general slope to the map? Is it in an arid climate? Or is there snow on the ground?
What time of day will the battle take place? How many sides will participate? A design decision is a
commitment, and making more decisions at the beginning of development can streamline the process of
finishing the map. For more information,
➤
Laying Out a Map on p. 30.
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You should have a good idea of the design unknowns, too. Try to resolve them as soon as you can during
development. Use the SAVE AS… feature to experiment with those unknowns.
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For information on changing the settings for your map,
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Map Environmental Settings on p. 9 and
➤
Map
Settings on p. 10.
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You can change the background texture of your map using the Flood Fill tool. For more information,
➤
Flood Fill on p. 24.
2. Prototype your map. When you’re deciding your layout, you may choose to sketch your ideas on paper.
To flesh out your ideas in the map, follow a top-down approach. Figure out the largest features of the
map, such as lakes, mountain ranges, valleys, cities, and rivers. Also, you should have a basic idea of
where you want the various sides to build their bases. Decide their location and begin using the tools in
the order described in the following steps.
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For a good example of an initial sketch prepared in an art tool,
➤
Appendix A: A Good Initial Sketch on p. 85.
EA TIP: You can essentially create a graph paper overlay for your map. In the View menu,
turn ON Show Wireframe 3D View and Show from Top Down View. The displayed squares are
10 scaled feet on each side.
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