Overview
Let’s face it. The majority of maps in the workshop suck… Why? Well, most of them feature little creativity, lack-luster design, poor implementation of game elements, and little unity/uniformity as a whole. If this is you then I highly encourage you to explore this guide. Here, I am going to be discussing with you a variety of techniques to improve upon your builds. We’ll cover the basics and some minor details later on.
Introduction
I appreciate you coming to this guide as I offer many tips and tricks to help you make better maps, but who exactly am I? Well, I am SinnySaurus a creative and unique level designer in the Workshop, I’ve created many different maps featuring a variety of themes and ideas, from city skyscrapers, erupting volcanoes, to snake-infested caverns. If you wish to see for yourself then you can view my maps here:
[link]Uniformity
Let’s start by addressing the most apparent issue… uniformity. What I mean by this is to keep your level design visually navigational and not unnecessarily clutter and unaligned. Too often maps have little visual uniformity and stuff is just all over the place and uneven. Please note that this does not mean that every build has to be symmetrical, but it does mean that you should take time in making sure matching elements are even and uniform. Here’s an example of what I mean.
In this photo, we see a bunch of platforms that is somewhat resembling a destructible ground, but it is very uneven and has just been slapped on to the screen. The map will be infinitely better and more appealing once we straighten these platforms out.
Now that we’ve fixed this issue it looks a lot better. Putting effort into your maps like this already will set you ahead and show effort and expertise put into your designs. This is more of the tedious parts of map-making and can take a while to get stuff aligned. However, there are two tools you can use to align objects and mirror them.
First, you can use the mirror position tool to mirror an identical copy of anything you place or make on the map. First, click on Mirror Pos to activate it and then place/create anything and it will mirror it to the other side of the screen.
Additionally, you can use the snap tool to help align certain objects such as platforms. First, click on Snap to activate it and then go to place something multiple times. (Do note that this feature is a little buggy and does not work in all circumstances so you will have to fiddle with it)
Theme and Map Idea
Thinking of an explicit idea of what your map should be, can be tough. While not all maps have to have a specific and defined theme, I do believe that your map should have a general theme behind it. First off, the background plays a major role in defining the atmosphere and overall feel of the map. If I’m trying to make a city on my map then it doesn’t make sense to put the background as Desert. So, if you have a map idea then make sure you choose the appropriate background for it.
But what if you don’t have a map idea? Well, there are two types of maps; ones that are general and don’t feature a specific idea such as a couple of treadmills and lasers, and then maps that do feature a specific idea such as a castle or desert temple.
Non-specific
Specific
While, there’s no specific formula for concocting a map idea you can take inspiration from others, center your map idea around the background theme, and simply brainstorm ideas (this takes time). Additionally, you should consider player placement and if you want your map to be a 1 v 3, 2 v 2, or FFA style. Another important tip is to consider what the goal for the players is, most maps present a goal to the players by placing an OP weapon in a place that all the players have to race for it.
These are just a couple of guidelines to help you get the gears turning in map ideas.
Objects and Weapons
This next technique branches off of the previous ideas about uniformity and theme. This technique is about having uniformity in the theme. What I mean is to make sure your weapons and game objects fit the theme of the map. For example, if I have a castle map then I probably should not place ice and laser rifles in it, instead, I probably should include spikes and spears. In the workshop, there are too many builds that try to include every single object and element and it all just crashes together. Somethings don’t mix like ice and lasers. Point being to make sure the objects and weapons place in the map match the theme you are going for and go seamlessly with the feel.
Innovating Complex Systems
While stick fight provides a good deal of resources to create a map there are still limitations, such as infinite object generation, delayed weapon spawning, etc. This is the part where you have to get creative and use existing materials to create certain effects and objects that aren’t available for your disposal. Say you wanted to create boxes that infinitely fall, this should be impossible though because infinite object generation doesn’t exist. However, we can do a clever workaround that looks like this:
This sort of thing takes practice along with trial and error. You have to start innovating and thinking of new ways to create cool effects and taking to implementing them on your maps.
Interactive Environment
Finally one of the most important aspects of a good map is to make it interactive to the player. Making the map interactive through things such as falling objects, destructible tiles, etc. A fun way to do this is by making traps that a player can activate. For example, if a player breaks a platform it releases a set of bombs. The main message here is to make an environment that makes the player move and/or has changeable elements in it.
Uploading it
Adding a Description
Now that you’ve made your map and have uploaded it you have to add a description for it. Adding A description should consist of three parts; first what the map is about and what it features, next asking for a positive rating and/or comment, lastly providing a link to your other maps.
Adding Images
I recommend to also upload an image of in-game footage (probably afterward) and a calling card so that people can recognize that it is from you. Therefore helping you to build a reputation
Conclusion
Now, to cover every single possible aspect with a detailed and thorough explanation would take ages to do and it is honestly better to learn through practice and experience. However, I hope I have helped you to start making improvements on your map. You won’t be amazing right away but by using these techniques along with some practice, you’ll be churning out awesome maps in no-time.
If you have any questions relating to level design in your maps then please leave a question in the comment’s section and I will respond to you.