Maps - Painting a Picture

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Mad Russian
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Joined: Sat Mar 15, 2008 9:29 pm
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Maps - Painting a Picture

Post by Mad Russian »

When you create a map for a game you are an artist. Some artists are better than others.

Don't worry that your map may not have the most attractive graphics. Functional is much better than pretty. Just do your best.

There are some basics to map making that can help you come out with a functional map.

Think about how nature orders itself and use that as a guide.

Notice how:
- the tops of hills often have trees on them.
- the edge of the forest isn't as thick.
- there are shallow depressions and slight rises even in areas of 'flat' ground.
- there is a flood plain attached to all moving bodies of water. This is because in the spring or times of high water the banks of a stream don't contain all the water. For those few times a year when they don't the water washes soil away. It's not a constant action so it's less pronounced than the stream banks themselves. Put this flood plain in your maps. They are a very important part of the terrain.
- the higher up a hill mass the more rugged/rocky it gets.
- overlay your terrain with the road net. Try to get the road net as exacting as you can.

These are all things that can add to the look and feel of your map.

Once you have your map completed and you start to put forces on it you may well get one of those "AH" moments when you begin to see why a battle was fought on the ground you are depicting.

The map is the single most important piece of the scenario puzzle. It's where everything else sits.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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