These are the basic pointers how NOT to make a StarCraft map.
1. Don't preplace too many units. Preplaced units are fine to setup starting conditions, but excessive numbers of preplaced units/structures would make the map messy and unplayable to the point where you'll have to deal with CCMU issues and even worse, break AI scripts. You're giving the player too much to control them and there are not enough Supply Depots/Overlords/Pylons to command them, or the enemy AI player has too many units that AI scripts will cease to function properly. An unmodified StarCraft engine can't handle more than 1.7k units in one map.
2. Don't overuse sound effects. Sounds were played to add dialogue, immersion and feel to the map you're playing, but excessive abuse of them can be irritating or annoying to the player playing. An example is the overabundance of custom music, or playing loud, irritating sounds nonstop with triggers that abuse the preserve trigger action.
3. Don't force-feed the player with heavy exposition. Briefings, intros and outros are fine, as long as they're short, understandable, necessary, and sensible, but making briefings unreasonably long and abusing pause/unpause triggers (especially when combined with preserve trigger action abuse) to play tedious dialogue/in-game cutscenes slows the pacing of gameplay down to a crawl. You're wasting the player's time by putting the mouse and keyboard down too much than playing. An example is in most missions of the infamous, shovelware campaign, Stellar Forces, where the briefings have small dialogue but it bogs you down with a painfully slow, crawling text.
4. Give computer players functioning AI scripts. An enemy base without an AI script will not function at all. Also, town AI scripts must be executed at the first few minutes of the game. It's so wrong when the red Protoss AI in Z10 Full Circle only activates when the Temple is destroyed (maybe Aldaris is too deaf to care). Unfortunately, Blizzard is still lazy to give mapmakers the ability to create/modify AI scripts, so you'll have to get used to Blizzard's outdated AI scripts.
5. The map has to engage the player with fairly challenging gameplay. Make it too easy, you leave the player bored and disappointed. Make it too hard, the player would be frustrated and will skip that map altogether. A bad example of this is displaying "Congratulations! You Are Victorious!" in the first few seconds of playing the map. Another bad example is facing seven active insane campaign AIs at once that you'll be overwhelmed before you establish your economy, army and defenses. If it's a campaign, then your campaign should start with some challenge then ramp it up as the player progresses through the campaign.
6. Make your map/campaign original and distinct. The StarCraft community loves remixed Blizzard campaigns with a twist as long as they're fun, challenging and replayable, but don't RECREATE the exact same campaign without any twist or originality. SC campaign remakes are already done a hundred times, at least do something very unique and original in mind.
7. Make sure Minerals and Gas geysers are placed properly and accessible to mining. Blizzard's SC campaign maps are guilty of this, there are inaccessible minerals, and the Command Center/Hatchery/Lair/Hive/Nexus town halls are placed too far from resources. Competitive mapmakers and Blizzard's SC2 campaign maps place resources properly, and you'll have to do the same to your map as well.
8. And finally, the map must be able to have at least one or more victory and defeat conditions. A map without these game-ending conditions would leave the player confused, not knowing what to do next but to manually quit the mission. You'll have to convey the player clearly if they achieve or fail their objectives, or your map will be booed because the victory/defeat screen didn't appear even though you destroyed all enemy structures and explored so much across the map.
What do you think? Do you agree to my pointers? Have you learned how to make a StarCraft UMS map? Let me know with your replies. Criticism is appreciated.
Post has been edited 2 time(s), last time on Oct 13 2022, 5:12 am by razorback9423.
I'm retiring from SC modding to focus on making games using the Unity engine.
YouTube channel: https://www.youtube.com/user/razorback9999able
YouTube channel: https://www.youtube.com/user/razorback9999able