1. Describe the process of making a complete scenario starting from the idea and ending in the submission of your finished scenario. Do you have a schedule in which you have written the exact tasks for every day?
A) Get inspiration - look at old maps, goto online databases of castles, visit state parks and look at how the foot traffic works and how land shapes itself with erosion and weather. When looking at a river, I would imagine trying to recreate the river on the map editor and then picture the important parts BEFORE sitting down at the computer. I find that observing nature and studying castles that actually have been sieged and are still standing, are good sources (if the castle is still there, that means it has good strategic design and that translates well on the game). This will make your maps more realistic.
B) Think of A Basic Idea or Scenario- This can change and doesnt really have to be a final draft of idea at all. But you need a basic one in your head before you start. Sometimes I will type out a rough draft. Peoples creative processes work differently: my brother will write down ideas when he wakes up for instance. If you are recreating a historical castle, then this part isnt too hard. Thinking up a valid story and plot is! The excellent maps that stand out for years are the ones with a good story and/or an amazing flow of events. Dont let your map become another just kill the enemy map. Tactics (the fighting part) and Strategy (the planning part) should be focussed on. If you are having a problem thinking up something - watch a movie or read a medieval book. That will give you an idea.
C) Get The Map Size Right - This is important because once you pick your scenario or map size, you CANNOT change it as far as I know. Rough sketch your basic layouts with where the enemy will be starting, resources roughly drawn in, and high ground areas. If you dont have a real picture in your head before you start and just start doodling on the map, it will look like someone didnt plan it but tried to cram everything in at the last second.
D) Take Your Time - This part I really mean, because, if you want to get your map noticed, you need to put forth the effort. I enjoy making the maps I make and I put them on here only after I'm done making them the way I like them. At first I wanted to get my map on there ASAP, as soon as I got the starting money right - I would post it. But believe me, if you are still getting the starting gold right, then you arent half finished. Some people say they make maps in an afternoon. Those maps also get 2.2s and 2.8s. To get a 5 (and thats what I think we all want), takes a really, really good idea or just time and effort. You will find that the recognition comes at the end, after long hours of work and trial and error, but you should only design maps if you ENJOY the actual process. If you are looking for applause or instant feedback, then try gamespy where you play and share maps with other designers in a live multiplayer setting.
E) Play The Map One Last Time - Ive been stuck on this step for days once. Because I would go back and make a little change, and then have to start the final playing of the map again. And continually making changes (it helps to
take a break from a map too, and come back and look at it even days later) can mess up a map just enough to make the map unplayable or not what you wanted to represent.
F) Write the Story - Top maps need top stories and background. Copying out of the dictionary can be clearly seen and no one will download your map if they think you are a fraud.
2. What is your first piece of advice to a new scenario designer?
I havent read what everyone else has said to answer this question, but I wont go over the obvious stuff like keep trying, blah, blah. I will say that making maps is fun and you will get alot of fun out of the actual creation process and might even get some recongition by winning contests. Check out the 2nd Stronghold Historical Castle Competition going on now.
3. How do you decide the map size of your scenario?
Map size is the big question much of the time. You dont want to have too little land to design your masterpiece (or dumpsterpiece), so I always pick one size more than I would normally think I would need. The right map size is important because you cant change it. Too little is cramped, and too much is too much open space. I also decide the size by looking at what I want to build on it. If I am just building in one concentrated area (castle siege, for example) then you dont need a 400x400.
4. How do you balance your scenario (invasions, events and victory conditions)?
I like how the main site words it:
"Most perfectly balanced scenarios should not be able to be completed without the player losing a few times. If a player is able to complete the entire scenario the first time, the scenario is probably too easy. On the other hand, a player should not need to reload 15 times to get by a certain part of a scenario. That is frustrating and the scenario is probably way too difficult. The ideal scenario balance happens when a player gets stuck, but he knows that it's possible to complete the objective if only he did something a little differently. A player should not win by luck; the scenario should be constructed so that a player can learn from mistakes and use his skill to complete the objective." - Quoted from the Stronghold Review Guide.
I want people who play my maps to have a challenge. So I make it tough, so the medium-advanced player would have a good game. I stick to the main ideas above.
5. How long does it take you to design a scenario? (you don't have to answer this question if you have already mentioned this in question #1)
This varies. I can spend alot of time on a map - but mostly between one day and two weeks. Thats not two weeks on the computer, I use pencil and paper, books, movies, and even personal experiences. I lived in Europe three years and I draw on the castles there for alot of my work.
6. What is your favourite eye-candy and why? What is the most common eye-candy you use? (note: this does not exclude natural eye-candy, such as rock formations, erosion etc.)
I have to say that I try to work in some water in all my maps. You can do alot with it: a simple moat, big ocean separating continents, a mysterious lake, secluded cove, or a wide formidable river. Water is precious, and Crusader maps are the perfect platform to illustrate this in the desert.
7. Do you design scenarios for multiple games at the same time?
I have about three maps that I am usually working on at one time. One in basic idea form, one as a rough draft map, and one getting ready for posting. Sometimes less, but I always have one going.
8. What do you like and what do you don't like about the SH editor?
Some things I like: Good Interface and Graphics and easy building and troop selection.
Some things I don't like: No basic map templates (all ocean for instance), learning the height tools takes time, cant access the game menu in the map editor (just takes you back to the main screen), and we need to get a wide variety of interesting music to play on the map maker screen.
10. Do you playtest your scenario yourself or do you ask for playtesters?
I have one other person who tests the maps I submit. I always give the maps one final test (at least I try to). I work with people who want me to test their maps. Email me at: jamesgregoire@charter.net
11. How do you know your scenario is ready to be submitted?
Once my basic goals I set forth in my basic plan are achieved, then I put the finishing touches on it and then its ready for testing. After testing, I do the write up.
12. If a fancy eye-candy you want to have on the map requires you to make playability worse, would you add that eye-candy on the map? (i.e. the graphics vs. playability issue)
Thats a no. I prefer functionality over looks.
13. What makes a scenario fun to play?
I think people play video games because its a way to escape from every day life. If a mapmaker can teleport me into their little world for a couple of hours, then its fun.
14. If you're considered a creative designer, then what is the secret behind your imagination and creativity?
I have 20 years of map making experience from playing Dungeons and Dragons. Alot of my inspiration comes from D&D and other games like Boot Hill, Gamma World, and Magic the Gathering. I like Topographical Hobbyist.
15. Which one is better, designing ten 4.0 scenarios or one 5.0 scenario (quantity vs. quality)?
I would say that if you make a map and it gets a 5.0, then someone really likes it. One person. Well thats fine, but as the saying goes, different strokes for different folks. So that one map that is a 5 for one person (or hypothetically alot of people give it a five), that same map could be a 3 in someone else's eyes So you have only one chance for success. Making ten maps that all get a 4.0 is clearly more effort but has the greater chance of being "better" because more people can enjoy more of your work, therefore achieving a "unposted 5". A "unposted five" is a imaginary term I use to represent a person who really loved a map, but wont post a review because they dont know how or feel embarrassed that they download someones work and arent polite enough leave thank-yous about playing it.
16. Do you work on many scenarios at the same time or do you concentrate your efforts on a single scenario at a time?
Three at a time is my limit.
17. Do you work on your scenarios regularly or irregularly?
I would say regularly because I always have one going in some form. Even if I am not at the computer, I will note down ideas for maps. If I go on vacation or other absences I dont work on maps.
18. After you've submitted a scenario, do you feel confident or uncertain of the success of your scenario? How do you try to ensure the success of your scenario?
You can judge by the number of downloads, and if it gets a rating or comment. If there are alot of downloads, the author is doing something right (or just has alot of friends!). I always say: Please Rate. But no one usually bothers to even say "thanks for the cool map". So you have to keep working on maps, and some will get comments and ratings and some wont. Thats just the way it is here.
19. Would you submit a scenario if you were certain it wouldn't be rated high (high is 4.0+)?
I have done this to check to see if people are actually playing the maps I send in. I got about 8 comments saying I could do better. HELL AWAITS is the map in Crusader Downloads.
20. What keeps you motivated to design scenarios? Why did you start designing scenarios?
I would like to see more updates like computer AIs and other map making packages. Some people dont have the computers to run Stronghold 2, and therefore can run anything with advanced graphics. I get movtivated by new material. I started designing maps to play on gamespy.
21. What do you do when you're not motivated enough to design scenarios?
Play paintball and kick it at the beach. Oh yeah, and I play other people's maps and rate them all the time. 70+ ratings already.
Lollard
[This message has been edited by lollard97367 (edited 09-27-2005 @ 04:11 AM).]