Basics of Map Making: Volume 1 - Dex's Diner.

A few of my fellow map makers have already given some pretty good tutorials on how to create an excellent map. It is interesting to note that no two map makers use an identical process. While everyone has different methods, there is something that can be learned from each, and I highly suggest that any aspiring mapmaker take the time to read each available tutorial to get acquainted with the different processes used.

For my part, I am going to keep things simple. Think of this as more of a conceptual course than an art class. I will try to illustrate a few techniques useful in the beginning steps of mapmaking.

Concept.

It is important that, even before you start drawing, you have some idea what you would like your finished product to look like. Good sources of inspiration for Star Wars locales include production photo archives, RPG sourcebooks, and online fan sites. For this tutorial I have chosen an image from the starwars.com Databank.

For this map I will use an exterior shot of Dex's Diner, as shown in Episode 2. From the picture I can already see several long corridors, perfect for ranged fighting, as well as some buildings to break up line of sight, which melee characters will appreciate. I'd like to put in something to break up line of sight in the open area in front of the diner, but that will come as I continue to design.

While it is certainly not necessary, I find it convenient to paste the image into my map file. That way I can use the Eyedropper to select my color palette, and I dont have to switch between windows to review map features.

Layout.

The most important aspect of a miniatures map is playability. No matter how good it looks, if the design isn't fun to play on, it simply won't get a very good response. For my layouts, I create a 1 inch grid and then use Photoshop's Rectangular Marquee tool to sketch out important map features, such as doors, walls, cover, pits, difficult terrain, or any other important terrain features. I then review the map, often printing it out to play a quick game or two, just so that I can see how it will work in a game setting. Some important features to keep an eye on are:

  • Starting Positions: Enemies generally should not have unobstructed line of sight in the first round of play. At the very least there should be cover available between the two ends. My original layout features a long open area along one side, though there are other viable starting locations.
  • Center: With the Gambit rules, the center of the board becomes a very important feature. In my layout for Dex's Diner center points can be earned from inside Dex's Diner, as well as a few select locations on either side. However, since there are only two doors to the Diner, it is suceptible to Lockdown. This will have to be remedied by either adding another door or two OR leaving one or both of the doors as an open space, which limits R2 and Lobot's effectiveness.
  • Huge Friendly: With the inclusion of Huges, it is important to open your map up enough to allow their passage. While they may not be able to access everywhere, they should be able to achieve important functions (such as leaving their start area and acquiring Gambit Points. While a Huge figure will have trouble reaching some parts of my map, they will be able to leave any of the possible starting areas, and reach center point areas.
  • Melee Friendly: There should be plenty of cover, as well as alcoves for Melee characters to use as they approach. This is another thing that should be tweaked in this particular map. A small section of wall near the open road would help melee figures a lot.

Tracing

The next thing I do is lower the opacity of my big blocks of color so that the grid lines show through, and so that I can use them as a reference for the rest of my map.

Floors

Now comes the meat and potatoes of map making. Unlike some other map makers, I prefer to lay out my floor first and add the walls on top of them. It can be done either way. This is just my preference.

When possible, I like to use the Fixed Size option on the Rectangular Marquee tool to put down the floor of my design.

Once I have the area selected, I choose a Pattern from my library. For this building I choose an orange tile, then lightened it using the Brightness and Contrast tool.

Then I added the 1 inch tile pattern as an overlay.

Unfortunately, the regular tiled pattern struck me as a little weak and monotonous. I wanted to spice up the pattern a bit, so I added another layer, this time filling it with an irregular pattern, which I would strech, blur, and lower the opacity on until it appeared as wear on the tiles.

Walls

Walls are fairly easy. Simply use the Pencil tool to draw a 20 pixel line wherever a wall should go. Make sure you are using a square shaped brush, to avoid rounding off the edges. Hold SHIFT to draw straight vertical or horizontal lines.

Use Layer Styles to add shadows, if you would like, although that type of detail work can wait until later in the project. A default Drop Shadow will do the trick, though I generally change the size and spread to 15-20 pixels and lower the opacity to about 50%.

Rounded walls are a bit trickier, but I will cover them in my next tutorial.

Doors

Layer Styles can also be used to form entire map features. My doors are created from a blank white box.

I then add the following Layer Styles:

  • Smooth Inner Bevel; Depth- 100px; Size 5px;
  • Light Gray Color Overlay
  • 1px Black Stroke

Those Styles make a plain white box into something resembling this:

To Be Continued...

This map is still a long way from completion, but we've given it a pretty good start. In my next Basics of Map Making Volume Deux, I will show you exactly how I create the little details, such as chairs, boxes, barrels, etc.

I've added a bit more to the map, and it is really starting to take shape. Keep checking back for more!