Command maps - good and bad examples please!


(G0-Gerbil) #1

Can people post up pics of command maps they think are good and bad and say why?

I want to get a broad cross-section of opinions - mostly for my own future efforts, but also obviously it might be useful for others too.

Here’s an example of mine from MP_forum:

Pros:

  • Fills the map nicely (easy thought since the map was grid based!)
  • Papery edge - use of alpha channel
  • Textured - more papery
  • New / unique icons

Cons:

  • I did a few too many layers in the terrain ‘fill’ - looks fussy
  • The actual details themselves are fussy (mainly cos map is so huge)

And from MML_Church:

Pros:

  • I faded out the bits of the map that aren’t used
  • Textured
  • Hopefully useful and accurate for navigation

Cons:

  • Fills hardly any of the actual space (cos it started life as RTCW map)
  • Icons aren’t so hot :confused:
  • Miscellaneous terrain is a bit crap

Pros for both:

  • No crappy branding :wink:

Anyway, feel free to agree / disagree and post your own (or others) and list good / bad things. The more feedback / comparisons the better I reckon.


(MadMaximus) #2

actually… the cc map looks good… the terrain you did looks decent that covers the map. what would really make it better would be to add paths, from spawn to objectives ect…

to tell u you the truth, i get lost in a lot of maps i d/l, and i goto the command map for some reference and cannot find any paths in it to go by… the paths are a good/main point to focus on when doing a command map. even if someone takes a tracemap and resizes it and uses it for the cc, it is passable, but not altogether visual… but as long as paths are added it’s ok.


(Machine for to kill) #3

I think we need some standards about what color should be what on the command map. For example building walls should be gray. Terrain obstacle (hill) should be brown. Water region should be blue, and so on like that. This way everyone has command maps that look similar and make learning the map easier. We also need some kind of convention for multiple floors. Different levels on the map should be different colors so we know what level the objective is in.

AND PLEASE, put road drawings in the accesible portions of your map. Look at the official ones for examples. This way we can know which paths take you where. Some of these custom maps are like true mazes.


(G0-Gerbil) #4

Just had a quick look at Transmitter 2 and I have to say it’s definately got a good command map.
I dunno about standards as such, (blue for water is kind of a no-brainer though!), as long as a map is CLEAR, then by definition the colours will have been used in a reasonable fashion, even if not following a standard.
I think it’s no coincidence that none of the official command maps have identical shades - variety is always ‘good’ - and after all since they are (in theory) hand-drawn or otherwise created maps, chances are they’d differ slightly, but they would all be clear.

As for hand drawing in routes, again, I think that’s down to how clear the map is without it. Some don’t need it (I think oasis would have been fine without personally, for example) - the officials tended to put in tank / truck paths which may indeed have some merit.

They don’t have to be ‘paths’ as such, you could for example have ‘handwritten’ notes with arrows drawn on for proposed directions of attack etc.

Anyway, pictures paint a thousand words, so post dem images :smiley:


(DarkMatrix) #5

Just happened to have finished a first version of my first Command map ever:

(cutout & findedges filters goodness + textured fade fill)

Still room for improvment, so shoot suggestions!

EDIT: btw, it’s a snow map


(G0-Gerbil) #6

Is that a shrunk version or the actual size of the map?
512x512 would be the ideal size I think since that’s the most widely supported maximum texture size.

thinks

On the other hand, on comps running at 800x600 or less, the texture would be larger than the actual onscreen version, so it might get mipmapped (would look blurred), or just plain shrunk (pixel detail might get lost). Hmmm… that’s made me think I might do some tests in future.


(Ifurita) #7

Matrix, I’d make the contour lines lighter so that they aren’t such a stark contrast. The elevation colors are distinct enough that people understand where they are.


(G0-Gerbil) #8

When doing the contour lines on my map - I scaled the whole image up to 1024x1024, did the lines thin, then shrunk it back down again. Reason being, the filter can’t make lines very thin on it’s own by default.


(DarkMatrix) #9

Command acknoledged!

BTW, yes I need to fix the size


(radiant) #10


Example - this is very easy to create a command map, but good in game :stuck_out_tongue:


(Ifurita) #11

The command map was certainly a weak point in my map, Byzantine


(thegnat) #12

Lets join this little pimpage thread^^

Commandmap for Transmitter (Heeen)

Commandmap for ET_Assault (Priapismus)

Both maps are downscaled for more viewing-pleasure and because I like 56k’ers.

@Topic: I dont like people who try to show off their skills in using filters/effects on their commandmaps. Keep it real! Less is more.

:moo:


(Fenris) #13

I agree to Transmitter and Assault having good command maps, nice coloring and easy overview of where to go, like the small paths on Transmitter in white. Maps are oriented properly with the compass and covers the area of the map.

I can’t remember the names of the 2 real ugly maps I’ve seen and have no wish to point them out either, but they have really poor coloring, like bright yellow, or violet. Colors like that doesn’t feel quite right.

An example of a command map I find too hard to interpret is Trainyard, in my opinion it’s almost impossible to see the difference between a tunnel, an open space or a wall, especially when under fire, running and on the same time opening the cmd map to see where you’re heading.
I’ll see if I can get you the image from it.


(chavo_one) #14

thegnat, do you have any tips on making such well done command maps?

I need to make my command map for venice, and any tips would be greatly appreciated!


(thegnat) #15

Hey chavo, I really don’t know, what tips I can give about it. (Beside the two hints I’ve already given.)
I just try to keep the CC-style of SD.


(Menzel) #16

Nice work thegnat!

If you ever have free time it would be great to see you write a tutorial on how to make effective command maps, maybe even a step-by-step of how you accomplish that look. It would probably be one of the most beneficial tutorials, since ET mappers have to be brush monkeys and good 2d artists. We need help anywhere we can get it :slight_smile:


(thegnat) #17

Thanks. Pleased to hear that. :slight_smile:

As you said “if I ever have free time” I’ll do a tutorial on “commandmapping”.
Lets see, when the time comes. :uhoh:

BTW: Nice bulge map you did! It was running some time on our server. I hope to see a beta2 soon. :cool:


(duke'ku) #18

Here’s a question for thegnat: how did you get the folded paper look on your command maps?


(thegnat) #19

Short answer: Its a alpha-layer.

I’ll explain it a bit more when I’m writing the tutorial about it.