Designing Engaging Maps

SmashArtist

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One of the most important parts of making an RPG is having good engaging maps that are interesting to the player. This is something I've struggled with for a long time and one of my greatest weaknesses in game dev. Just to be clear though, I'm not talking about making a map visually good looking, I'm talking about keeping the player engaged when playing through your maps(so basically gameplay).
Making the base structure of maps is really tough for me as I seem to never be able to come up with interesting layouts.
One thing that I like trying to do to keep things interesting is including hidden areas in some maps, but that's about all I can think of.

What are some ways you make the base structure of your map interesting?
 

Arcana_Jumper

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I would say each map should help further your story--be a part of it. you can have NPCs they talk to, or interesting battles or areas that further your plot, for example.
 

Juanita Star

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In maps that I want to stick to the player, I like putting bits of history of the place. If the map is about a dungeon, then who made it? Who has already passed thought it? Why is the object we are looking still here and not taken by someone else?

Another thing? Secrets. I love secret doors and secret openings to some other place (even if is just another room with a chest in it). Secret passages are cool to discover xD
 

Milennin

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Mapping is like my least favourite RPG Maker thing to do, but I always get positive comments on mine, so I'll just describe my approach. First, I draw out a basic line across the map grid which will mark the main path, along with some pointers that mark where important events or encounters will be located at. The main path has to be obvious to follow at all times for the player, but it's OK if it temporarily splits at certain points, and helps give the feeling the map isn't linear. Don't make the main path a straight line (<- the map is boring if it can be traversed pressing a single or few key combinations).
Then I draw multiple, smaller branch-off paths, which will have stuff at the end of them or something that makes them worth going into (always avoid dead ends that lead to nothing). Some more obvious than others. Make sure the more hidden paths lead to locations that are visible from the main path to make the player wonder how to get there (<- encourages exploration).
Score plus points if your dead ends include into shortcuts that lead back to the main path to prevent extensive backtracking. Make use of the environment (knock over trees, jump off cliffs, use ropes to climb etc).
Always have things in sight, but out of reach, to draw attention, things like treasure chests or suspicious NPC's/objects, or unusual scenery. Make players want to look around instead of sticking to the main path only.

From my current game. Red is the main path. Blue are side paths, leading either to treasure or to get around some map encounters. White crosses are extra treasures. Yellow are unlockable shortcuts. The shortcuts allow for easy return to the camp before the boss fight, and to go back to the start when returning to the map later, from the north.
Map.png
 
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Andar

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Any map has to be functional for the player to keep playing - but what that means is something else depending on the function of the map.

A hub map where the player returns often to purchase new items needs to be quickly and easily travelled between all shops. If the player has to go around small streets to get to all shop entrances, sometimes from the other side of the town, then that will get frustrating quickly.
However if the target is not to purchase items again and again but to find quest givers and learn about the history of the village, then a labyrinthene village map could be a good solution if done nicely.

If the map is for connecting different other areas, then the player need to be able to go through it quickly even if it is nice to look at. If that nice to look at mess of trees gets in the way of travelling again and again then most players will quit sooner or later.

If the map is a dark forest for grinding, it would still have other criteria to be called "functional", and so on depending on what the map is supposed to do for the player.
 

SmashArtist

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These are some awesome tips, thanks all!
One other question:
When do you decide a map should end and have a transition to another map?
Obviously when entering a building- but in an outdoors map, what are the best places to have separate maps?
 

HumanNinjaToo

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Something I take into consideration about separating outside maps is what kind of events will be on the maps. I don't like making huge maps to begin with. Most of mine, even outside maps, are smaller and transition to many different areas. I like doing this because it makes it easier for me to control what's going on with events. Also, if there is an autorun scene I'm making, I keep track of all of it better if it's a small map. That's just me though probably.
 

Juanita Star

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I had to redesigh two maps because I made them too big for thaty they were supposed to do.

A good thing is to make the bare bones of the map, them playtest. If the map feels too long, even when you start running, they maybe is best to cut it.
 

gstv87

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I seem to never be able to come up with interesting layouts.
copy from other games.
on top of that, add your own flavoring.

this

nuevo-1.jpg

is the layout of the Force headquarters from Sega's Shining Force.

I copied the basic arrangement of rooms, but when I finish what I have planned for it, it will look nothing like the original.

this

nuevo-2.JPG

is an almost tile-by-tile recreation of Thordak's lair, originally by Matt Mercer, built using Dwarven Forge tiles, for tabletop gaming.
I just wanted to see if I could translate DF tiles to Ace tiles, just in case I ever have to translate a DF map to Ace.

this is the original.... do check out the whole series, it's amazing.

if there's a feature you want to accentuate, start from there and build around it.
the church maps in TES: Oblivion are based around the number 9: nine gods, nine altars, nine sections to the pillars, nine colors to the palette, etc.
some sections of the world map in Mount&Blade loop around protrusions of other factions' territories forcing you to cross potential enemy territory if you want to take the straight line to the nearest allied city..... this helps to create encounters and battles, and potentially more territory changes.

there are a number of scenes in Half-Life and HL2 built intentionally behind narrow canals or drain ways, forcing you to look up, framing your view to look at the drop ship that's coming in above you, leading you to it's encounter.
the HL series is always forcing the player forward, through lighting, sound or visual cues: if you encounter a narrow corridor, chances are, something is gonna chase you, guaranteed.
 
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ShopkeeperRPG

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You could add on map events.. For me I use things like falling boulders or crabs jumping up out of the water in certain spots to surprise the player. I also think lighting and camera zooms are important. Zooming in and Out as well as having areas glow with color such as lava lakes glowing a deep red orange help the environment out a lot. You could also add puzzles like switch order puzzles or push object puzzles even defeat all enemies to progress puzzles.tales.pngOver vieww.png

You could check out more examples in the screenshots of my game here

Shopkeepers Tale on Steam
 
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Tai_MT

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This may not apply specifically to your project, but I'll add in my two cents.

Since my game works primarily with 4 "hubs" and a bunch of content that spiderwebs off of it, much of what I need to do is make traversing the same ground interesting.

Generally, there are several "phases" of player exploration of my maps. The first of which is just the general exploration every player does. Move forward, check out everything, find an obstacle, clear it, get more access to the map.

However, alongside this, I have a couple other systems on top of it.

The first of these systems is "map unlocks". As the player goes up in levels, new areas of the map unlock and shortcuts back to old maps unlock. The player is never told where these are, but upon discovery of the mechanic and the short tutorial on it, it tends to send players looking around the map for what has changed. Now, the "new areas" primarily consist of new dungeons to tackle alongside new quests. The "shortcuts" on the map are tied directly to the main character's level, while most of the dungeons and quests are tied to various party member levels (usually 1 unlock per every 3 levels, but each character rotates on different numbers. Some characters unlock at level 2, 5, 8... others unlock at level 3, 6, 9... and the last set unlock at level 4, 7, 10.). This ensures that as characters level, there is always something to go looking for. Players can effectively eliminate content from an area before moving on this way, by just looking around the map.

The second system is a series of collectibles. There are 80 Silver Keys, 80 Guild Certificates, and 430 Diamonds to be found in the entire game. They are split evenly among 4 maps. Silver Keys are used to unlock Silver Doors or Silver Chests (more doors and chests combined than there are keys in the game). Guild Certificates are used to upgrade shops. Those shops can get more stock, improve prices, change stock, or other various things. The Diamonds are turned in to a Collector for "Relics" which offer gameplay twists. Things like, "Monk Doctrine" where your Strength goes up 500%, but you can't equip any armor and weapons. Players may spend some time looking for each of the collectibles for the direct benefits provided.

The third system is a "Skill Upgrade" system. There are places the player can find which will allow direct upgrades to their existing skills. For example, "Fire", which usually has a bonus damage of +10 and a 50% chance to inflict "Level 1 Burn" on enemies can be upgraded to have either a bonus damage of +30 or to inflict Level 2 Burn at 60%. Anyway, most of these upgrades are tied to a quest to complete. But, finding the location of that quest is something the player will have to do. They'll have to talk to NPC's to track down information and explore every corner of the map to find each upgrade. These upgrades can be missed if the player isn't looking for them or is ignoring them.

The final system is a "Party Member Interaction" system. There are points where a player may stay at an Inn. In those cases, if a specific amount of story, quests, or levels have been gained, you can unlock new quests for those characters which unlock higher level areas in the maps. Likewise, some dialogue in the game changes depending on who you have in the party with you at the time. A player could save some quests to do a bit later, for when they have other characters, and then return to pick it up to view the dialogue. There is also a specific set of items each character can equip that is its own storyline and mechanic. I call it "Sins", but it is merely a deep character flaw each character can overcome. To overcome it, they need to have the item equipped (with all its drawbacks active) and defeat bosses and choose specific dialogue options that only appear while it is equipped. The player can choose to engage with this system or not, but if they do, it permanently unlocks the extra dialogue options when you finish as well as changes portions of the characters so they may offer different things to do or new solutions to quests. These interactions give the players real objectives to accomplish and good directions on where to go to accomplish them.

Anyway, much of what I'm doing is just trying to make traversing these maps interesting each time the player has to do it. It isn't so much "backtracking" as it is using the space again to get to the next location. You cross back into the forest because there are new paths that opened up there. You go back to the starting village because a new shopkeeper has appeared there with higher level loot. You head back into the mountains because you've heard rumors of a Dragon living there and your main character wants to kill a Dragon just once in his life, and you think he might get an upgrade to one of his skills if he manages it. Or, you make a final run around the entire map to see if you can't find the last Silver Key in it that you missed.
 

HumanNinjaToo

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@gstv87 I do the same thing. I will look at maps I like in other games and use the basic layout as inspiration for creating my own maps. I really enjoy the Dark Souls games, especially how they are able to link maps with secrets and shortcuts. I often use those maps as inspiration for my own.

@ShopkeeperRPG I too am a big fan of simple puzzles. I'm a fan of Lufia 2. While I know that puzzles are not everyone's cup of tea, I think simple puzzles spread throughout a dungeon can add some flavor to the maps. I get bored just fighting enemies all the time while moving through to the next boss fight, so putting other things that make sense for the area into play keep things fresh.

@Tai_MT I also like ways of keeping maps interesting by unveiling new areas and new secrets on old maps. I think it's a good idea. Also, from the dev perspective, it lets you save some time from creating completely new maps to link to every dungeon or new area. Kind of like mini world maps, the same way a world map can link so many places.
 

pasunna

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For me is avoided a waste of space with no meaning
especially if you use rtp... it will raise the boring feeling up for player
one thing is developer don't play their game as player perspective
player don't like walking around with many none sens obstacle
(rock tree bush... barrel... better decoration map without make annoying on walking)
and a maze map design that make you walk and walk and feel tired more than rewarding

a puzzle that took me to run around 3 floor to do
with out level design that make some shortcut when you clear puzzle between

a big town of massive shop that sell thing separating
and make me walk a long the way from north to south to buy shoes...

one thing that lost me is rpg turn base game
that design map like an Action Rpg game
well... in rpg we had a lot of walk quest here and there
but you put enemy block the way to me for repeat fighting
it's not ARPG that at one point you can just one swing and run past it
in turn base even if it just escaping is feel annoying...

but mostly these feeling is come out because rpgm is not an AAA game
that just look at the visual quality voice acting
you don't care about time losing... anymore

when I play RPGM game
I always pray that dev...
Please don't drag me down with your large waste lovely dewy proud of map making skill
or super hard confusing puzzle...
it's not fun...
 

CuddleFox

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For me, each map serves a different purpose.

As long as you manage to give a different role to each map of the same place, you don't bore the player and you build your rhythm correctly.
 

Willibab

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Pfft! people and their reasonable answers!

I.....I just go overboard... Many of the place names is even named after a fictional language i made ^^
Even tho i use pixel stuff, i love a fancy menu and stuff, like in Octopath Traveler.

Not the best quality picture, its 8192x46...something so its big xD



Not done as you can see but i was thinking i would use a teleport plugin and have a ton of nodes. You unlock them by various means such as progressing the story and doing secret missions and maybe even finding secret paths. And ofc unlocking new continents by obtaining vehicles.

I love the maps in Grim Dawn in that you can go back and discover new paths by using new tools (such as dynamite) to open them. Was thinking of doing that just with a world map instead.

Created in Wonderdraft if anyone is wondering.
 

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