
PUD Making Guidelines
Below is a detailed description of issues that should be considered when designing
a PUD. There is also a Check List available for a final check
to make sure the PUD is complete.
As an aid to PUD development, there are two example "Movies" showing the step by step
process:
In addition, you can download the Grid PUDs as
a starting point for your own maps.
Starting Position Location:
Starting positions need to be placed to accommodate games started with only one
peon on low resources where the lumber cheat is crucial. The instructions
below will allow a player at game startup to see his mine; to see a clearing
large enough to build a town hall using the 'BH' keyboard shortcut without having
to give a move order to see the clearing; and to see a tree to do the lumber cheat.
- The start position token should be placed in the direction most appropriate
for a town hall and with exactly two or three tiles (a peon is one tile in size)
between the start position and mine measured either horizontally or vertically.
- A tree should be within a three tile distance of the starting position.
For example in the diagram below, 'M' is the mine location (a mine is 3x3 tiles),
'S's are acceptable starting locations relative to it, 'T' are possible locations
of a tree, and '.' are intermediate
tiles:
TT..SSS..TT
T.........T
...........
...........
S...MMM...S
S...MMM...S
S...MMM...S
...........
...........
T.........T
TT..SSS..TT
Starting Position Order:
In general there should be an even number of starting positions to allow team
play. Some thought should be put into the selection of the starting position order
and there are a number of options available depending on the desired effect.
If the game is played using random order it makes no difference, but if fixed
order is selected, the order of the starting positions determines the scenarios
that are available.
Making the assumption that the game will be fixed order, top vs bottom (TVB), and
two teams - the two main ordering options are 'distributed' and 'adjacent'. The
distributed scenario places allies opposite each other or in alternating player
positions. The adjacent, or 'friends' scenario, places allies next to each other
with teams opposite each other in four player games.
In the distributed scenario, the starting positions should be arranged so that
adjacent player slots are opposite each other. This is to allow games started with
fixed order to have allies opposite and have all players spread out when there are
open positions with the open positions in between. The order would be (in either a
clockwise or counter clockwise circular direction):
- 8 player - red, orange, green, white, blue, black, purple, yellow (15372648)
- 6 player - red, green, orange, blue, purple, black (135246)
- 4 player - red, green, blue, purple (1324)
In the adjacent scenario, teammates are next to each other with the teams opposite.
The ordering given below also allows a player in every other position for fixed
order using every other player slot (1,3,5,7) in four player games or (1,3,5) in
three player games. The order would be (in either a clockwise or counter clockwise
circular direction):
- 8 player - red, blue, white, yellow, green, purple, orange, black (12783456)
- 6 player - red, blue, orange, purple, green, black (125436)
- 4 player - red, blue, green, purple (1234)
Trees, Mountains, and Coastlines:
There are two basic design techniques - natural and geometric. The natural design
attempts to make the terrain look like actual countryside (e.g. GOW, POS). The
geometric design is attempting to create a geometrical environment (e.g. NoWayMaze,
FourIsles). When designing natural maps the borders between trees, mountains, and
water edges should not be straight, but given a random, curved appearance. Be
careful of having too many concave indentations, since these tend to cause troops
ordered to move a long distance to get stuck.
Available Resource Amounts:
This is very subjective since by varying the amount of available resources you
can create a completely different game scenario. Some rules of thumb for 'normal'
games are:
- Gold
- Land maps: 40-60k This varies with the number of expansions - in maps
with a few tiny expansions and a center full of gold (GOW), 55k-60k; in maps
with a lot of expansions (NoWayMaze), 40k
- Sea maps: 50-80k This varies with the number of expansions - in maps with
some center islands for everyone to fight over, 60k; in maps with only one
mine for each player, 75-80k
- Land/Sea mixed maps: 50-55k This is what is needed to upgrade to fortress
while still getting ships and encourages expansion.
- Oil
- A good rule of thumb for oil patches is to have about a 4:1 ratio of gold to oil.
- Lumber
- For sea maps, the ratio of gold to lumber should be about 3:1. For land maps,
about 4:1 is sufficient.
As an aid to setting resource amounts, we have provided pages containing
Human Building and Unit Costs and
Orc Building and Unit Costs. In addition we have computed
the total costs for an Example Orc Land Town and
an Example Human Seaport.
Cosmetics:
Natural design maps should be enhanced to give a more natural and professional
look and feel. Without overdoing it, some possible suggestions are:
- Add randomly shaped patches of dark ground to open areas.
- Add randomly shaped patches of dirt to open areas. Be aware here, that dirt
is unbuildable, so don't add these at places that would inhibit a player from
building unless that is the intent.
- Widen some coast lines with dirt.
- Add randomly placed 'fill' to grass and dirt patches.
- Add dirt roads to help navigation between key points.
Default Settings:
The defaults set by the editor should be set to the following:
- Resources - minimum of 2000 Gold, 1000 Lumber, 1000 Oil. This assures that
games started with default resources/one peon have enough resources to build a hall.
- Units - minimum of one peon, one farm, and a townhall. This is to pacify the
people who are impatient and like to start on high resources while preventing the
'barracks first' disputes. If possible, set default units to something meaningful
based on the map to give it an alternative playing scenario.
- Unit Properties - default values.
- Upgrade Properties - default values.
- Description - of the form 'Map Name by Author'. Since the file names are
truncated, the complete map name should be used. If the author is known, the
name or playing nickname (most common) should be included.
- Expansion Features - no expansion characters or features should be used.
Map Layout:
It is important to give all player positions an equal opportunity to win. To
assure this, it is sometimes helpful to build a grid of walls on a blank map as
a guide for placing mines, clearings, islands, etc. Some general things to look
for are:
- Initial building clearings are of equal size and have equal wall-in ability.
- Start positions should have an equal proximity to expansion mines and other
player positions.
- For maps where lumber is important, the amount of available lumber should be
equal for all players. Running a chop test is a good way to verify that lumber
is equal. See the LandSea Movie for an example. A chop
test is set up as follows:
- Make a copy of the map using the Warcraft Editor.
- Isolate the starting positions with walls so that peons only chop their own
lumber. This is not necessary for island maps.
- Eliminate all the gold mines and set all default resources to 0.
- Give each starting position about 10-15 peons and 1-3 town halls depending on
the amount of lumber and size of areas.
- Save the map under a different name using 'save as' so as not to destroy the
original.
- Play a single player game against computer players. They will chop all the
lumber since they have nothing else to do.
- Use 'hatchet' and 'on screen' cheats and turn speed up to maximum.
- Once all trees are gone, surrender and get lumber amounts from summary screen.
- If lumber amounts vary by more than 2-3%, make adjustments and repeat.
- For maps where building area is important (such as island maps) an area test can
be performed to make sure all players have approximately equal building areas. See the
Canals Movie for an example. An area test is set up as follows:
- Make a copy of the map using the Warcraft Editor.
- Delete all trees, mines, etc from the areas to be tested.
- Fill the area with buildings (Town Halls, Barracks, Farms).
- Fill in any gaps with Peons.
- Save the map under a different name using 'save as' so as not to destroy the
original.
- Open the newly saved map in PUD Browser. The PUD Browser text pane gives
the unit counts for each player.
- Calculate areas using the formula 16x#TownHalls + 9x#Barracks + 4x#Farms +
#Peons
Miscellaneous:
Here are some general heuristics that don't fit into any particular category:
- Don't go to the extreme in any area.
- Avoid using critters - they are a real pain and if they are too many, slow
down network games since their movements need to be tracked.
- Include a good text file which contains:
- Name of the PUD
- Author's name, nickname, and email
- Brief description of the map and its intent
- Explanation of any specific strategies required or suggested
- Description of default units and any rescue computer players and how to set up
games using these.
- Optionally, you could use PUD Browser to generate and include in the PUD's zip
file, for people who want to add the PUD to a web page, the following:
- A PUD Information (.pfo) File
- GIF files of sizes 128x128 and 512x512
If you have questions about all this,
email me and I will try to help.
Go to ... [KPUD Home Page]
KPUD Administrator:
Bill Wright
(aka MugWump) /
billw@one.net