PUD Making Guidelines

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. 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):

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):

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:

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:

Default Settings:

The defaults set by the editor should be set to the following:

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:

Miscellaneous:

Here are some general heuristics that don't fit into any particular category:

If you have questions about all this, email me and I will try to help.


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KPUD Administrator: Bill Wright (aka MugWump) / billw@one.net