This doesn’t mean your map can’t be elegant or complex, but it should be accessible and intuitive, with gameplay elements that are clear and easy to pick up.ģ) Actively seek and encourage feedback. Ideally, players should be able to join your custom map for the first time and feel like they can compete right away. This can help you avoid a situation where you’ve invested countless hours into a single map, only to publish it and discover that your original vision was never truly realized.Ģ) Make sure the map is easy to learn. Because of this, it’s a good idea to get your map working as quickly as possible, holding off on final polish and fine-tuning until you know the map is truly fun to play. The panel kicked off with a breakdown of the design team’s approach to mapmaking into three clear steps:ġ) Find the “fun factor.” No matter how intricate or perfectly coded your map is, if it isn’t fun, no one will want to play it. Lead Level Designer Matt Morris, Senior Level Designer Richard Khoo, Level Designer Jason Huck, Level Designer Matt Gotcher, and Data Specialist Justin Klinchuch discussed a variety of topics with the audience, including their design philosophy, mapmaking tips and suggestions, official custom map previews, and a critical look at the StarCraft II Editor. The StarCraft II Custom Maps and Editor panel, new this year to BlizzCon, proved to be a treasure trove of information for aspiring mapmakers and anyone interested in the StarCraft II custom map scene.