Good morning! I’m KD. I’ve been a Fire Emblem fan for 15 years and been releasing fan games for six years. I’ve primarily, though not exclusively, worked in the LT engine, and have learned a lot across creating [Snow and Fire]( [Completed] Snow & Fire: A Tactical RPG ), [Blade and Claw]( [COMPLETE] Blade and Claw (Full Length, 23 chapters) ), [The Unbroken Thread]( Aggression Project [8/~30] ), and now the ongoing [Aggression Project]( Aggression Project [8/~30] ).
I’ve been thinking a lot about the maps I’ve made, both good and bad, and wanted to write down some advice that I wish I could give my past self. I’m not a god-tier designer, but have been doing this long enough that I think I have enough experience to at least offer some useful advice. My hope is that this thread will be yet another map design discussion where people argue about ambush spawns for a month. I also hope I can share some interesting insight with everyone here. I really hope that anyone taking the time to read these posts is willing to weigh in with their own two cents, whether or not they agree with what I’m saying. I’d love to learn from what you all have to share.
I created my first Fire Emblem map 12 years ago. It looked something like this:
It was a prison break map, drawn on graph paper, with an enemy to tile ratio of roughly .85. My brothers and I played it out in our heads and thought we had struck gold.
Five years later I joined the Saga of Spirits team and made a few chapters that were actually playable on a computer.
Though the files don’t exist anymore I have some old screenshots from youtube videos I made. These maps had a lot of problems but were a good first step. I could actually start playtesting and iterating on them, and got a ton of helpful feedback from other people on the team (Zech, if you’re reading this, you’re the GOAT).[1]
I eventually got bored and moved onto my first project, Snow and Fire:
Though I’ve grown to hate this game I am still proud of myself for finishing it. It was made using the old LT engine (best known for being the engine used in ZessDynamite’s far superior [Absolution]( [Lex Talionis] Absolution (32 / 32 Chapters) )) and entirely by myself. I am a huge fan of Fire Emblem 4, and wanted to recreate the way that you can paste all of FE4’s maps together to create a complete picture of its continent.
I also wanted to improve on FE4’s map design by doing more to fill in the empty space between encounters that pervades FE4’s chapters. I don’t think I succeeded in making good maps, but I was able to reduce the downtime in between enemy groups.
My map design skills magically skyrocketed when SP joined me in creating Blade and Claw.
Since then, we’ve released two completed games (the other being The Unbroken Thread), and are currently creating our third project as a team.
Every single game I just listed on has massive design flaws in at least some of its maps. I’m not writing this from the perspective of someone who has a gold star for consistently top tier map design. But at this point I feel I have enough experience to at least voice some opinions. Whether they’re at all worthwhile is up to you.
The only other thing I can think to mention is that I like to aim towards unconventional map gimmicks, more Fates Conquest style than FE7. The more outside a box of an idea I have, the more I’m drawn to it. Some of my thoughts on design, especially on how to teach map gimmicks, only really make sense with that context.
\[1\]
I want to be very clear that I am not taking credit for all of the original designs of the Saga of Spirits maps. To my memory, I designed chapter 1 solo but had significant collaboration on Prologue and 2 from other members of the team, though I’m very happy to be corrected on this. This is more referencing the slew of Gamemaker chapters I made on my own during this time.
Footnotes ↩︎










