"Map making" is actually a bit misleading term here, as it's really more about finding a map. Usually not many edits are made. After this you have to create the worldbuilder files. The process is explained
here.
To find the map you wish to use:
- Start a game with no special options checked. It is easiest if you set difficulty to noble at this point. AI may or may not be chosen. Map options are often discussed beforehand. Sometimes adding an AI or 2 might be appropriate, especially if it is low sea level.
- Enter worldbuilder to look at the map.
- If not happy, you can regenerate inside worldbuilder with the blue planet button in map mode.
- If the map is almost good enough, you can make some small edits in worldbuilder to fix the problems.
- Once you are happy with how the map looks in the worldbuilder, save it as a worldbuildersave using the save button in the worldbuilder, then proceed to create the individual files, following the guide in the link above. The first time you do this it will feel like a lot of work, but you eventually get faster. For me it's maybe 10 minutes to create all the different WB-saves. There's also some script out there to do this, but I haven't used it.
The things I look for first in the map:
- Map layout. First thing my eyes goes to the minimap in lower right corner. I usually have a rough idea of what kind of map I'm looking for, so I look at the minimap if this fits the description. Especially when dealing with maps like fractal, there might be a lot of variety in what the landmasses look like. At this point You also see on the minimap where the player is located, so you can see if we would have AI on many different sides, or are stuck on a peninsula from where everybody most likely would have to go through the same AI as first war target to expand. It all depends on what kind of game you want to make.
- Player start. Does it look too weak or too overpowered and how does it relate to starting techs. (NC also has some requirements which follow later.) At this point I also look a bit on the surrounding lands to make sure there's at least room for a 2nd and 3rd city before you have to dive into the jungle or cross some large desert.
- Player and AI starting positions. After this I look at how the civs are divided on the landmasses. Most notably I try to avoid situations where one AI can block off a huge chunk of land and expand to twice the size of anyone else. This causes problems for deity players. I also look at who we have nearby. NC usually avoids starts where you would be squeezed in between several crazy warmongers.
Then there's the NC requirements:
- UU resources should be within reasonable distance of starting location
- All AI should have some early strategic resource within reasonable distance of starting position
- Fresh water at the start (for player and all AI). Most common map scripts take care of this automatically.
These things can be edited if the map is otherwise awesome. In general I prefer swapping resources instead of adding, to not upset the balance of resources in the game. So if we need horse for UU but have iron, I swap that iron with some horse somewhere else on the map. Sometimes I might move the starting scout/warrior, if it otherwise would be likely for players to move away from some strong tile, like wet corn, which cannot be revealed on T0 with the scout/warrior in the original starting position. If you do this, you then have to go into Reveal Tile mode and click Unreveal All to not unreveal any tiles the scouting unit saw in the old position.
It is also possible to swap AI starting positions, but this requires some more work as you will have to change the starting positions while editing the worldbuilder file in a text editor, and you have to make sure you also take care of revealed tiles. In the text editor it is also possible to change which AI are in the game. Sometimes I might change someone if random opponents give too many of the same AI that was in the last game.
In the end, most maps are good maps that will provide an interesting game. It's mostly about choosing one that provides the kind of game you wish to create. And traditionally NC provides quite decent starts. Does not need to be super strong, probably shouldn't be, but also avoid the worst ones with no food but 2 floodplains and no trees to chop.