Title: How to provide proper map feedback Post by: Neon_Knight on December 09, 2016, 09:08:16 AM This is a simple guide, as we, the mappers, aren't the all-knowing minds who can decipher generic stuff on first glance.
BAD FEEDBACK: - "The map sucks" (Doesn't need any explanation) - "It has bad item placement" (Provide examples, if possible, suggest solutions) - "The map is badly designed" (See above) - "It has the BFG/NG/CG/PL/RG" (especially when care has been taken in order to limit these weapons' damage with the design of the map itself) GOOD FEEDBACK: (If possible, also suggest solutions) - "Placing the Quad Damage near the BFG is bad for the balance of the map." - "There are no safe places from the Railgun, it breaks the map as it is." - "The Grenade Launcher's position favors spamming and it destroys the flow of the map." Title: Re: How to provide proper map feedback Post by: Neon_Knight on September 24, 2017, 03:23:18 PM CHECK LIST FOR MAPPING AND TESTING (May require a bit of help, suggestions are welcome)
(Also may help with design decisions) IN GENERAL
BASE-BASED TEAM GAMETYPES (CTF, One Flag CTF, Harvester, Overload, CTF Elimination)
CONTROL POINT-BASED GAMETYPES (Double Domination/Single Domination/Possession)
If you have any other suggestion, please post it. :3 Title: Re: How to provide proper map feedback Post by: Gig on September 25, 2017, 02:11:52 AM If you have any other suggestion, please post it. :3 - Checking in console log (under "---- Map Loading ----" section) if there are some items which "start in solid" or are "not reachable for bots" (although that's something that the mapper himself should care to check!).- Order a bot teammate of yours to follow you: after he reaches you, roam the map and check if he has got problems following you. - "Spectate" how bots play. You can "devmap <mapname>" and then set a faster "timescale" if you wish. Do you see something "strange", such as bots becoming "locked" somewhere or never going to some areas of the map? Are they capable of scoring? Title: Re: How to provide proper map feedback Post by: Neon_Knight on September 25, 2017, 05:23:44 AM Sure! How can I forget those?! Bugs are always at the top of a To-Do list.
Thank you, Gig! Added the items you mentioned. :) Title: Re: How to provide proper map feedback Post by: Gig on September 26, 2017, 04:32:09 AM If you have any other suggestion, please post it. :3 Is the map playable at "fixed 125 fps", "fixed 90 fps" and "accurate" physics? Do some jumps result too hard, or do some jumppads throw you too much off-target, under one of these three physics modes? (See (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Game_physics).Sometimes I feel "accurate" physics as something "in the middle" between 90 fps and 125 fps physics, so maybe if a map is okay on both 90 fps and 125 fps, one may assume it's okay also with accurate physics without actually doing the third test. But I'm not sure this is real, maybe that "feeling" isn't right, or is right only at times... not counting that we know that in a map with a gravity different than 800, 125 fps may not be the "good" choice anymore. So, maybe doing all the three tests is very advisable. What do you think? |