Thursday, August 28, 2008

Guide to taking Map Criticism

I've seen lots of good maps that, with a few minor tweaks, have the potential to be great. After making a solid map, complete with structure, spawns, and weapons, you are halfway done.

You have to be able to take advantage of map testing. First off, if you have a map that is ready for testing, either get a few good friends together, or sign up at an event at Ghosts of Onyx or H3Customs.

Testing Day can be the day that your map goes from good to great. First off, an important tip: if you post your map on a place like Forgehub, don't take advice from people who just look at the screenshots. That advice is meaningless and unhelpful. In order for someone to give helpful advice about gameplay or setup, they'd have to play it.

Another crucial tip: if someone says they disliked the map, don't take it harshly, and ask why. I can't tell you how many times someone has hosted in a party with me, they post a map that doesn't go well, and they just boot anyone with harsh words for it.

Finally, pay attention to gameplay flaws. The most often causes for strained gameplay are:
  • Weapon setup: too many power weapons on map, or they aren't spaced far enough.

  • Domination by one side. Check weapons and equipment to see if one side has a clear advantage.

  • Stalemated CTF games. Try not to have too many spawns right by your teams' flag, because it makes it way too easy to play defence.

  • Predictable spawns. Add respawn areas and additional spawn points.

  • One clear choke point. This may be caused by power weapons being overly available in one spot, or the other areas are too crowded with items. Some areas of maps should be open. Not every inch of your map should be covered with geomerges, walls and scenery.


And to end with one more tip, don't just host one custom session. Test and re-test, because if you find a solution to one problem, another may become more apparent. Good luck on improving your map.

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