Tuesday, 24 March 2015

Even More Early Peer Reviews!!!

After getting this great feedback I decided to scrap my first level and start over again by creating a skyscraper that was much bigger, after spending 2 weeks working on my new map I again got further feedback on my level on 21st October 2014 from Jonny and Catherine, when asking for this feedback I asked my peers to comment specially on the navigation of my level, the gameplay of my level and the lighting of my level. This is what Jonny had to say: 
“Really like the idea of fighting through a skyscraper! 
1. Nagivation - It's great with all the possibilities for cover points and the rooms to explore where players could be hiding! I'd reccomend having a significant object or even different lighting for each floor so players know exactly where they are! Even different jump pads on the bottom floor to act as elevators to each floor would be pretty cool! Love the idea of having a few more buildings that have toppled into it as well to give the impression of earthquakes and disaster! 
 2. Gameplay - would be great! Noticed lots of little hiding places such as in the rooms you created where a player could hide and kill people as they ran in or to be flushed out and killed by a group of players running in. The stairs were made really well with little areas which you could see through to shoot down from and it'd be really great if you were on the defense or protecting a flag runner! Really liked the idea as a whole for fighting your way through a skyscraper because it'd be like something from a film such as Judge Dredd where one team has to fight there way through to reach the top. 
 3. Lighting - Didnt notice much lighting but I know it wasn't a completed map yet! I love what you said about the night club and all your flashing neon lights! Like I previously said, having significant lighting on each floor so the players can determine where they are within the skyscraper would be better so no-one got lost. I think having the stairs well lit would be great so if someone was stood there shooting downwards then the opposing player could see them a lot more easily! With the lighting and the whole 'earthquake' style of the map I'd say having broken lighting such as blinking lights in the toilets to give off a sort of creepy effect possibly and then give someone hiding the element of surprise.” 

This is what Catherine had to say: 
“Navagation

your map remind me of Mall store area, with café or hotel that should be good idea. or you can put hidden room and create a wall that can walk through wall to see inside so many pick up that'll be good luck for players to find it.



Gameplay

I think this playability is quite enjoys and nice flows to find many different room with pick up or power up. and i find nothing glitches around your map. some texture will be good without glitches..

from ground floor this room may too large, why not you can put a float plane with new weapons some on it as player will try to reach to get it.



Lighting

the lightning looking good. maybe need add more lightning in other rooms because if you use "Build All" and the few lighting inside the building will be few light and dark and need many lights. ( just let you know )” 

Jonny then added: 
“Picking up on what catherine said about power ups - I think having a few discreet power ups in the bathrooms would be really good so if a player was trapped in there he could just storm out and blast his way through the enemy team and escape up a flight of stairs!” 

 Some more extremely helpful feedback here from Jonny and Catherine and I again took their comments on board and implemented a lot of their suggestions into my map. I light each floor of my skyscraper differently, added discreet pickups in the different rooms throughout my skyscraper and added a jump pad outside my skyscraper.

No comments:

Post a Comment