Tuesday, 24 March 2015

Some More Early Peer Reviews

After getting this very helpful feedback from Jonny and Charles, I again received more feedback from James, Chloe and Peter on 7th October 2014 when my level had slightly progressed. Here is what James had to say: 
“Map Feedback:

A flying vehicle or two, like a helicopter might work with your map. If your towers have windows, players could fly around them and shoot other players. This would another layer to your map flow but it would make capturing the flag a bit too easy.
The run down building idea would work as a vertical figure of eight, you could add a death box to your ground floor and add walk paths from building to building, and saving players from going all the way to the bottom of their building and climbing up another to get to the enemy flag.
Your map flow works a bit like a Deathmatch map flow and adding vehicles would only make it seem more like a death match, maybe if you add some invisible walls or floating obstacles to force players to move around the map it would feel more like a capture the flag map.” 

Here is what Chloe had to say: 
“I liked the idea that as you get higher up within your skyscraper the lighting gets more dark and intense.
I think you should have an opposing building near your skyscraper that has crashed into it, giving the players a quicker opportunity to get to the top rather than walking up so many flights of stairs; which would get repetitive after a while. You could have boosters the player can walk over that spring them up towards the smaller tower (the more realistic view than having them spring up right up to the top of the skyscraper).
At the base of the city you can have different paths or you could expand underneath the skyscraper to create some sort of basement layout.” 

Here is what Peter had to say: 
“liked you idea of using a sky scraper as you pillar design and bringing some verticality into your map. it would be a good idea to have jump pads linking the roof tops of each building to help navigation.

you could also add something like scaffolding/walkways on some exterior parts of the skyscraper so players get to see the scale of the environment and provide some alternative paths.

it might be a good idea to also consider adding teleports or a vehicle as your map has a large open area feel to it once you outside of the sky scrapper.” 

 Again, these comments were all very helpful and I took James, Chloe and Peter’s comments on board and actually used some of their suggestions in my map. For example I have a jump pad at the bottom of my skyscraper which allows the player to jump to the first floor, I also added teleports in two hidden locations for layers to find which will allow them to teleport up/down the skyscraper. I also added vehicles into my map however later removed them as they simply didn’t have much use in my map considering my level is a skyscraper and all the players could do is drive around the outside of the skyscraper.

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