Thursday, 9 November 2017

Playtest Feedback & Analysis




blockout peer testing


after player peer testing an obvious promlem was made clear to me in my level, by the minigun spawn a player was able to wall run across the side of the factory and reach the other teams base very easily, this was a massive oversight on my part and i will redesign the level to remove this design bug. the players also didnt like the chimney aspect of my level so i shall alter them to not act like giant cannons with the jump pads and have them collapsing instead.



blockout peer feedback:

What is your name ?11 responses
Amy
Michael
Luke Knight
Anna Olsson
James
George Lake
Charlie Morse
Richard
Dan Tyler
Joe
Ethan Boddy
was health easy to find and use11 responses

NoNo, I couldnt find itThe health was easy…Yeah I guess it wasYesYes it was easy to fin…Yes it was very straig…some of the health w…yes01231(9.1%)1(9.1%)1(9.1%)1(9.1%)3 (27.3%)1(9.1%)1(9.1%)1(9.1%)1(9.1%)
ValueCount
No1
No, I couldnt find it1
The health was easy to find only as a counter balance for loss of health.1
Yeah I guess it was1
Yes3
Yes it was easy to find in the middle1
Yes it was very straight forward1
some of the health was but not all of it, considering the size more ammo ad health were needed1
yes1
Mostly positive results from the class about finding health, when designing the level i have tried to put health behind cover to allow and encourage the player to retreat.
Did you manage to use advanced techniques to reach secrets? (wall running, crouch sliding ect)10 responses

I used wall runningNoThere was a broken…Wall running inside w…Yes, in the main area…Yes, running ontop of…a few bits but not con…not really it wasn't ne…yes0.00.51.01.52.01(10%)2(20%)1(10%)1(10%)1(10%)1(10%)1(10%)1(10%)1(10%)
ValueCount
I used wall running1
No2
There was a broken wall that worked well. I got stuck from getting launched really high lots of paths. Tried to avoid the sewers at all cost.1
Wall running inside was useful for escaping1
Yes, in the main area and on the top1
Yes, running ontop of the thin wall after the jump-pad, not sure if that is intentional or not1
a few bits but not consistently1
not really it wasn't necessary there was one good path1
yes1
The results were about 50/50 here i think due to a major design flaw that i didn't pick up in testing which was being able to wall run off the middle platform right to the enemy base. i will rectify this by increasing the gap so its impossible to get over to the other side.
is the level balance the same on both sides?11 responses

For the most part yesMust be but didn't…The map seem to…Yeah since it is sy…YesYes, since the map…balancedi think so, but the b…noyes0.00.51.01.52.01(9.1%)1(9.1%)1(9.1%)1(9.1%)2 (18.2%)1(9.1%)1(9.1%)1(9.1%)1(9.1%)1(9.1%)
ValueCount
For the most part yes1
Must be but didn't seem it.1
The map seem to be balanced for both teams1
Yeah since it is symetrical1
Yes2
Yes, since the map is mostly symmetrical1
balanced1
i think so, but the balance of the level was off a lot of the areas felt unneeded as they could be circumvented by travelling around the side of the map.1
no1
yes1
overwhelming positive response, no change needed
were jump pads effective and did they give you good access to new areas?11 responses
Yes but some threw me up to high that I took landing on damage
no they made it to easy to get the flag
They gave easy access to the flag
I went onto one jump pad and there wasn't really anywhere to land so i just fell down again and took a lot of damage.
They were too effective and could be used to get out of bounds
Yeah they were the only way to get to the other level
Jump pads were very effective
The jump pads were well used down one side of the map. some sent you so high it was possible to die using them
yes but they were so high they often killed you
Yeah they got you everywhere really quick a bit much though.
yes but they made it too easy to win the flags
The jump pads need some work, im thinking of removing the chimney launching system as it was clunky and made it hard to get to the roof without taking damage and to get the redeemer you had to do a pretty specific jump in the air to get it. players didnt find the redeemer so i need to make it easier to get.
was flag placement and player spawn placement good or bad and why?11 responses
Yes because it was hidden and protected
bad as you kept having problems
Not very good, the flag was very easy to get.
Maybe place them in opposite corners rather than straight across so you actually use the whole map.
Spawn was ok, but flag placement was in such a way that you could VERY quickly get from one flag to another
No I didn't like it it was too hard to defend the base
No, the flags were not i good positions for stated reasons
The flags could do with being placed more in the centre
flag placement needs to be more diagonally opposite for the reasons above. spawn seemed pretty good although a bit open when enemy team is nearby
Alright however there was something wrong.
Spawn point maybe more cover
The flag placement was poor in this mostly due to the wall running bug which made it super easy to get, also a player could be shot from the central platform and this lead to camping.
Were the weapon choices appropriate for their locations and did you find them useful11 responses
Yes
not really as a minigun was near spawn
I think they were okay if you move the flags around
i liked the weapon choices for this map, i thought it worked very well long range maybe not as well close range.
They were relatively appropriate, with a good selection of 2 guns near spawn.
I didn't like the bio riffle at the start its not a good start weapon
The weapons were good
The weapon placement was effective
i found them very spread out, and only able to find a few from spawn, i would like to see a few more spread about
Yeah the shock rife was the easiest to get was like the only gun used.
Yeah they were fine good locations, liked the redeemer location
Weapon placement was generally good but i tweaked it a little and included the link gun in the middle of the map.
How easy is it to find the power ups?11 responses

123450123451 (9.1%)3 (27.3%)3 (27.3%)4 (36.4%)0 (0%)
ValueCount
11
23
33
44
50
This seems pretty good as no one said 5 so they're not too easy to find.
How easy are the in game routes to navigate?11 responses

123450123454 (36.4%)2 (18.2%)3 (27.3%)1 (9.1%)1 (9.1%)
ValueCount
14
22
33
41
51
The results from this question are skewed due to the wall running bug, fixing the bug will yield usable data.
How good is the weapon selection?11 responses

1234501234560 (0%)3 (27.3%)5 (45.5%)2 (18.2%)1 (9.1%)
ValueCount
10
23
35
42
51
it could be better, i'll add some more weapon locations.
How big was the level?11 responses

1234501234560 (0%)1 (9.1%)6 (54.5%)3 (27.3%)1 (9.1%)
ValueCount
10
21
36
43
51
this is a pretty decent result, no one felt the level was way out of proportion.
Could you accidentally fall off or escape the level? (in an unexpected way)11 responses

YesNo45.5%54.5%
Yes6
No5
I found the bug with this, the kill z volume height was too small so if the player was travelling fast enough they would simply pass through it between frames.
Where there any invisible/unexpected walls ?11 responses

YesNo18.2%81.8%
Yes2
No9
Did you find the levels easy to navigate?11 responses

123456789100123450 (0%)0 (0%)1(9.1%)1(9.1%)4 (36.4%)2 (18.2%)1(9.1%)1(9.1%)0 (0%)1(9.1%)
ValueCount
10
20
31
41
54
62
71
81
90
101
I think i need to simplify some routes judging by this feedback, this includes changing the way the sewers work and the roof access to make them more navigable.
Was the level to the correct scale?11 responses
Yes (5)
If it was intentional to run on the ledges they were a bit thin and you could easily get knocked off.
Yes I think so
Yes the size is good for a CTF map, taking time to get across was well timed.
parts seemed off, wall thickness very thin, areas to slide under were too high, but could crouch - seemed like it would be better to just make them a door
The level had issues with heights.
All the parts I was navigating seemed to be
Lots of yes' which is good, there were a few simple bsp issues that can be rectified in the next build.
Did you find any Bugs/Glitches/Glaring Issues with the Level?11 responses
No (2)
no lights in sewer kinda felt irrelevant
no
I was able to use the person teleporter thingy to get out of bounds
not really no
No, there weren't really any major problems
Some interior areas were dark, I got lost in the underground section.
redeemer area was broken, and challenging to get out of
There was a path that lead everyone one way the rest of the map was ignored the sewer didn't work. Everyone lost health wasn't worth it.
jumping from the jump pad you are then able to run along the wall and cut out the side
The biggest problem was lighting espescially in the sewers, to rectify this i will add some lights with a green tint to brighten them up as i have had some verbal feedback as well indicating that they were too dark and hard to navigate.



How would you improve the level?11 responses
More sniper areas
make the map more far
Move the flags around so they are not so easy to get too.
Make sure the flag spawns are corrected so that the players make use of the full map and fix the ledges.
Increase the size of the kill zone and reduce the height of the jump pads in the 4 towers so you don't die when you use them
I would add some lighting to the scene and make it so that theres more than one viable route
By changing the flag positions around
Prevent players from running along the wall by the platform between the flag areas
give more reasons for the players to go through the main areas of the map, block some sections off, make distinctive routes
Make it smaller don't loose health on a route especially if its not good and hard to see.
block off the above 'glitch' or make the flags on the opposite side that they are


All these points have been raised and will be acted upon for the next playtest, my main thing to do is to remove the wall running bug, fix some volumes and change the chimney launcher mechanic.









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