cp_loot

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I expect there will be a lot of things I have to change and fix. I've never balanced a 3 stage map before - I thought perhaps doing it stage by stage would be optimal. I was hoping those with more experience than myself would chime in.

What's your experience Grim Tuesday?
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
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Teaser image 2 is up.

I've been trying to decide how best to release a public test. I'm thinking of doing it a public release for each stage then a complete public release, than a final. If I go that route I will be releasing Stage 1 on Wednesday, May 5th.

I don't think people have the attention span to track a map that closely. Not to mention it'll fragment the map versions put up on public servers - server owners don't want to be overwhelmed with multiple files all for one map.

Also be careful with the "epicness" of the map release. Between the teaser images and talk of the map being released in parts, you're starting to tread into ego-trip territory (even though I know that's not your intent).
 
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Nov 14, 2009
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As Spud said, trying to make your map more important than a valve release just for showiness does take a trip in to ego land. However, if your intent is balance, then by all means, release as stages. Although, if you have all them done, then why not balance them at the same time?
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Just trying to have fun with it guys =) I'm excited to finally share this with the community - not drum up controversy. I didn't think it would be a big deal to put up some teaser pics.

Still, I think you're right. I am going to keep doing private tests until I am satisfied with the look and gameplay. A large amount of releases is probably not a good idea, especially with such a large file size.
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
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Oh dude I didn't mean to make it sound like you were going overboard. I just thought I'd let you know in case others took in the wrong way. I probably shouldn't have said anything.

Plus I actually do want to get my hands on the map.:O
 
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Rikka

L5: Dapper Member
Feb 10, 2009
208
388
One of the things about testing in stages is that it skews player's perception of balance. They have an expectation about how hard it should be to win a particular stage, and people get messed up when they don't have the other two stages for that comparison.
 
Aug 10, 2009
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At the same time though, I've noticed that people generally give back the same amount of feedback, so it could either be about one stage in detail, or all stages more generally. Each type of feedback has its strengths, but regardless it's up to you.
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
I don't think people have the attention span to track a map that closely. Not to mention it'll fragment the map versions put up on public servers - server owners don't want to be overwhelmed with multiple files all for one map.

Also be careful with the "epicness" of the map release. Between the teaser images and talk of the map being released in parts, you're starting to tread into ego-trip territory (even though I know that's not your intent).


As a server owner who tries to put a lot of these customs in my rotation. I can attest to this...all of this.;) Can't wait to check it out though! :)
 

Username

L2: Junior Member
Aug 26, 2008
96
61
I expect there will be a lot of things I have to change and fix. I've never balanced a 3 stage map before - I thought perhaps doing it stage by stage would be optimal. I was hoping those with more experience than myself would chime in.

What's your experience Grim Tuesday?

I would actually suggest doing it in a normal series... but have all of the cp_loot_a# maps only have the final round. Once you're pretty close to finished with round 3, then move on to the cp_loot_b# maps, which will have both round 2 and 3 connected together. That way, the final stage will still get some playtesting, but round 2 will get the majority of exposure. Simply repeat the process again for the cp_loot_c# maps.

I found the benefits of this system, even when just used internally, to be enormous. Everyone, most importantly server owners, will know which map is furthest along. Furthermore, for the first two thirds, people will just see it as an "alpha" or a "beta" map, and won't get confused by the naming process.
Best of all, this system allows you to still have people examining the details of the later rounds while you're still playtesting the first for balance.

The only downside to this is that you'll have additional time where the first things people see are dev textures, which slowly become more and more detailed as rounds progress, which is slightly counter intuitive. Additionally, this requires you to work on the points in a reverse order. Other than those two problems, this system allows you to work on each round independently without confusing the public.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I'll keep an eye on this.

IWILLCUTYOU.jpg
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Get rid of the hurting lava, it's so annoying, especially when you can't easily get up again
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
You guys played a very old build. I'm not even sure how that got on the server. =(