US Gameday - Saturday June 6th

Egan

aa
Feb 14, 2010
1,375
1,721
Where:
TF2Maps.net Official US Server: usa.tf2maps.net:27015
Gameday Host: Egan


When:
Event will begin at:
Saturday, June 6th 2015 - 5:00PM EST
Click here for other Timezones
Time converter at worldtimebuddy.com

Map List: (Closed)
Time Played | Map Name | Author | Download | Thread | Notes

20|cp_ridgeline_a2|Lain| BZ2 | 24572 |5cap
20|koth_outskirts_b1|Aman| ZIP | 23440 |
30|pl_tanker_b2b|iiboharz| BZ2 | 23984 |
20|koth_rut_a3|Kingdom| RAR | 24548 |no crits
15|arena_mudheights_b1|Moonrat| ZIP | 24593 |
20|koth_backwoods_b14|Fantasmos| BZ2 | 24472 |


Map Pack: Not available yet.

Event Rules and Information (link)

Egan-Gameday Rules:
  1. If there's something specific you want feedback on in your map, write so a line below the rest of your submission, and I'll try to announce it sometime during the round. (Eg: Do the respawn times feel fair?)
  2. I'll keep playing maps past the end of the gameday as long as I feel like playing TF2 (usually at least 3 more maps from the end). If there is another VIP / Admin on then they can take my place as host, if they are available to do so.
  3. I'll only play 5cap maps for a maximum of 20 minutes because, partly having no experience in competitive, I don't enjoy them and they bore me out for the rest of the gameday.
 
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Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
koth_outskirts_b1

thread: 23440
download: http://tf2.gamebanana.com/maps/183868

I'm still working on the layout for this map. I'm trying to fix the issue of the map feeling too easily spawn camped. Any feedback would be helpful. Thanks in advance.
 
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Egan

aa
Feb 14, 2010
1,375
1,721
Post Mortem for Saturday, June 6th 2015
Map Name | Feedback Link (& demo) | Feedback Video

cp_ridgeline_a2| Feedback | Feedback Video
koth_outskirts_b1| Feedback | Feedback Video
pl_tanker_b2b| Feedback | Feedback Video
koth_rut_a3| Feedback | Feedback Video
arena_mudheights_b1| Feedback | Feedback Video
koth_backwoods_b14| Feedback | Feedback Video

Maps to play (already uploaded):
  1. cp_danktown_a1
  2. cp_overhang_a2
  3. arena_danktown_b7a

So for this gameday we experimented again with the feedback video stuff (this being the second time having done so). I'm still under the impression that if we are to continue doing this that more gameplay would need to happen to counter the massive amount of time we aren't playing and just giving feedback. I think this would work really well for marathon tests where a map gets 1-3 hours of play time - but I would rather just have a regular gameday where we play 8 maps instead of one playtest per week where we only play 3 maps. If you guys have any opinions or comments please post them below.
 
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worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I agree with you, Egan. I enjoyed the time afterwards to give our opinions, but I felt that we weren't getting through maps quickly enough. In future it may be better to structure the verbal feedback differently. Perhaps ask if anyone wants to say anything about a particular area, and then allow each person who indicates an interest to say a few brief words. Don't have an open discussion. Perhaps we should aim for five minutes or so.

In order to prevent decaying interest during the post-game sessions, it may be beneficial to ask people who would like to leave feedback and talk about the map to go in to spectator mode, so that people who have no more feedback to contribute can continue to play the map. This has a few benefits. Players won't be held up with nothing to do, more play testing data can be provided to the author, even with a reduced number of players per team, and spectators may be inspired to post more feedback by the battles they might observe.

You mentioned that you didn't like discussions to take place during gameplay. I agree with you. I believe one should play the map and allow others to, before giving his opinions. Such behaviour can be off-putting and doubtless influences the opinions of others. During the StSv community map testing sessions I insist that no opinions about the map be given until it has been played. Partly because of the reasons I specified but also because I want to ensure players focus on the game. To that end it may be worth considering disabling sv_alltalk until the brief verbal feedback session at the end.

Thank you for hosting tonight's gameday.
 
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Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I feel the feedback videos are an excellent idea. However a couple times I found it difficult to hear what some people were trying to say because several people were talking at once.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
You mentioned that you didn't like discussions to take place during gameplay. I agree with you. I believe one should play the map and allow others to, before giving his opinions. Such behaviour can be off-putting and doubtless influences the opinions of others. During the StSv community map testing sessions I insist that no opinions about the map be given until it has been played. Partly because of the reasons I specified but also because I want to ensure players focus on the game. To that end it may be worth considering disabling sv_alltalk until the brief verbal feedback session at the end.

I feel the same, people were saying stuff like "Mid is stalematey and not fun" and then all agreeing, and then someone says "Mid is awesome" and they all agree.. I think people need to make their own opinions. Also the constant "I CAN'T FIND HEALTH PACKS" after playing the map for 1 round doesn't help anyone.

Also while feedback videos are a great idea Egan, I think you should have it between people who are more experienced. No offense to the people in the videos of course, but just a more streamlined system of 4 maybe 5 people who know their stuff talking rather than the 12v12 talkfest that the test run consisted of.
 
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