Yeah, there's some really dark room at the moment, because I would like to avoid having artificial lights (like fire torches), so I need to tweak the geometry (with some ceiling parts collapsed, etc...) to have areas correctly lit. I'll add some temp spotlights for next alpha, to correctly test gameplay in these areas
For the stone blocks size in stage A, you're right. But I like the feeling of being small in a huge temple, so I'll try to keep them kind of big (and I like to have some big holes in walls with just 2 or 3 blocks removed). I'll see what I can do about this.
And yeah, for the door in last stage, there's still a lot of work to do on the layout there
(the whole stage C is quite placeholder in fact, it was just to give the basic idea/setting of the stage, with not so much vegetation, a lot of verticality, the final sacrifice pit, etc...)
For stage B and C being too short, it's probably because there was no strong defense, so I should better look at this first I guess (perhaps I can add more lenght to the last part of stage B, but I think the distances and gameplay areas size are pretty much ok)
Thanks for the feedbacks !
I guess my list of main things to fix (after seeing the playtest) is :
- too hard to defend in general ? (at least when not knowing the map, so perhaps add some obvious sentry spots, or close some small alternative paths ?)
- some big sightlines for snipers here and there (will be hard to fix in some places, but I'll try to block some)
- some performance issues in some areas (didn't see them, but it's not so much optimized so I'll watch the demo to find where people had issues)
- some obvious stuff I was too lazy to do like dark areas, too small func_respawnroom or missing resupply cabinets in C that I should fix for next playtest
(and then a lot of details I heard or saw, but I'll need to watch the demo again
and it's still in alpha state anyway, so a lot of these are already known)
For others who participated in the playtest, do not hesitate to post your feedbacks
(like general things you didn't say or write during the game perhaps, like the map scale, too linear, too many flank possibilities, if you found the map too easy or hard for a specific class, etc...)
Thanks a lot for the playtest anyway !