- Oct 19, 2008
- 1,067
- 1,150
EXPERIMENTAL DESIGNS FOR NEW PAYLOAD GAMEPLAY - AKA - HOW TO KEEP IT FRESH.
Tom 'zpqrei' Pritchard.
Payload maps are everywhere. You have Goldrush, Badwater, and oh so many custom ones such as Hoodoo (Youme) or Swift (WhatIsSchwa). But in my opinion they are getting a little boring now. Sure, people like Mangy try to shake things up a bit with Frontier (brilliant map, try it out). I taken this one stage further. I've thought, okay, we need something new to spice things up a bit. So...I set out to spice things up. Drew a couple of designs and made this:
This provided many new gameplay ideas to me, for example, you needed to jump to get over the tracks, so that meant the map was, effectivly, split in half. Whilst I'm sure this was good for something everything drew to a halt when I realised one thing. It cannot corner. At all.
So...I brought up the chat. Was talking away and someone (I honestly cannot remember who) suggested making it a hover cart. So, I modified the brush based cart I'd made so far to be hovering (I even added little particles!) but ultimatly it fell under in one big way. When asked to play a test map, all of the people who QA'd for me didn't know were to go. Tracks were, in Payload a sign of progress, how do you know how progress works, when there is no sign of it? Thus brought the end of my brief experimentation.
Don't dispear, though! You haven't been reading this for nothing! I've learnt now, that if a feature isn't working, drop it. If a part of a feature isn't working, drop it. No matter how 'cool' or how 'wow' if it doesn't work. Drop it. There will be other ideas, better ideas. I hope this has sparked your creative juices (and hopefully no other juices).
But now, students, I've got a Payload map to go and work on.
zpqrei
:3
Tom 'zpqrei' Pritchard.
Payload maps are everywhere. You have Goldrush, Badwater, and oh so many custom ones such as Hoodoo (Youme) or Swift (WhatIsSchwa). But in my opinion they are getting a little boring now. Sure, people like Mangy try to shake things up a bit with Frontier (brilliant map, try it out). I taken this one stage further. I've thought, okay, we need something new to spice things up a bit. So...I set out to spice things up. Drew a couple of designs and made this:

This provided many new gameplay ideas to me, for example, you needed to jump to get over the tracks, so that meant the map was, effectivly, split in half. Whilst I'm sure this was good for something everything drew to a halt when I realised one thing. It cannot corner. At all.

So...I brought up the chat. Was talking away and someone (I honestly cannot remember who) suggested making it a hover cart. So, I modified the brush based cart I'd made so far to be hovering (I even added little particles!) but ultimatly it fell under in one big way. When asked to play a test map, all of the people who QA'd for me didn't know were to go. Tracks were, in Payload a sign of progress, how do you know how progress works, when there is no sign of it? Thus brought the end of my brief experimentation.

Don't dispear, though! You haven't been reading this for nothing! I've learnt now, that if a feature isn't working, drop it. If a part of a feature isn't working, drop it. No matter how 'cool' or how 'wow' if it doesn't work. Drop it. There will be other ideas, better ideas. I hope this has sparked your creative juices (and hopefully no other juices).
But now, students, I've got a Payload map to go and work on.
zpqrei
:3