- Dec 30, 2007
- 288
- 82
Flakey Beta 1 is being playtested tonight on the European TF2 Maps server.
I'd be extremely grateful for your feedback as with the big day approaching, there is obviously a tight dev schedule for this project.
Some of the more useful feedback so far, which will be addressed for this weeks Beta 2 release (a new release each Sunday till Christmas).
- far too small and cramped. Inevitable on a small, cramped map
I don't dismiss this - but I do stress that a design goal was small, hectic and playable by 3v3 or 12v12 - inevitably one of those extreme of player numbers will be imperfect - but if I make it bigger, it looses alot of what I aimed for with the design.
- Lower entrance to intel is too hard to defend (I agree - especially as the idea of the lower route was to open a fast but difficult to pass, route to the intel : well, it's 3 seconds faster than any other way). Having a think about how best to address this.
- Confusing at first. This is no doubt due to the early Beta release being woefully under propped and signed. Thankfully people who've played a whole round said they found it intuitive after they familiarised themselves - but this is not good enough. Adding outdoor details and internal props / overlays, to make the routes quite clear and natural. Nothing more I can do as far as layout to make them more natural and still keep the Up to the Top down to the Intel access relevant --- the routes are essentially circles - and each time you exit a rise, you simply have to go to the next you see to progress in the right direction.
- Block off the route through the trees - it's annoying that it's not obviously inaccessible. Done in B2 WIP already.
- Give the building more clear context - a few satellites don't suggest this is the executive HQ of spytech.....I agree. It's to be addressed. There is a base within the mountain, with 'detail' rooms, and it will be opened up to view but not access - from within the 2 side snow arches.
- Where's the snowman? He's in there now - just by the cabin
- add more of our custom Christmas Card props - doing it
- sort terrible lighting - totally, beta 1 didn't concentrate on lighting - it works for testing
- re consider health and ammo pack placement - on it, but feel free to suggest where and how big
I'd be extremely grateful for your feedback as with the big day approaching, there is obviously a tight dev schedule for this project.
Some of the more useful feedback so far, which will be addressed for this weeks Beta 2 release (a new release each Sunday till Christmas).
- far too small and cramped. Inevitable on a small, cramped map
- Lower entrance to intel is too hard to defend (I agree - especially as the idea of the lower route was to open a fast but difficult to pass, route to the intel : well, it's 3 seconds faster than any other way). Having a think about how best to address this.
- Confusing at first. This is no doubt due to the early Beta release being woefully under propped and signed. Thankfully people who've played a whole round said they found it intuitive after they familiarised themselves - but this is not good enough. Adding outdoor details and internal props / overlays, to make the routes quite clear and natural. Nothing more I can do as far as layout to make them more natural and still keep the Up to the Top down to the Intel access relevant --- the routes are essentially circles - and each time you exit a rise, you simply have to go to the next you see to progress in the right direction.
- Block off the route through the trees - it's annoying that it's not obviously inaccessible. Done in B2 WIP already.
- Give the building more clear context - a few satellites don't suggest this is the executive HQ of spytech.....I agree. It's to be addressed. There is a base within the mountain, with 'detail' rooms, and it will be opened up to view but not access - from within the 2 side snow arches.
- Where's the snowman? He's in there now - just by the cabin
- add more of our custom Christmas Card props - doing it
- sort terrible lighting - totally, beta 1 didn't concentrate on lighting - it works for testing
- re consider health and ammo pack placement - on it, but feel free to suggest where and how big
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