Monday, 9 May 2016

Peer review 1 - Early Blockout


For the first peer review, I demonstrated an early blockout of the map, and showed off some target designs.

I asked people for feedback based on what I had shown and gave some questions for reflection.

"I am looking for feedback and suggestions for the early block-out of my CTF_CyberMall Map

1. I am thinking about placing a variety of weapons through the map, giving the player a choice of play style. Do you think the weapons would be better placed on the ramps to help flow, or along the main paths? Would a combination of both be better?

2. In the original design the bases have one floor, which both paths lead to. Do you think it would be better to have multiple floors in the bases to help with defence and make them more interesting?

3. The central area is meant to serve as a focal point for the game. I am planning to place a large health on the central platform so that flag carriers can take a risk of going for it or be more sneaky. Do you think it might help to make this area larger to fit more players?"

The feedback for question 1 mostly agreed with placing the weapons on the ramps with other collectables such as health on the main paths. There was a suggestion of having shops which players could enter to collect the weapons, but i think that would over-complicate things and take away from the simplicity of the map design.

For the second question, the players agreed that multiple floors in the bases would be a good addition, giving some defence ability from the upper floor.

For the final question, people thought that the size of the centre looked okay.

http://my.liv-stu.co.uk/vle/mod/forum/discuss.php?d=3156

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