This is a simple guide, as we, the mappers, aren't the all-knowing minds who can decipher generic stuff on first glance.
BAD FEEDBACK:
- "The map sucks" (Doesn't need any explanation)
- "It has bad item placement" (Provide examples, if possible, suggest solutions)
- "The map is badly designed" (See above)
- "It has the BFG/NG/CG/PL/RG" (especially when care has been taken in order to limit these weapons' damage with the design of the map itself)
GOOD FEEDBACK: (If possible, also suggest solutions)
- "Placing the Quad Damage near the BFG is bad for the balance of the map."
- "There are no safe places from the Railgun, it breaks the map as it is."
- "The Grenade Launcher's position favors spamming and it destroys the flow of the map."
CHECK LIST FOR MAPPING AND TESTING (May require a bit of help, suggestions are welcome)
(Also may help with design decisions)IN GENERAL
- Can any player be visible at all times? (i.e. is the map well-lit)
- Is there any bug in the map?
- Is it intended, unintended and will be fixed, or unintended but won't be fixed?
- Are there items with "start in solid" or "not reachable for bots" in the console?
- Can the bots navigate the map well in botmatches?
- How easy is the map to navigate?
- How obstructive are the hazardous areas to the map's flow?
- Can the player remember key areas of the map without having to resort to location names?
- How well distributed are the items across the map?
- Is there a cache of powerful weapons and items somewhere in the map?
- How worthy are the items near the hazardous area? And in the area itself?
- Are there spots for hiding? How easy is to locate them?
- How many chokepoints are in the map?
BASE-BASED TEAM GAMETYPES (CTF, One Flag CTF, Harvester, Overload)
- How easy is the map to navigate?
- How easy is the enemy base/objective to find?
- How easy are the bases to attack?
- How easy are the bases to defend?
- How long does it take to capture a flag in the shortest route without trickjumping?
- How long does it take to capture a flag in the longest route without trickjumping?
- Aside of the enemies, was there another obstacle to the capture which broke too much the flow of the map?
- How many routes does the map have between the flags (not the bases)?
- Are the chokepoints well protected from possible campers/snipers?
- Is there any hazardless (including water) route protected from snipers?
- Do the corridors contain any kind of cover?
- How easy is to make a flag capture? (CTF)
- How easy is to get the neutral objective and score at the enemy objective? (One Flag CTF/Harvester)
- How easy is to attack the enemy base? (CTF/Overload)
Am I missing something?