Q3A Database
How to provide proper feedback - A guide
Pinned, Started by Neon_Knight
Neon_Knight Rep. 103
#1   01 Feb 2019
This is a simple guide, as we, the mappers, aren't the all-knowing minds who can decipher generic stuff on first glance.

* "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)

* 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?

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