Re: 2 MB CHALLENGE RESULTS
Posted: 11 Jun 2012, 17:03
Playability covers a wide range of things.
A broken door or elevator would reduce playability.
Having a spawn room that can be blocked by a noob with feigndeath would reduce playability.
Having a map with spawn exits facing each other, would not be very playable.
Having a map with a lot of dead ends.
A map that you are getting lost in, every five seconds.
Some issue with space and maneuverability perhaps.
Horrible choke points that annoy some players.
Putting free lams in a spawnroom.
No ammocrates.
Could write a 1000 examples...
As it has been mentioned, I use smuggles as the example. Two of the spawnrooms exit onto a large killing ground with no cover, which is dominated by a gallery above stacked with evil weps like 20HE, LAW and Lam. To make things worse, the mapper added windows, so enemy can see which spawn the player is spawning in. To finish off the screw-up, they added one tiny door, that gets blocked by noobs every day of the week for the last ten years. So for me, the map fails badly on gameplay. It has appeal in other areas though, but not enough for me to ever host it. I'm left numb watching people exploit those spawnrooms, year after year.
Ste's drydock is ten million times better. Notice his spawns are very similar to Deja Vu and Sike's spawns, double exited, with very large spaces inside the spawnroom to maneuver around players who are slow or afk or to fight incoming enemies.
Score?
I looked at the map in SDK, looked at the theory side of things, was the design sensible and sound. Then I played them. Then I played with Face. Then I played on Chin's server. Most things were obvious though before public play. Most people were pretty good on playability I think, just some minor oversights here and there.
Sometimes a map gets away with things, Silo has some terrible gameplay design, but it plays well and is popular. Same with this challenge, the winning maps may not be the most popular in a month's time.
A broken door or elevator would reduce playability.
Having a spawn room that can be blocked by a noob with feigndeath would reduce playability.
Having a map with spawn exits facing each other, would not be very playable.
Having a map with a lot of dead ends.
A map that you are getting lost in, every five seconds.
Some issue with space and maneuverability perhaps.
Horrible choke points that annoy some players.
Putting free lams in a spawnroom.
No ammocrates.
Could write a 1000 examples...
As it has been mentioned, I use smuggles as the example. Two of the spawnrooms exit onto a large killing ground with no cover, which is dominated by a gallery above stacked with evil weps like 20HE, LAW and Lam. To make things worse, the mapper added windows, so enemy can see which spawn the player is spawning in. To finish off the screw-up, they added one tiny door, that gets blocked by noobs every day of the week for the last ten years. So for me, the map fails badly on gameplay. It has appeal in other areas though, but not enough for me to ever host it. I'm left numb watching people exploit those spawnrooms, year after year.
Ste's drydock is ten million times better. Notice his spawns are very similar to Deja Vu and Sike's spawns, double exited, with very large spaces inside the spawnroom to maneuver around players who are slow or afk or to fight incoming enemies.
Score?
I looked at the map in SDK, looked at the theory side of things, was the design sensible and sound. Then I played them. Then I played with Face. Then I played on Chin's server. Most things were obvious though before public play. Most people were pretty good on playability I think, just some minor oversights here and there.
Sometimes a map gets away with things, Silo has some terrible gameplay design, but it plays well and is popular. Same with this challenge, the winning maps may not be the most popular in a month's time.