To start the peer review session, prior to peer testing I had to analyse three elements of my DM map, they were as follows.
1. The map's Architecture of Flow
2. Why is your map blocked off?
3. Splash Damage Building position in map
1. The Map is to flow through multiple rooms and corridors, encompassing the figure of 8 theory within, rooms have multiple entrances/exits to avoid ‘camping’ and cover has staggered height blocks, to enable characters to obtain both full body cover and half body cover, giving them the ability to return fire from cover.
The flow of my map also extends to the walkways above the main combat area, this gives a multi-tiered layout with the ability to gain a height-based advantage over other players, this must be paid attention to, however, as the player with the vantage point must not have a large cover advantage for balancing reasons, for this reason I may put simple railing or no rail at all on the walkway, giving the user the ability to fall off, back down into the main battle area.
2. To fit with the theme of my overall splash damage project (post-war), the idea behind my DM Map is a combat training area. With possible wooden panel structures and cover objects, this in turn is the reason my map is blocked off from external contact.
3. My Splash Damage building will be situated outside of the map, and can be seen when looking through windows located on one of the four containing walls of my combat training area, my overall game idea was to have the Splash Damage building act as a laboratory in a post-war environment, and the combat training area will be situated in the near vicinity.
Peer Review
I received feedback on my DM map from two of my peers, both of which gave very similar feedback.
Peer Review:
1. Layout works well, placement of cover is operational, but also scalable for fast paced, fluid movement during gunplay.
2. Reason for map being blocked off from outside contact makes sense due to having one specific area for
training.
3. Reason for Splash Damage building being located outside makes logical sense, being in close proximity to combat training area.
[I am happy with the feedback at this point, as my visualisation of my concept feels as though it works fairly well as a bare asset not just to myself but to a small number of peers also, however much more work will be done yet to improve this map and create a DM map with a functional flow, interactive AI, pickups to aid the Deathmatch progression, interactive surroundings/scenery and more.]
1. The map's Architecture of Flow
2. Why is your map blocked off?
3. Splash Damage Building position in map
1. The Map is to flow through multiple rooms and corridors, encompassing the figure of 8 theory within, rooms have multiple entrances/exits to avoid ‘camping’ and cover has staggered height blocks, to enable characters to obtain both full body cover and half body cover, giving them the ability to return fire from cover.
The flow of my map also extends to the walkways above the main combat area, this gives a multi-tiered layout with the ability to gain a height-based advantage over other players, this must be paid attention to, however, as the player with the vantage point must not have a large cover advantage for balancing reasons, for this reason I may put simple railing or no rail at all on the walkway, giving the user the ability to fall off, back down into the main battle area.
2. To fit with the theme of my overall splash damage project (post-war), the idea behind my DM Map is a combat training area. With possible wooden panel structures and cover objects, this in turn is the reason my map is blocked off from external contact.
3. My Splash Damage building will be situated outside of the map, and can be seen when looking through windows located on one of the four containing walls of my combat training area, my overall game idea was to have the Splash Damage building act as a laboratory in a post-war environment, and the combat training area will be situated in the near vicinity.
Peer Review
I received feedback on my DM map from two of my peers, both of which gave very similar feedback.
Peer Review:
1. Layout works well, placement of cover is operational, but also scalable for fast paced, fluid movement during gunplay.
[I am happy with the feedback at this point, as my visualisation of my concept feels as though it works fairly well as a bare asset not just to myself but to a small number of peers also, however much more work will be done yet to improve this map and create a DM map with a functional flow, interactive AI, pickups to aid the Deathmatch progression, interactive surroundings/scenery and more.]
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