Peer Review 2 questions to be answered:
Q1. How do you feel the layout of the map itself affects gameplay? Suggest ways to make it better.
Q2. Do you feel the waypointing and placement of path nodes is true to the architecture of flow, sticking to a figure of eight? Even if yes, suggest ways to improve the waypointing.
Q3. Do you feel the placement of weapons and other pickups like ammo, armor and jump boots helps assist users in navigating the map, bearing in mind the architecture of flow once again.
Peer 1 answers:
1. The layout of the map works well, the bots seem well spread out and interact well with doors, pathways and pickups. To improve your map I would say maybe place hazards such as slime or lava volumes on both sides of the map were the ramps are, or at least a water volume to slow down the players with perhaps a pickup in the centre. (Just adds another aspect, keeps the player interested)
2. The layout and way pointing is spot on really, there's not much room for improvement. My only suggestion would be make the second level more accessible for bots and other players, whilst playing I found that the bots remained on the ground floor, very rarely would they venture up and even then when they saw someone below they would jump off instantly. You should maybe place jump pads to help with this.
3.The weapon, ammo, health pickups work well within your map, the jump boots especially helped me navigate up towards the higher levels and I found health easily when I was low. I would maybe place something inside the areas boxed off by the one block high walls in two of the four corners, place maybe two towers leading to vantage points one or two levels higher up?
Peer 2 answers:
1. Easy to navigate due to the amount of space in the map. Door are not easy to identify in combat however while not in combat they are easy to identify.
2. Generally most of the path nodes are working apart from one of the corners of the map with a ramp.
3. Pickups help in navigation however I feel like the jump boots have to many uses per pickup. Weapons are placed well around the map creating firefights to get to some of them adding to the flow.
Outcome:
Building on the information given by my peers I will be making modifications to my map in the coming days including alterations to my path nodes and waypointing, door animations and AI usage will also be looked into, as the AI's door usage is reliant on path nodes being altered.
I have found issues myself on top of any highlighted by my peers, and will continue to work on these also to provide a more fluid experience for all users.
Outcome:
Building on the information given by my peers I will be making modifications to my map in the coming days including alterations to my path nodes and waypointing, door animations and AI usage will also be looked into, as the AI's door usage is reliant on path nodes being altered.
I have found issues myself on top of any highlighted by my peers, and will continue to work on these also to provide a more fluid experience for all users.
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