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3. Playtesting Iteration
snortableCola edited this page Oct 26, 2023
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After building the first blockout, I playtested the map with a group of fellow Trenchbroom level editors.
- The map felt a bit empty
- the rocket launcher is the only big focal point, and the lack of ammo is less of a de-powering of the weapon as it is a false affordance that a player gets to run around with the weapon.
- The dropdown in the middle is fun but acts as really the only way to descend without slower ramps
- Theme is confusing, not really easily understood based on the architecture
- Added a steep slope at the bottom of the center elevator shaft to push players towards a pickup and away from the wall
- Added more cover and some white, bed-shaped objects to the second floor, along with dropping down a corner of the 2nd-3rd floor ramp to give another way to jump onto it
- Added a lip around the side of a cover piece on the third floor to make it look like a couch
- Rockets are definitely needed somewhere on the map
- Beds feel too spaced together
- The stairs on the bottom alcove feature feel clunky
- Players feel like they should be able to jump onto the weapon pedestals from the side
- Fights seem very focused around either rockets or grenades, regular nailguns aren't cutting it and you cant get close enough for the super shotgun most of the time
- too much armor
- Replaced armor in the elevator shaft with rockets, encouraging players to drop down and engage in fights around the map