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3. Playtesting Iteration

snortableCola edited this page Oct 26, 2023 · 1 revision

After building the first blockout, I playtested the map with a group of fellow Trenchbroom level editors.

Playtest 1 Takeaways

  • 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

Playtest 1 Iteration

  • 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

Playtest 2

  • 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

Playtest 2 Iteration

  • Replaced armor in the elevator shaft with rockets, encouraging players to drop down and engage in fights around the map

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