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03. Playtesting

Roberto A. Ramirez edited this page Oct 26, 2023 · 3 revisions

Once the blockout iteration of the catacombs map was complete. I tested the map in a multiplayer setting of around 5 to 9 players.

Playtest 1

  • Players noted that some of the large areas of the map contain very few locations with cover in them.
  1. I made sure to add more natural pillars in the map to provide more cover and create more walls, so players don't feel exposed all the time.
  • Players did feel a lack in variety in combat as there were no new weapons to be found in this iteration of the map.
  1. I added more weapons in both ends of the map, the double barrel shotgun and the laser gun. As well as adding a cylindrical bridge connecting the 2nd floor of the circle room to the chapel balcony, in order to add the nailgun on top of the bridge for a more challenging experience to get a stronger weapon.
  2. Once I added the bridge, I felt as though the players on the first floor needed a way to reach the bridge in the room as well without having to travel to another room to get there. I added to more natural formation ramps on each side of the bridge to allow players access to the 2nd floor and it also helps in providing cover in the same room.

Playtest 2

  • Players were having collision errors going through the doorway behind the alter.
  1. Increasing the size of the doorway by one 16 by 16 unit on each side helped players avoid being stuck.
  • Going up the spiral like staircase in the chapel required very precise movement to utilize while running.
  1. Redesign the staircase to be an actual spiral staircase around the pillars in order to remove the sharp turns required to progress up the stairs.

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