jamaijamai Posted May 17, 2016 Looking for feedback on my first real map. I usually have an in-house tester but my eldest is not old enough to play this game, so I am instead looking to the internet for some opinions/feedback. I am an avid level designer in various games - though this is my first attempt at a 3D game - I made doom wads 15+ years ago but they sucked. Map Name: UAC Stress Assessment v1.1 (search 'assessment' to find and don't play v1.0) Map ID: KAN9GFVH Type: Escape/Horror It's -not- a generic shoot baddies I randomly placed on a module map.. I would never ask anyone to sit through that :) If anyone has time/desire to try it out and tell me what they think I'd be more than happy! It is the kind of map that becomes really hard to test when you know everything that happens. I can definitely give feedback on anyone elses creations too. 0 Quote Share this post Link to post
xTWx PREDATOR X Posted May 17, 2016 I will try it out and tell you my thoughts mate. And hopefully once i've finished my map you can test out my creation? 😊 0 Quote Share this post Link to post
eman29 Posted May 17, 2016 i really liked the idea, only thing is difficulty needs a bit of tuning, esp at the start. the text isnt enough signposting on what to do, and maybe make it one terminal instead of 5. took me 3 loading screens to figure out how to get out, since it looks like they didnt do anything. btw how did you empty the shotgun? also, an idea for your ammo crate, add some uac safety audio. the firearm discharge one will fit perfectly 0 Quote Share this post Link to post
jamaijamai Posted May 17, 2016 Yeah I figured it would be an issue. The only three indicators that the terminals do anything is: 1) A beeping sound - which could mean anything 2) Once a terminal is ready to be used, it starts sparking 2) A clue given by the UAC text just before your time is up I guess I could make it more obvious, or shine a light on the next terminal you are meant to use - I thought of a POI indicator but I think that is too obvious. More sound on the ammo crate would be a good idea. As far as emptying your ammo, you link the player start to an inventory object: Player Start Entity - On Spawned - Take Inventory (Set All Weapons = TRUE) - Inventory Entity 0 Quote Share this post Link to post
eman29 Posted May 17, 2016 i think it would be better to focus solely on a terminal puzzle, that when activated, opens up the exit and the locked hellknight at the same time. as it is now its too difficult to do the terminals while a hellknight is in the same room... 0 Quote Share this post Link to post
jamaijamai Posted May 17, 2016 Well it is a stress test, gotta have something to be stressed about! Once you know the order, you can escape the room well before the hell knight gets out. I think it is just as you had said - a matter of making what you need to do more obvious. I am currently burning my brain over a new map that is far more complicated (I am going to be a snapmap master by the end of this one haha) - I will definitely get back to that one and touch it up! 0 Quote Share this post Link to post
VentedPennies Posted May 17, 2016 Since after every time Snap Map made me go through all the loading screens and redoing the level, I got a bit annoyed at the hell knight and puzzle game. I think the loading screens lasted longer than I did. I think if the map spawned some clues, it would be less of a memory trial and error mechanism and more quick thinking stress testing. Maybe number the terminals and present math problems or something like that? Right now, I feel it's all mechanics and they are fighting against each other. 0 Quote Share this post Link to post
jamaijamai Posted May 17, 2016 The clue tells you exactly what to do - activate the sparking terminals. That's all there is to it. It's not even really a puzzle, it just appears to be one. However if two/two people are getting mixed up by it - something is wrong with the way it is presented. I can't argue with that. I feel it is down to the delay added to the 3rd terminal - which is counter-intuitive and was added to keep some of the flow to the text intact. Idea: - Remove sparks from each terminal once activated - Make a more obvious sound cue - Remove delay from third terminal, thus you only need to press the terminals in order - Think of another way to give a clue to activate the terminals that is presented earlier and clearer. All I really wanted was a way to get an 'oh shit' moment out of the player and set the tone for the rest of the map. The first room was designed to tell the player: A) The UAC test is obviously evil and the messages are working against you B) There is a Hell Knight that will chase you right away C) You have to find a way to be able to fight it D) Convey the idea that this is a very real stress assessment I really did think it was a great idea - and maybe it still is - but I definitely have to fix it - I'll repost once it is done - please give it another chance! :< 0 Quote Share this post Link to post
jamaijamai Posted May 18, 2016 There, Stress Assessment v1.3 - I skipped a version by accident, I didn't work on that much! Should be easier now. The script has turned into old faulty wires - it is a total mess that I don't want to sort through anymore. I think it should be a bit easier to figure out now, and you have more time. 0 Quote Share this post Link to post
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