Algor Posted January 9, 2012 Report Posted January 9, 2012 I will try to get back to the first map to see exactly where I was confused. I played the second map today (excuse the horrible photoshops ); - Dojo lacks definition to exit, definitely add a light or something to call out SCREEN - Bulletproof glass? Would be more dramatic if it could break, doesn't make a whole lot of sense either - Medkit box behind door in awkward position - Courtyard after dojo especially dark, this whole section is flashlight dependent. Hard to read enemies, eyes need rest - Getting off the road blocked by truck + tree... there was a panic event that failed due to infected piling up on closed door leading to village - Nice looking village area, non linear and lots of nooks. Just what the game is made for. - Village again very dark, player and characters not picking up light. Im standing right next to a ligiht but hardly getting any. Character artsits would be angry! SCREEN - Got lost at end and went back to beginning, exit looks like a dead end, had no idea about path. Consider adding strong light spilling out from path SCREEN - Cool temple area, framerate definitely taking a hit - Top of temple hill, no lights, no infected the entire stretch - Dont even know about lift before i am told i need to turn it on, consider routing through here earlier? I also think it might be better if the lift started away and the player had it call it back, rather than to power it on - Lift panic event very easy to defend, could use more routes of attack, all infected just came up the stairs - Lift ride was cool, nice detail on the middle support, good place for a cool ambient moment - Lift had awkward slow exit, two survivor bots died going down ladder, could this be stairs instead? - Confused why i had to call a lift that was broken, especially when there is another forced panic event right after - No instruction about generator, just turned it on because it was glowing, enemies clipping through exit door - This is one loooong map! This is killer for player fatigue, especially if the team wipes Quote
Algor Posted January 11, 2012 Report Posted January 11, 2012 Finished it up tonight; Map3 - Skyportal issue near start - Confused why I was getting back on the lift? I never felt like that was my goal, I just went there because there was nothing else. There was a boomer just standing there at the top and I couldn't do anything about it. awkward - Right away at the lift exit I wasn't being drawn anywhere so I went to the right and didn't think I could get through so I went to the left. Turns out the right is just large enough to fit through. Are both intended routes? here - Lots of great detail in the buildings though much of it lost in the darkness - Missed just about every single exit in this map, got near it, didn't see it, went back after getting stuck, found it - Ironically the one spot that looked like an exit was a death pit (blinky red tube) - Whole map is really dark overall, no real light parts to rest eyes with - I felt like the size of this map was just about right To get back about direction with the first map, there were two main areas I got stuck; here next to the bar. - I think the majority of the problems are from this. While I think the area with the fire escape stairs leading into some apartments may add extra confusion, going up these stairs and having your back to the exit which is hidden in darkness is the main problem. ...and here on the street with the bus. - This actually does a nice job at forcing you to explore, but I feel as though that is due to looking for an exit in all the areas where there is no exit. It's possible the line of cars is a bit too forced and could have a gap in there somewhere for the main route. - At the far left of the car detour there is nothing really on the exit route to pull you that way. The last car next to the bus has the potential for a headline to create some interest maybe like this. Other areas of feedback; - The start of the map has a bit of a lighting conflict like this. - Even at the bottom I am still not pulled anywhere because it is evenly dark - Was just an idea I had.. maybe turn the car 180* so the brake lights are casting down the street instead. Could serve as subtle hint of closed road in addition to the roadblocks. - This room could definitely use a strong light in the back - Some nice story telling in the last main street area - At least two cases I saw of the roll up doors easily being crouch height but are blocked off to players - First time I played I encountered a tank by the street bar and that went very badly when my whole team was in a small dead end. The second time a tank appeared in the last street intersection and it went very well because there was plenty of space to maneuver. Maybe that's life - Could really use a medkit or two at the elevator Great looking map you've got with some minor flow issues that can turn into a solid map! Congrats on your milestone and best of luck. Quote
El Moroes Posted January 11, 2012 Report Posted January 11, 2012 Well I took the time to test it. Here are some feedbacks - essentially about the visual. Overall : - You did a good work on all the customs assets. Your campaign is rich! - Overall it's a nice made campaign. I didn't really liked the first map compared to the other ones but...it's well done. - Your transitions between the levels are strange. I had some difficulty to see the link between each of your maps. - The transition between the second and the third map is a good idea but I don't think it's really functional in term of gameplay. I didn't test it with other guys, I was with bots but I met a problem. A smoker grabbed one of our guy through the cabin when we were inside of it. So we were unable to save it. At the end of the cable road a tank were waiting for us and killed us at the exit. I really think that this part should be in the second map, so the third map will begin at the end of the cable car. - The end is strange. I think it's because it's still in beta so I'll don't say more about that. - Lack of direction. Put some lights / signs or other things to help the player is his way. Map 1 : - I think you should rework some parts of your lighting. I found this level flat while you have all these ads, rests of lights to make a good contrast in this level. - The grounds and the walls are too clean. We are in an apocalypse world where zombies are in the streets. Before that, people had to fight them, the army and SEDA have occupied these place,...so you should tell this story with more dirty things / blood, trashes, dirty decals / some fire in windows, etc,. telling a story. If you don't, I advice you to read "World War Z". One part of the story is in the Japan. It describes some scene in Tokyo (I think it was in Tokyo) when the "hero" have to get out of his house. You could have some good idea. - In some area clip brushes are missing. I was able to go on the roof by the stairs path of the apartments. At the end of the stairs you just have to jump to the ground. The game will attached you to the balcony and there, a teammate will come to help you. Then, you are able to go to the roof. I didn't test anything else with the clips. - This map is long, perhaps too long? Take it as a personal remark. - The end of the map is difficult for the bots. I think a garage with a truck will be better that a truck only. Map 2 : - Really good looking level. Your village was really amazing! Details are everywhere! Well done temple area! - The fog and the sky don't match together. Again this map looks flat in some are. Perhaps because of the rain? In this regards, I think you should not add the rain and work on a beautiful dawn atmosphere but again, this is a personal remark there. - Stop your level at the end of the cable car road, where you include the stop event in the middle. Map 3 : - Start it inside the cable car house. - Very well done abandoned area. I was really amazed by your job ! - Too colorcorrection effect...the level lost his color and it's sad. - As I said the end is strange. I think you have to make it but currently nothing is saying that we have to close the door to finish this part of the campaign. - In this map, and much than the others, I felt the lack of direction. You should work on that. Well, it's finish for me Overall a good campaign man ! Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.