Tuesday, 14 June 2016

Peer Review 2

  • 1.How does the flow of my feel does it work
    2.How do you feel about the night time and use of lights for navigation
    3.What changes could be made to improve this level (basically just give me your point of view

    Wayne+

    1 – Solid as a roooooooooooock.
    2 – Bit darkish perhaps? You could try increasing radius/intensity of your current lights rather than adding more – quick fix just adding more visibility but still keeping the effect you’re going for.
    3 – Floating unicorn ship carrying you from one base to the other. 6 redeemers. Seriously not too sure, it’s simple and small and seems to work – perhaps more higher / lower tier interaction but you already have that. What about teleporters/jump pads up and down just adding to the flow?

    Seems fine all round.


    Emma
    1.       The level plays really well, its small and easy to navigate through.
    2.       Maybe intensify the blue lights and red lights a bit, on some spawn points, it’s hard to see where you are but everywhere else, it’s really easy to see.
    3.       Just adding more guns I guess, the level is quite small so it doesn’t need any teleport s or anything like that, but you should make the level pink.

    Nick
    1.       The flow feels decent, could possibly do with a bit of work to avoid potential spawn killing but the layout of the level in general provides a reasonable flow.
    2.       Whilst the lighting would almost certainly be modified with more iteration, the lighting provides functional navigation and as such, affects the flow somewhat positively as of right now. The top section access by jump pads could also be illuminated a little more effectively.
    3.       Layout of weapons could possibly be tweaked to deter spawn camping/killing, though the weapons and health feel generally well placed when play testing against bots.

    The changes

    When looking at the flow of my map the consensus over all was that it worked well and felt really nice and people were surprised about how its flowed nicely considering the size, the only downside of this is that there wasn't any negative view brought to light that i could possibly look on changing.

    In terms of the lighting people though that it was nice change from the original level in which it was all lit by the directional light, the darkness made the lights stand out and helped to boost the navigation and flow of my map, I have looked at the negative brought to light by my peers and it seems although the only criticism is that the brightness of the base lights needs to be increased and there needs to be more lights for the sections of level 3 in which the jump pads take you too, I have since looked at this and mad both of the changes happen and in result I feel like its opened up more navigation in the level and a want to use these otherwise overlooked routes.

    In terms of my weapon layouts again I was happy to find out that there was no direct qualms with what was going on in my level except for a fear that players may try to spawn camp and kill which is a hard thing to prevent so I decided to, remove all health pickups in the level which mean that people trying to camp at spawns do not have access to a way to keep their life up or heal after damage and will eventually die and I don't think this change affect the map that much since I went for a very fast paced game of CTF.

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