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How to provide proper feedback?

The forum related to the Usermaps section, please ask questions here. This board is for mappers to discuss and exchange experiences
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Neon_Knight
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Joined: Tue Aug 25, 2009 9:02 pm

How to provide proper feedback?

Post by Neon_Knight »

This is a list I've made for another forum. I thought it could be posted here since it's the feedback zone. If it doesn't belong here, feel free to move it somewhere else.
First the difference between Bad feedback and Good feedback:

BAD FEEDBACK:
- "The map sucks" (Doesn't need any explanation)
- "It has bad item placement" (Provide examples, if possible, suggest solutions)
- "The map is badly designed" (See above)
- "It has [insert forbidden weapon here]" (especially when care has been taken in order to limit these weapons' damage with the design of the map itself)

GOOD FEEDBACK: (If possible, also suggest solutions)
- "Placing the Amplifier near the ASMD is bad for the balance of the map."
- "There are no safe places from the Rifle, it breaks the map as it is."
- "The Eightball's position favors spamming and it destroys the flow of the map."
CHECK LIST FOR MAPPING AND TESTING (May require a bit of help, suggestions are welcome)
(Also may help with design decisions)

IN GENERAL
  • Can any player be visible at all times? (i.e. is the map well-lit)
  • Is there any bug in the map?
    • Is it intended, unintended and will be fixed, or unintended but won't be fixed?
  • Can the bots navigate the map well in botmatches?
  • How easy is the map to navigate?
    • How obstructive are the hazardous areas to the map's flow?
    • Can the player remember key areas of the map without having to resort to location names?
  • How well distributed are the items across the map?
    • Is there a cache of powerful weapons and items somewhere in the map?
    • How worthy are the items near the hazardous area? And in the area itself?
  • Deathmatch:
    • Are there spots for hiding? How easy is to locate them?
    • How many chokepoints are in the map?
BASE-BASED TEAM GAMETYPES (RealCTF, UTCTF, UTAssault...)
  • How easy is the map to navigate?
    • How easy is the enemy base/objective to find?
    • How easy are the bases to attack?
    • How easy are the bases to defend?
    • How long does it take to capture a flag in the shortest route without translocating/trickjumping?
    • How long does it take to capture a flag in the longest route without translocating/trickjumping?
    • Aside of the enemies, was there another obstacle which broke too much the flow of the map?
    • How many routes does the map have between the flags (not the bases)?
    • UT: Since the map will be played in Instagib mode...
      • Are the chokepoints well protected from possible campers/snipers?
      • Is there any hazardless (including water) route protected from snipers?
      • Do the corridors contain any kind of cover?
  • How easy is to make a flag capture? (CTF)
  • How easy is to attack the enemy base? (CTF/Assault)
CONTROL POINT-BASED GAMETYPES (Domination)
  • How easy is to find a control point?
  • How easy is to capture a control point?
  • How easy is to maintain the control of a control point?
SINGLE-PLAYER/COOP (Also Monster Hunt)
  • How easy is the map to navigate? How easy is for the player to get lost and not being able to know where he is at a certain point? Is it easy to backtrack to the navigable area? Is the loop area intended to be part of the navigable area?
  • Does the monster placement make sense (ambushes, triggered events, boss fights, objective guarding, smaller monsters guarding an entrance, swarms in traps being there to harass the player, mid-tier and high-tier monsters guarding objectives...)?
  • Does the monster difficulty grows as the player approaches to the final objectives or the boss?
  • How long does it take to complete the map?
  • How easy is to find the map's objectives?
  • Are there shortcuts in the map? How difficult is to go through it?
  • Campaigns: Which functions do the maps take in the whole pack? Does the map order make sense?
  • If there's a liquid area and the player isn't hurt/killed by it (nor is the player supposed to be killed by it) how easy is to exit the area? How easy is also to return to the combat area?
  • Are there any drastic texture scaling or bad alignments that distract the player? (Suggested by Buster)
Is there anything else missing in the list?
Last edited by Neon_Knight on Tue Jul 10, 2018 3:19 am, edited 1 time in total.
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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Smirftsch
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Re: How to provide proper feedback?

Post by Smirftsch »

may want to make this topic sticky perhaps?
Sometimes you have to lose a fight to win the war.
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Neon_Knight
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Joined: Tue Aug 25, 2009 9:02 pm

Re: How to provide proper feedback?

Post by Neon_Knight »

may want to make this topic sticky perhaps?
Yes, of course! I think having a clear set of questions to be answered can be really helpful for feedback gathering.
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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Buster
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Re: How to provide proper feedback?

Post by Buster »

Nice job Neon. One thing I'd add to the list is "Are there any drastic texture scaling or bad alignments that distract the player?" Those things that look so out of place that they distract the player from the game play or story.
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Neon_Knight
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Joined: Tue Aug 25, 2009 9:02 pm

Re: How to provide proper feedback?

Post by Neon_Knight »

Nice job Neon. One thing I'd add to the list is "Are there any drastic texture scaling or bad alignments that distract the player?" Those things that look so out of place that they distract the player from the game play or story.
May be a subset of Bugs. Adding, as it is important for ambience, indeed.
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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