Focus Testing Part 1: Stopwatch, Canary Wharf, Trainyard and Waterloo


(Ashog) #141

Haven’t seen you playing like… evar :slight_smile:


(INF3RN0) #142

Pretty sure that’s Glottis. See him on a lot, even NA times.


(Ashog) #143

oh, the smurfing bastard!

ok then :slight_smile:


(Glottis-3D) #144

yes, its him :smiley:


(BomBaKlaK) #145

Canary warf is near a sphincter design, with ashog flooding the urine pot.
Nothing more to say.


(Glottis-3D) #146

[QUOTE=BomBaKlaK;495080]Canary warf is near a sphincter design, with ashog flooding the urine pot.
Nothing more to say.[/QUOTE]
hmmm…sphincter…hmmm…and Ashog seems to realy like this map…hmmm…

:smiley:


(Ashog) #147

Noobs!

You haven’t even played it enuff!

Ask rex.


(amazinglarry) #148

I put in a bit of SW feedback here: http://forums.warchest.com/showthread.php/39929-Stopwatch-Timers


(FireWorks) #149

Im a bit tired of 2048 and path of exile… can we pls have “proper” game modes again so i can come back and enjoy xT?


(Glottis-3D) #150

i’ve lost my FOcus…
:slight_smile:

i mean. these maps need to go to some kind of a stroggification device. and get some serious changes.
and to be honest. that was obvious before this focus test even started. =(

when will we see part two?


(Glottis-3D) #151

any news on that?


(Violator) #152

Yes we need to move on, at least to something other than SW mode :frowning:


(Erkin31) #153

I’m ok with sw mode, but i would like to play on others maps.


(DB Genome editor) #154

This ^

Wanna try the new version of Dome / Greenwich… :frowning:


(k0k0nat) #155

I usually ALT+F4 when I see that tdm_urinate_station loading screen.

New map pool plx.


(onYn) #156

Focusing is a good thing, but I think the way it´s approached right now isn´t the right way. It´s okay to focus the development on specific maps/game modes, but if it comes (especially) to maps, I dont think cutting off all the other maps, that aren´t in the focus, really helps. Maybe people who already have solid mapmaking knowledge, can use the time they are being forced into playing the same maps over and over again, but how many of us really have such a knowledge? Even if you have advanced map knowledge, Extraction (or is it Dirty Bomb?) is a new game, where everyone needs to get a feel for, in order to find out what kind of maps fit best. Of course there are planty people who have played all maps, even the alpha ones, and are aware of what they think needs to be changed, but let´s face it, those people opinions are all over the place in the forums anyways and obviously not what you are looking for. What you want is opinions from newer players (it seems). However, for an average gamer, as well as people who play a lot, but doesn´t really understand how maps are supposed to work out in the long therm, it is a huge disadvantage to take away maps. Not only does it cut off some of the fun playing the same maps over and over again (what you admit yourself) but also it takes away experience we can compare it too. The more maps I can play and test, the more I can learn about how the game flows within those maps, which maps or even single parts of the map feel best and support the gameplay the most and what kind of map design absolutely doesnt work out. In the end you can decied on which maps you want to focus and tell us for which maps you like to hear our feedback. You can still focus the development on those maps, and just leave every feedback regarding other maps for later… I really think this would improve the feedback you get, as well as be more fun and by that generate a larger player base, who again will be able to give more feedback.

To be honest I would suggest to go the other way, not decrease the map pool but increase it. As far as I can tell, there are many hobby mapdesigners in those forums, and a lot of map suggestions that people want to see. I know SD can´t do everything instantly and things need time to change (especially maps), and in order to guarantee a constant development of the game, it needs to be done by professionals. But I think if it comes to maps, everyone who wants should be able to contribute - what is the worst that can happen? Another bad map? Well, if people don´t like it, it can be reworked. I am quiet sure the map maker themselves will put a lot of passion into it and put a lot of hard work into there babies. I honestly don´t understand it, how you can keep ignoring this chance, of really involving your community into the game development. It´s nothing crucial, if the map is horrible and no one likes it, you can just remove it, if it´s average you can leave it in the map pool, and if it´s good everyone wins.

Of course this seems dumb in the beginning, to increase the map pool if you want to get feedback for specific maps - but I have to say, the more maps I play, the more experience and serious feedback I will be able to give. I will be able to tell you precisely how those maps feel like (compared to all the others) as well as give more detailed solutions for specific issues. That´s the way how people can give useful feedback - if they have something to compare. The way it is right now, only creative and experienced map makers will be able to give you some feedback what probably isn´t the best solution. And, like I said, it´s not so much fun to play to the same maps over and over again… I think a clear win win solution is being missed here.

What I also don´t understand, is why you don´t allow a natural map selection by adding a map voting/skipping system. If we can vote for the maps we want to play, and allow us to skip maps we don´t want to play the stats will show quiet fast, which maps are being played most, by that obviously are liked the most, as well as which maps doesn´t seem to be enjoyed as much. It would be much easier for you to figure out what kind of map designs works out best, and what´s not so good.


(Glottis-3D) #157

focus tests about maps have to be very short - like 2-3 weeks. not 3 monthes.