I’m wondering if it’s possible to turn this thread into something more positive and thought I might share with you some of the methods we use internally for map feedback. During development every map has undergone radical changes from its initial blockout and they all tend to fluctuate from incredible to horribad at some stage along the way but the end goal is to try and find a good balance.
London Bridge and Waterloo are now very different from the maps they started out as and it was through an evolution that they ended up as they are now, with London Bridge being the most mature map in the game and Waterloo a little way behind. Camden on the the other hand is extremely new and raw with lots of iteration going on while it’s in the initial blockout stages.
Whitechapel also got iterated hugely during its blockout stage until it reached a point where it was fun enough to do the full art pass. Now that is a very tricky stage for a map as real meshes have different characteristics to fully BSP blockouts, it might be a subtle thing here and there that makes a dramatic affect on how the map plays. Walls get thicker, doorways narrower, corridors longer, edges become sticky to collision, angle of fire get obscured and new death traps created.
So after the art pass the level designers have to go back in and rebalance the map for its new characteristics, you might say it’s the awkward adolescent phase. London Bridge and Waterloo both had their awkward phases, Camden undoubtedly will do at some point down the line and that is the stage Whitechapel is at now.
So what do we do internally to try and solve this? Well we try and work out which bits of the maps are the most frustrating, where the flow breaks down, why it worked in the past and why it doesn’t work now and we offer daily feedback to the LDs in order to help them balance the levels. When I’m giving feedback, no matter how much I disliked the playtest, I always try to find at least 1 thing about the map I like and then I can try and not crush the LD’s feelings.
It’s worked pretty well so far and hopefully we can keep trying to find that sweet spot down the line so this becomes the best game in the whole wide world ever! 