Playtest 2 - gcubsfan08/QuakeMultiplayerLevel GitHub Wiki

Some of my iterations from the last version of my map was making it smaller. As noted from my first playtest, many people said that my map was too big with too many hallways and dead ends, so I had enclosed some areas. I had also created two separate rooms in my second floor, as I had one giant floor that was connecting to each other, so I thought that was just wasted space. Instead, I added walls and created two different rooms that now have their own themes to them instead of one long corridor. I had also added some topography in my map, just adding some rocks, broken debris from the cave walls, and crystal formations on the ceiling. To give the map a more sense of the ancient ruin cavern affect, I added some torches to add those types of elements to my theme. I also added another set of stairs in the second level upstairs to give another entrance and exit. Lastly, for one of the rooms on the ground level, I extended the steps on one entrance and on the other side of the entrance of the cross room, I removed the randomly placed mini ledges and replaced them with just a full body of water.

After I had made those changes from above, I then conducted a second playtest to see how my changes had worked, and they had worked even better on my second playtest as compared to my first one. I collected data from my testers, and compared it to my week 1 test. Here are some data visualizations from my forms of my first and second playtest down below.

This screenshot down below are from my play testers from my first playtest in regards to answering a question on my form.

2022-10-24 (1)

This screenshot down below are from my play testers from my second playtest in regards to answering the same question on my form.

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Lastly, down below is another screenshot of another data visualization from my second playtest in answering a question from on my form.

2022-10-24 (2)

Although it was a small sample size, play testers of my level seem to be enjoying the map more and more from each iteration. The trend from these data visualizations seems to be heading towards a good direction and where I would want my map to be. Some takeaways from the rest of my data suggest that on my next iteration of my map that I should have less dead ends as well as adding more pickups. Also, building on that last statement, I want to include some more pickups in certain areas that players did not visit too often, as I want to create more action in those places. Specific pickups were too scarce in some different areas. That was another one of my feedback notes from my last playtest, as some areas in my map did not have too many players in them, which was partly due to not having too many health or ammo pickups nearby. I also want to now add all of my textures that I was going to use, as I want to switch from my prototype wads to my wads that I have in mind for my map. For my terrain aspect, want to have a cleaner and more life-like terrain area where the water meets land, so some changes would have to be made with the edges on those brushes. Lastly, I want to invoke a specific feeling on a player when entering a hallway, room, or corridor, so I want my textures to make sense with my theme and aesthetic that I am going for.