5. Playtest 1 - mmenke42/QuakeDeathmatch GitHub Wiki

I did a playtest of the first iteration of my greyboxed level, and afterward each participant took a survey about their reactions to the it. I complied the most relevant data from the survey, which questions mainly talk about how the level felt to the player.

Survey Summary Link

Survey Responses A

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Surprisingly, my level scored fairly high! Two key marks here are the spawn points and the landmarks/focal points of the level. Beyond these 2 points, responders say that my level is not too big and offers decent gameplay, which is great for a first try.

Survey Responses B

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In this set of questions my level did not do as well. Surveyors wish for more verticality in my level and say that there are too many straight corridors. Additionally, some are having trouble with getting stuck on collision.

Next Steps

  1. I will have to make the spawn points safer. Seems like many people got kills or got killed because they spawned into a fight.
  2. Adding some more variation to the map (using props) will help players find out where they are.
  3. Creating more verticality in the level.
  4. Breaking up long corridors so their sightlines are not as big.
  5. Adding more room for players to move around in.